1 | |
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2 | /* |
1 | /* |
3 | * static char *rcs_treasure_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: treasure.C,v 1.6 2006/08/31 18:59:23 root Exp $"; |
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5 | */ |
3 | * |
6 | |
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
7 | /* |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
12 | |
8 | * |
13 | 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 |
14 | 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 |
15 | the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
16 | (at your option) any later version. |
12 | * option) any later version. |
17 | |
13 | * |
18 | 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, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
22 | |
18 | * |
23 | You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
24 | along with this program; if not, write to the Free Software |
20 | * and the GNU General Public License along with this program. If not, see |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * <http://www.gnu.org/licenses/>. |
26 | |
22 | * |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
28 | */ |
24 | */ |
29 | |
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30 | #define ALLOWED_COMBINATION |
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31 | |
25 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 | * It is useful for finding bugs in the treasures file. Since it only |
27 | * It is useful for finding bugs in the treasures file. Since it only |
34 | * 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 |
35 | * left on |
29 | * left on |
36 | */ |
30 | */ |
37 | #define TREASURE_DEBUG |
31 | #define TREASURE_DEBUG |
38 | |
32 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
33 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
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34 | |
40 | /* #define TREASURE_VERBOSE */ |
35 | //#define TREASURE_VERBOSE |
41 | |
36 | |
42 | #include <global.h> |
37 | #include <global.h> |
43 | #include <treasure.h> |
38 | #include <treasure.h> |
44 | #include <funcpoint.h> |
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45 | #include <loader.h> |
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46 | |
39 | |
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40 | #include <flat_hash_map.hpp> |
47 | |
41 | |
48 | static void change_treasure(treasure *t, object *op); /* overrule default values */ |
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 | |
49 | extern char *spell_mapping[]; |
45 | extern char *spell_mapping[]; |
50 | |
46 | |
51 | /* |
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52 | * Initialize global archtype pointers: |
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53 | */ |
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54 | |
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55 | void init_archetype_pointers() { |
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56 | int prev_warn = warn_archetypes; |
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57 | warn_archetypes = 1; |
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58 | if (ring_arch == NULL) |
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59 | ring_arch = find_archetype("ring"); |
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60 | if (amulet_arch == NULL) |
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61 | amulet_arch = find_archetype("amulet"); |
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62 | if (staff_arch == NULL) |
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63 | staff_arch = find_archetype("staff"); |
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64 | if (crown_arch == NULL) |
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65 | crown_arch = find_archetype("crown"); |
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66 | warn_archetypes = prev_warn; |
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67 | } |
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68 | |
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69 | /* |
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70 | * Allocate and return the pointer to an empty treasurelist structure. |
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71 | */ |
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72 | |
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73 | static treasurelist *get_empty_treasurelist(void) { |
47 | static treasurelist *first_treasurelist; |
74 | treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); |
48 | |
75 | if(tl==NULL) |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
76 | fatal(OUT_OF_MEMORY); |
50 | |
77 | memset(tl, 0, sizeof(treasurelist)); |
51 | typedef ska::flat_hash_map |
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52 | < |
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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; |
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59 | |
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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 | } |
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75 | |
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76 | /* |
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77 | * Searches for the given treasurelist |
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78 | */ |
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79 | treasurelist * |
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80 | treasurelist::find (const char *name) |
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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 | { |
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104 | tl = new treasurelist; |
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105 | |
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106 | tl->name = name; |
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107 | tl->next = first_treasurelist; |
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108 | first_treasurelist = tl; |
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109 | |
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110 | tl_map.insert (std::make_pair (tl->name, tl)); |
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111 | } |
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112 | |
78 | return tl; |
113 | return tl; |
79 | } |
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80 | |
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81 | /* |
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82 | * Allocate and return the pointer to an empty treasure structure. |
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83 | */ |
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84 | |
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85 | static treasure *get_empty_treasure(void) { |
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86 | treasure *t = (treasure *) calloc(1,sizeof(treasure)); |
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87 | if(t==NULL) |
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88 | fatal(OUT_OF_MEMORY); |
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89 | t->item=NULL; |
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90 | t->name=NULL; |
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91 | t->next=NULL; |
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92 | t->next_yes=NULL; |
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93 | t->next_no=NULL; |
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94 | t->chance=100; |
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95 | t->magic=0; |
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96 | t->nrof=0; |
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97 | return t; |
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98 | } |
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99 | |
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100 | /* |
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101 | * Reads the lib/treasure file from disk, and parses the contents |
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102 | * into an internal treasure structure (very linked lists) |
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103 | */ |
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104 | |
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105 | static treasure *load_treasure(FILE *fp, int *line) { |
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106 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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107 | treasure *t=get_empty_treasure(); |
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108 | int value; |
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109 | |
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110 | nroftreasures++; |
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111 | while(fgets(buf,MAX_BUF,fp)!=NULL) { |
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112 | (*line)++; |
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113 | |
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114 | if(*buf=='#') |
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115 | continue; |
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116 | if((cp=strchr(buf,'\n'))!=NULL) |
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117 | *cp='\0'; |
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118 | cp=buf; |
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119 | while(isspace(*cp)) /* Skip blanks */ |
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120 | cp++; |
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121 | |
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122 | if(sscanf(cp,"arch %s",variable)) { |
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123 | if((t->item=find_archetype(variable))==NULL) |
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124 | LOG(llevError,"Treasure lacks archetype: %s\n",variable); |
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125 | } else if (sscanf(cp, "list %s", variable)) |
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126 | t->name = add_string(variable); |
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127 | else if (sscanf(cp, "change_name %s", variable)) |
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128 | t->change_arch.name = add_string(variable); |
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129 | else if (sscanf(cp, "change_title %s", variable)) |
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130 | t->change_arch.title = add_string(variable); |
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131 | else if (sscanf(cp, "change_slaying %s", variable)) |
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132 | t->change_arch.slaying = add_string(variable); |
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133 | else if(sscanf(cp,"chance %d",&value)) |
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134 | t->chance=(uint8) value; |
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135 | else if(sscanf(cp,"nrof %d",&value)) |
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136 | t->nrof=(uint16) value; |
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137 | else if(sscanf(cp,"magic %d",&value)) |
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138 | t->magic=(uint8) value; |
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139 | else if(!strcmp(cp,"yes")) |
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140 | t->next_yes=load_treasure(fp, line); |
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141 | else if(!strcmp(cp,"no")) |
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142 | t->next_no=load_treasure(fp, line); |
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143 | else if(!strcmp(cp,"end")) |
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144 | return t; |
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145 | else if(!strcmp(cp,"more")) { |
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146 | t->next=load_treasure(fp, line); |
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147 | return t; |
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148 | } else |
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149 | LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", |
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150 | cp,t->name?t->name:"null", *line); |
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151 | } |
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152 | LOG(llevError,"treasure lacks 'end'.\n"); |
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153 | return t; |
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154 | } |
114 | } |
155 | |
115 | |
156 | #ifdef TREASURE_DEBUG |
116 | #ifdef TREASURE_DEBUG |
157 | /* recursived checks the linked list. Treasurelist is passed only |
117 | /* recursived checks the linked list. Treasurelist is passed only |
158 | * so that the treasure name can be printed out |
118 | * so that the treasure name can be printed out |
159 | */ |
119 | */ |
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120 | static void |
160 | static void check_treasurelist(const treasure *t, const treasurelist *tl) |
121 | check_treasurelist (const treasure *t, const treasurelist * tl) |
161 | { |
122 | { |
162 | if (t->item==NULL && t->name==NULL) |
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163 | LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); |
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164 | if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) |
123 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
165 | LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", |
124 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
166 | tl->name); |
125 | |
167 | /* find_treasurelist will print out its own error message */ |
126 | if (t->next) |
168 | if (t->name && *t->name) |
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169 | (void) find_treasurelist(t->name); |
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170 | if (t->next) check_treasurelist(t->next, tl); |
127 | check_treasurelist (t->next, tl); |
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128 | |
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129 | if (t->next_yes) |
171 | if (t->next_yes) check_treasurelist(t->next_yes,tl); |
130 | check_treasurelist (t->next_yes, tl); |
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131 | |
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132 | if (t->next_no) |
172 | if (t->next_no) check_treasurelist(t->next_no, tl); |
133 | check_treasurelist (t->next_no, tl); |
173 | } |
134 | } |
174 | #endif |
135 | #endif |
175 | |
136 | |
176 | /* |
137 | /* |
177 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
138 | * Reads the lib/treasure file from disk, and parses the contents |
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139 | * into an internal treasure structure (very linked lists) |
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140 | */ |
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141 | static treasure * |
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142 | read_treasure (object_thawer &f) |
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143 | { |
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144 | treasure *t = new treasure; |
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145 | |
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146 | f.next (); |
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147 | |
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148 | for (;;) |
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149 | { |
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150 | coroapi::cede_to_tick (); |
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151 | |
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152 | switch (f.kw) |
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153 | { |
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154 | case KW_arch: |
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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 | |
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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 (); |
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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; |
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189 | } |
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190 | |
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191 | f.next (); |
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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; |
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199 | } |
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200 | |
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201 | /* |
178 | * Each treasure is parsed with the help of load_treasure(). |
202 | * Each treasure is parsed with the help of load_treasure(). |
179 | */ |
203 | */ |
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204 | treasurelist * |
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205 | treasurelist::read (object_thawer &f) |
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206 | { |
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207 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
180 | |
208 | |
181 | void load_treasures(void) { |
209 | bool one = f.kw == KW_treasureone; |
182 | FILE *fp; |
210 | treasurelist *tl = treasurelist::get (f.get_str ()); |
183 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
211 | clear (tl); |
184 | treasurelist *previous=NULL; |
212 | tl->items = read_treasure (f); |
185 | treasure *t; |
213 | if (!tl->items) |
186 | int comp, line=0; |
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187 | |
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188 | sprintf(filename,"%s/%s",settings.datadir,settings.treasures); |
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189 | if((fp=open_and_uncompress(filename,0,&comp))==NULL) { |
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190 | LOG(llevError,"Can't open treasure file.\n"); |
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191 | return; |
214 | return 0; |
192 | } |
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193 | while(fgets(buf,MAX_BUF,fp)!=NULL) { |
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194 | line++; |
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195 | if(*buf=='#') |
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196 | continue; |
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197 | |
215 | |
198 | if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { |
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199 | treasurelist *tl=get_empty_treasurelist(); |
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200 | tl->name=add_string(name); |
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201 | if(previous==NULL) |
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202 | first_treasurelist=tl; |
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203 | else |
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204 | previous->next=tl; |
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205 | previous=tl; |
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206 | tl->items=load_treasure(fp, &line); |
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207 | |
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208 | /* 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. |
209 | * 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 |
210 | * fields of the treasures are not being used. |
218 | * fields of the treasures are not being used. |
211 | */ |
219 | */ |
212 | if (!strncmp(buf,"treasureone",11)) { |
220 | if (one) |
213 | for (t=tl->items; t!=NULL; t=t->next) { |
221 | { |
214 | #ifdef TREASURE_DEBUG |
222 | for (treasure *t = tl->items; t; t = t->next) |
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223 | { |
215 | if (t->next_yes || t->next_no) { |
224 | if (t->next_yes || t->next_no) |
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225 | { |
216 | LOG(llevError,"Treasure %s is one item, but on treasure %s\n", |
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 " : "", |
217 | tl->name, t->item ? t->item->name : t->name); |
229 | t->item ? &t->item->archname : &t->name); |
218 | 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"); |
219 | } |
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220 | #endif |
|
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221 | tl->total_chance += t->chance; |
|
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222 | } |
|
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223 | } |
231 | } |
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232 | |
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233 | tl->total_chance += t->chance; |
224 | } else |
234 | } |
225 | LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
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226 | } |
235 | } |
227 | close_and_delete(fp, comp); |
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228 | |
236 | |
229 | #ifdef TREASURE_DEBUG |
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230 | /* Perform some checks on how valid the treasure data actually is. |
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231 | * verify that list transitions work (ie, the list that it is supposed |
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232 | * to transition to exists). Also, verify that at least the name |
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233 | * or archetype is set for each treasure element. |
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234 | */ |
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235 | for (previous=first_treasurelist; previous!=NULL; previous=previous->next) |
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236 | check_treasurelist(previous->items, previous); |
|
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237 | #endif |
|
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238 | } |
|
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239 | |
|
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240 | /* |
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241 | * Searches for the given treasurelist in the globally linked list |
|
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242 | * of treasurelists which has been built by load_treasures(). |
|
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243 | */ |
|
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244 | |
|
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245 | treasurelist *find_treasurelist(const char *name) { |
|
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246 | const char *tmp=find_string(name); |
|
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247 | treasurelist *tl; |
|
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248 | |
|
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249 | /* Special cases - randomitems of none is to override default. If |
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250 | * first_treasurelist is null, it means we are on the first pass of |
|
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251 | * of loading archetyps, so for now, just return - second pass will |
|
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252 | * init these values. |
|
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253 | */ |
|
|
254 | if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; |
|
|
255 | if(tmp!=NULL) |
|
|
256 | for(tl=first_treasurelist;tl!=NULL;tl=tl->next) |
|
|
257 | if(tmp==tl->name) |
|
|
258 | return tl; |
237 | return tl; |
259 | LOG(llevError,"Couldn't find treasurelist %s\n",name); |
|
|
260 | return NULL; |
|
|
261 | } |
238 | } |
262 | |
|
|
263 | |
239 | |
264 | /* |
240 | /* |
265 | * Generates the objects specified by the given treasure. |
241 | * Generates the objects specified by the given treasure. |
266 | * It goes recursively through the rest of the linked list. |
242 | * It goes recursively through the rest of the linked list. |
267 | * 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, |
… | |
… | |
270 | * being generated. |
246 | * being generated. |
271 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
247 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
272 | * abilities. This is used by summon spells, thus no summoned monsters |
248 | * abilities. This is used by summon spells, thus no summoned monsters |
273 | * start with equipment, but only their abilities). |
249 | * start with equipment, but only their abilities). |
274 | */ |
250 | */ |
275 | |
251 | static void |
276 | |
|
|
277 | static void put_treasure (object *op, object *creator, int flags) |
252 | put_treasure (object *op, object *creator, int flags) |
278 | { |
253 | { |
279 | object *tmp; |
254 | if (flags & GT_ENVIRONMENT) |
280 | |
255 | { |
281 | /* 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 |
282 | * 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 |
283 | * 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 |
284 | * by another object. |
259 | * by another object. |
285 | */ |
260 | */ |
286 | if (flags & GT_ENVIRONMENT && op->type != SPELL) { |
261 | //TODO: flag such as objects... as such (no drop, anybody?) |
287 | op->x = creator->x; |
262 | if (op->type == SPELL) |
288 | op->y = creator->y; |
263 | { |
289 | SET_FLAG(op, FLAG_OBJ_ORIGINAL); |
264 | op->destroy (); |
290 | insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); |
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 (); |
291 | } else { |
273 | else |
292 | op = insert_ob_in_ob (op, creator); |
274 | { |
|
|
275 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
|
|
276 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
277 | } |
|
|
278 | } |
|
|
279 | else |
|
|
280 | { |
|
|
281 | op = creator->insert (op); |
|
|
282 | |
293 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
283 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
294 | monster_check_apply(creator, op); |
284 | monster_check_apply (creator, op); |
295 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
|
|
296 | esrv_send_item(tmp, op); |
|
|
297 | } |
285 | } |
298 | } |
286 | } |
299 | |
287 | |
300 | /* 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 |
301 | * in the generated object |
289 | * in the generated object |
302 | */ |
290 | */ |
|
|
291 | static void |
303 | static void change_treasure(treasure *t, object *op) |
292 | change_treasure (treasure *t, object *op) |
304 | { |
293 | { |
305 | /* CMD: change_name xxxx */ |
294 | /* CMD: change_name xxxx */ |
306 | if(t->change_arch.name) |
295 | if (t->change_arch.name) |
307 | { |
|
|
308 | FREE_AND_COPY(op->name, t->change_arch.name); |
|
|
309 | /* not great, but better than something that is completely wrong */ |
|
|
310 | FREE_AND_COPY(op->name_pl, t->change_arch.name); |
|
|
311 | } |
|
|
312 | |
296 | { |
|
|
297 | op->name = t->change_arch.name; |
|
|
298 | op->name_pl = t->change_arch.name; |
|
|
299 | } |
|
|
300 | |
313 | if(t->change_arch.title) |
301 | if (t->change_arch.title) |
314 | { |
|
|
315 | if(op->title) |
|
|
316 | free_string(op->title); |
|
|
317 | op->title = add_string(t->change_arch.title); |
302 | op->title = t->change_arch.title; |
318 | } |
|
|
319 | |
303 | |
320 | if(t->change_arch.slaying) |
304 | if (t->change_arch.slaying) |
321 | { |
|
|
322 | if(op->slaying) |
|
|
323 | free_string(op->slaying); |
|
|
324 | op->slaying = add_string(t->change_arch.slaying); |
305 | op->slaying = t->change_arch.slaying; |
325 | } |
|
|
326 | |
|
|
327 | } |
306 | } |
328 | |
307 | |
|
|
308 | static void |
329 | void 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) |
330 | object *tmp; |
310 | { |
331 | |
|
|
332 | |
|
|
333 | if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { |
311 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
|
|
312 | { |
334 | if (t->name) { |
313 | if (t->name) |
335 | if (strcmp(t->name,"NONE") && difficulty>=t->magic) |
314 | { |
|
|
315 | if (difficulty >= t->magic) |
|
|
316 | if (treasurelist *tl = treasurelist::find (t->name)) |
336 | create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); |
317 | create_treasure (tl, op, flag, difficulty, tries); |
337 | } |
318 | else |
|
|
319 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
320 | } |
338 | else { |
321 | else |
|
|
322 | { |
339 | if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { |
323 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
340 | tmp=arch_to_object(t->item); |
324 | { |
|
|
325 | object *tmp = t->item->instance (); |
|
|
326 | |
|
|
327 | if (t->nrof && tmp->nrof <= 1) |
|
|
328 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
329 | |
|
|
330 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
|
|
331 | change_treasure (t, tmp); |
|
|
332 | put_treasure (tmp, op, flag); |
|
|
333 | } |
|
|
334 | } |
|
|
335 | |
|
|
336 | if (t->next_yes) |
|
|
337 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
|
|
338 | } |
|
|
339 | else if (t->next_no) |
|
|
340 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
|
|
341 | |
|
|
342 | if (t->next) |
|
|
343 | create_all_treasures (t->next, op, flag, difficulty, tries); |
|
|
344 | } |
|
|
345 | |
|
|
346 | static void |
|
|
347 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
|
|
348 | { |
|
|
349 | int value = rndm (tl->total_chance); |
|
|
350 | treasure *t; |
|
|
351 | |
|
|
352 | if (tries++ > 100) |
|
|
353 | { |
|
|
354 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
|
|
355 | return; |
|
|
356 | } |
|
|
357 | |
|
|
358 | for (t = tl->items; t; t = t->next) |
|
|
359 | { |
|
|
360 | value -= t->chance; |
|
|
361 | |
|
|
362 | if (value < 0) |
|
|
363 | break; |
|
|
364 | } |
|
|
365 | |
|
|
366 | if (!t || value >= 0) |
|
|
367 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
|
|
368 | |
|
|
369 | if (t->name) |
|
|
370 | { |
|
|
371 | if (difficulty >= t->magic) |
|
|
372 | { |
|
|
373 | treasurelist *tl = treasurelist::find (t->name); |
|
|
374 | if (tl) |
|
|
375 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
376 | } |
|
|
377 | else if (t->nrof) |
|
|
378 | create_one_treasure (tl, op, flag, difficulty, tries); |
|
|
379 | } |
|
|
380 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
|
|
381 | { |
|
|
382 | if (object *tmp = t->item->instance ()) |
|
|
383 | { |
341 | if(t->nrof&&tmp->nrof<=1) |
384 | if (t->nrof && tmp->nrof <= 1) |
342 | tmp->nrof = RANDOM()%((int) t->nrof) + 1; |
385 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
386 | |
343 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
387 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
344 | change_treasure(t, tmp); |
388 | change_treasure (t, tmp); |
345 | put_treasure (tmp, op, flag); |
389 | put_treasure (tmp, op, flag); |
346 | } |
390 | } |
347 | } |
391 | } |
348 | if(t->next_yes!=NULL) |
|
|
349 | create_all_treasures(t->next_yes,op,flag,difficulty, tries); |
|
|
350 | } else |
|
|
351 | if(t->next_no!=NULL) |
|
|
352 | create_all_treasures(t->next_no,op,flag,difficulty,tries); |
|
|
353 | if(t->next!=NULL) |
|
|
354 | create_all_treasures(t->next,op,flag,difficulty, tries); |
|
|
355 | } |
392 | } |
356 | |
393 | |
357 | void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, |
394 | void |
358 | int tries) |
395 | object::create_treasure (treasurelist *tl, int flags) |
359 | { |
396 | { |
360 | int value = RANDOM() % tl->total_chance; |
397 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
361 | treasure *t; |
|
|
362 | |
|
|
363 | if (tries++>100) { |
|
|
364 | LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
|
|
365 | return; |
|
|
366 | } |
|
|
367 | for (t=tl->items; t!=NULL; t=t->next) { |
|
|
368 | value -= t->chance; |
|
|
369 | if (value<0) break; |
|
|
370 | } |
|
|
371 | |
|
|
372 | if (!t || value>=0) { |
|
|
373 | LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
|
|
374 | abort(); |
|
|
375 | return; |
|
|
376 | } |
|
|
377 | if (t->name) { |
|
|
378 | if (!strcmp(t->name,"NONE")) return; |
|
|
379 | if (difficulty>=t->magic) |
|
|
380 | create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); |
|
|
381 | else if (t->nrof) |
|
|
382 | create_one_treasure(tl, op, flag, difficulty, tries); |
|
|
383 | return; |
|
|
384 | } |
|
|
385 | if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) { |
|
|
386 | object *tmp=arch_to_object(t->item); |
|
|
387 | if (!tmp) return; |
|
|
388 | if(t->nrof && tmp->nrof<=1) |
|
|
389 | tmp->nrof = RANDOM()%((int) t->nrof) + 1; |
|
|
390 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
|
|
391 | change_treasure(t, tmp); |
|
|
392 | put_treasure (tmp, op, flag); |
|
|
393 | } |
|
|
394 | } |
398 | } |
395 | |
399 | |
396 | /* This calls the appropriate treasure creation function. tries is passed |
400 | /* This calls the appropriate treasure creation function. tries is passed |
397 | * to determine how many list transitions or attempts to create treasure |
401 | * to determine how many list transitions or attempts to create treasure |
398 | * 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 |
399 | * list transitions, or so that excessively good treasure will not be |
403 | * list transitions, or so that excessively good treasure will not be |
400 | * created on weak maps, because it will exceed the number of allowed tries |
404 | * created on weak maps, because it will exceed the number of allowed tries |
401 | * to do that. |
405 | * to do that. |
402 | */ |
406 | */ |
|
|
407 | void |
403 | void create_treasure(treasurelist *t, object *op, int flag, int difficulty, |
408 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
404 | int tries) |
|
|
405 | { |
409 | { |
|
|
410 | // empty treasurelists are legal |
|
|
411 | if (!tl->items) |
|
|
412 | return; |
406 | |
413 | |
407 | if (tries++>100) { |
414 | if (tries++ > 100) |
|
|
415 | { |
408 | LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); |
416 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
|
|
417 | return; |
|
|
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) |
409 | return; |
424 | return; |
|
|
425 | |
|
|
426 | flag |= GT_ENVIRONMENT; |
410 | } |
427 | } |
|
|
428 | |
411 | if (t->total_chance) |
429 | if (tl->total_chance) |
412 | create_one_treasure(t, op, flag,difficulty, tries); |
430 | create_one_treasure (tl, op, flag, difficulty, tries); |
413 | else |
431 | else |
414 | create_all_treasures(t->items, op, flag, difficulty, tries); |
432 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
415 | } |
433 | } |
416 | |
434 | |
417 | /* This is similar to the old generate treasure function. However, |
435 | /* This is similar to the old generate treasure function. However, |
418 | * it instead takes a treasurelist. It is really just a wrapper around |
436 | * it instead takes a treasurelist. It is really just a wrapper around |
419 | * create_treasure. We create a dummy object that the treasure gets |
437 | * create_treasure. We create a dummy object that the treasure gets |
420 | * inserted into, and then return that treausre |
438 | * inserted into, and then return that treausre |
421 | */ |
439 | */ |
|
|
440 | object * |
422 | object *generate_treasure(treasurelist *t, int difficulty) |
441 | generate_treasure (treasurelist *tl, int difficulty) |
423 | { |
442 | { |
424 | object *ob = get_object(), *tmp; |
443 | difficulty = clamp (difficulty, 1, settings.max_level); |
425 | |
444 | |
|
|
445 | object *ob = object::create (); |
|
|
446 | |
426 | create_treasure(t, ob, 0, difficulty, 0); |
447 | create_treasure (tl, ob, 0, difficulty, 0); |
427 | |
448 | |
428 | /* 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 */ |
429 | tmp = ob->inv; |
450 | object *tmp = ob->inv; |
430 | if (tmp!=NULL) remove_ob(tmp); |
451 | if (tmp) |
|
|
452 | tmp->remove (); |
|
|
453 | |
431 | if (ob->inv) { |
454 | if (ob->inv) |
432 | LOG(llevError,"In generate treasure, created multiple objects.\n"); |
455 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
433 | } |
456 | |
434 | free_object(ob); |
457 | ob->destroy (); |
|
|
458 | |
435 | return tmp; |
459 | return tmp; |
436 | } |
460 | } |
437 | |
461 | |
438 | /* |
462 | /* |
439 | * 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 |
440 | * a specific magical bonus. |
464 | * a specific magical bonus. |
441 | * 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 |
442 | * magical bonus "wanted". |
466 | * magical bonus "wanted". |
443 | */ |
467 | */ |
444 | |
468 | |
445 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = |
469 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
446 | { |
|
|
447 | /*chance of magic difficulty*/ |
470 | // chance of magic difficulty |
448 | /* +0 +1 +2 +3 +4 */ |
471 | // +0 +1 +2 +3 +4 |
449 | { 95, 2, 2, 1, 0 }, /*1*/ |
472 | {95, 2, 2, 1, 0}, // 1 |
450 | { 92, 5, 2, 1, 0 }, /*2*/ |
473 | {92, 5, 2, 1, 0}, // 2 |
451 | { 85,10, 4, 1, 0 }, /*3*/ |
474 | {85, 10, 4, 1, 0}, // 3 |
452 | { 80,14, 4, 2, 0 }, /*4*/ |
475 | {80, 14, 4, 2, 0}, // 4 |
453 | { 75,17, 5, 2, 1 }, /*5*/ |
476 | {75, 17, 5, 2, 1}, // 5 |
454 | { 70,18, 8, 3, 1 }, /*6*/ |
477 | {70, 18, 8, 3, 1}, // 6 |
455 | { 65,21,10, 3, 1 }, /*7*/ |
478 | {65, 21, 10, 3, 1}, // 7 |
456 | { 60,22,12, 4, 2 }, /*8*/ |
479 | {60, 22, 12, 4, 2}, // 8 |
457 | { 55,25,14, 4, 2 }, /*9*/ |
480 | {55, 25, 14, 4, 2}, // 9 |
458 | { 50,27,16, 5, 2 }, /*10*/ |
481 | {50, 27, 16, 5, 2}, // 10 |
459 | { 45,28,18, 6, 3 }, /*11*/ |
482 | {45, 28, 18, 6, 3}, // 11 |
460 | { 42,28,20, 7, 3 }, /*12*/ |
483 | {42, 28, 20, 7, 3}, // 12 |
461 | { 40,27,21, 8, 4 }, /*13*/ |
484 | {40, 27, 21, 8, 4}, // 13 |
462 | { 38,25,22,10, 5 }, /*14*/ |
485 | {38, 25, 22, 10, 5}, // 14 |
463 | { 36,23,23,12, 6 }, /*15*/ |
486 | {36, 23, 23, 12, 6}, // 15 |
464 | { 33,21,24,14, 8 }, /*16*/ |
487 | {33, 21, 24, 14, 8}, // 16 |
465 | { 31,19,25,16, 9 }, /*17*/ |
488 | {31, 19, 25, 16, 9}, // 17 |
466 | { 27,15,30,18,10 }, /*18*/ |
489 | {27, 15, 30, 18, 10}, // 18 |
467 | { 20,12,30,25,13 }, /*19*/ |
490 | {20, 12, 30, 25, 13}, // 19 |
468 | { 15,10,28,30,17 }, /*20*/ |
491 | {15, 10, 28, 30, 17}, // 20 |
469 | { 13, 9,27,28,23 }, /*21*/ |
492 | {13, 9, 27, 28, 23}, // 21 |
470 | { 10, 8,25,28,29 }, /*22*/ |
493 | {10, 8, 25, 28, 29}, // 22 |
471 | { 8, 7,23,26,36 }, /*23*/ |
494 | { 8, 7, 23, 26, 36}, // 23 |
472 | { 6, 6,20,22,46 }, /*24*/ |
495 | { 6, 6, 20, 22, 46}, // 24 |
473 | { 4, 5,17,18,56 }, /*25*/ |
496 | { 4, 5, 17, 18, 56}, // 25 |
474 | { 2, 4,12,14,68 }, /*26*/ |
497 | { 2, 4, 12, 14, 68}, // 26 |
475 | { 0, 3, 7,10,80 }, /*27*/ |
498 | { 0, 3, 7, 10, 80}, // 27 |
476 | { 0, 0, 3, 7,90 }, /*28*/ |
499 | { 0, 0, 3, 7, 90}, // 28 |
477 | { 0, 0, 0, 3,97 }, /*29*/ |
500 | { 0, 0, 0, 3, 97}, // 29 |
478 | { 0, 0, 0, 0,100}, /*30*/ |
501 | { 0, 0, 0, 0, 100}, // 30 |
479 | { 0, 0, 0, 0,100}, /*31*/ |
502 | { 0, 0, 0, 0, 100}, // 31 |
480 | }; |
503 | }; |
481 | |
504 | |
482 | |
|
|
483 | /* calculate the appropriate level for wands staves and scrolls. |
505 | /* calculate the appropriate level for wands staves and scrolls. |
484 | * 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) |
485 | * |
507 | * |
486 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
508 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
487 | * 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. |
488 | */ |
510 | */ |
489 | |
511 | static int |
490 | int level_for_item (const object *op, int difficulty) |
512 | level_for_item (const object *op, int difficulty) |
491 | { |
513 | { |
492 | int mult = 0, olevel = 0; |
|
|
493 | |
|
|
494 | if (!op->inv) |
514 | if (!op->inv) |
495 | { |
515 | { |
496 | 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); |
497 | return 0; |
517 | return 0; |
498 | } |
518 | } |
499 | |
519 | |
500 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
520 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
501 | |
521 | |
502 | if (olevel <= 0) |
522 | if (olevel <= 0) |
503 | olevel = rndm (1, MIN (op->inv->level, 1)); |
523 | olevel = rndm (1, op->inv->level); |
504 | |
524 | |
505 | if (olevel > MAXLEVEL) |
525 | return min (olevel, MAXLEVEL_TREASURE); |
506 | olevel = MAXLEVEL; |
|
|
507 | |
|
|
508 | return olevel; |
|
|
509 | } |
526 | } |
510 | |
527 | |
511 | /* |
528 | /* |
512 | * Based upon the specified difficulty and upon the difftomagic_list array, |
529 | * Based upon the specified difficulty and upon the difftomagic_list array, |
513 | * a random magical bonus is returned. This is used when determine |
530 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
516 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
533 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
517 | * 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 |
518 | * weird integer between 1-31. |
535 | * weird integer between 1-31. |
519 | * |
536 | * |
520 | */ |
537 | */ |
521 | |
538 | static int |
522 | int magic_from_difficulty(int difficulty) |
539 | magic_from_difficulty (int difficulty) |
523 | { |
540 | { |
524 | int percent = 0, magic = 0; |
|
|
525 | 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); |
526 | |
543 | |
527 | scaled_diff--; |
544 | int percent = rndm (100); |
|
|
545 | int magic; |
528 | |
546 | |
529 | if(scaled_diff < 0) |
|
|
530 | scaled_diff = 0; |
|
|
531 | |
|
|
532 | if (scaled_diff >= DIFFLEVELS) |
|
|
533 | scaled_diff = DIFFLEVELS-1; |
|
|
534 | |
|
|
535 | percent = RANDOM()%100; |
|
|
536 | |
|
|
537 | for(magic = 0; magic < (MAXMAGIC + 1); magic++) |
547 | for (magic = 0; magic <= MAXMAGIC; magic++) |
538 | { |
548 | { |
539 | percent -= difftomagic_list[scaled_diff][magic]; |
549 | percent -= difftomagic_list[scaled_diff][magic]; |
540 | |
550 | |
541 | if (percent < 0) |
551 | if (percent < 0) |
542 | break; |
552 | break; |
543 | } |
553 | } |
544 | |
554 | |
545 | if (magic == (MAXMAGIC + 1)) |
555 | if (magic > MAXMAGIC) |
546 | { |
556 | { |
547 | 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); |
548 | magic = 0; |
558 | magic = 0; |
549 | } |
559 | } |
550 | |
560 | |
551 | magic = (RANDOM() % 3) ? magic : -magic; |
561 | magic = (rndm (3)) ? magic : -magic; |
552 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
562 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
553 | |
563 | |
554 | return magic; |
564 | return magic; |
555 | } |
565 | } |
556 | |
566 | |
… | |
… | |
558 | * Sets magical bonus in an object, and recalculates the effect on |
568 | * Sets magical bonus in an object, and recalculates the effect on |
559 | * the armour variable, and the effect on speed of armour. |
569 | * the armour variable, and the effect on speed of armour. |
560 | * This function doesn't work properly, should add use of archetypes |
570 | * This function doesn't work properly, should add use of archetypes |
561 | * to make it truly absolute. |
571 | * to make it truly absolute. |
562 | */ |
572 | */ |
563 | |
573 | void |
564 | void set_abs_magic(object *op, int magic) { |
574 | set_abs_magic (object *op, int magic) |
|
|
575 | { |
565 | if(!magic) |
576 | if (!magic) |
566 | return; |
577 | return; |
567 | |
578 | |
568 | op->magic=magic; |
579 | op->magic = magic; |
569 | if (op->arch) { |
580 | if (op->arch) |
|
|
581 | { |
570 | if (op->type == ARMOUR) |
582 | if (op->type == ARMOUR) |
571 | ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; |
583 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
572 | |
584 | |
573 | if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ |
585 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
574 | magic = (-magic); |
586 | magic = (-magic); |
|
|
587 | |
575 | op->weight = (op->arch->clone.weight*(100-magic*10))/100; |
588 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
|
|
589 | } |
576 | } else { |
590 | else |
|
|
591 | { |
577 | if(op->type==ARMOUR) |
592 | if (op->type == ARMOUR) |
578 | ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; |
593 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
594 | |
579 | if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ |
595 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
580 | magic = (-magic); |
596 | magic = (-magic); |
|
|
597 | |
581 | op->weight=(op->weight*(100-magic*10))/100; |
598 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
582 | } |
599 | } |
583 | } |
600 | } |
584 | |
601 | |
585 | /* |
602 | /* |
586 | * Sets a random magical bonus in the given object based upon |
603 | * Sets a random magical bonus in the given object based upon |
587 | * the given difficulty, and the given max possible bonus. |
604 | * the given difficulty, and the given max possible bonus. |
588 | */ |
605 | */ |
589 | |
606 | |
|
|
607 | static void |
590 | static void set_magic (int difficulty, object *op, int max_magic, int flags) |
608 | set_magic (int difficulty, object *op, int max_magic, int flags) |
591 | { |
609 | { |
592 | int i; |
|
|
593 | i = magic_from_difficulty(difficulty); |
610 | int i = magic_from_difficulty (difficulty); |
|
|
611 | |
594 | if ((flags & GT_ONLY_GOOD) && i < 0) |
612 | if ((flags & GT_ONLY_GOOD) && i < 0) |
595 | i = -i; |
613 | i = -i; |
596 | if(i > max_magic) |
614 | |
597 | i = max_magic; |
615 | i = min (i, max_magic); |
|
|
616 | |
598 | set_abs_magic(op,i); |
617 | set_abs_magic (op, i); |
599 | if (i < 0) |
618 | if (i < 0) |
600 | SET_FLAG(op, FLAG_CURSED); |
619 | op->set_flag (FLAG_CURSED); |
601 | } |
620 | } |
602 | |
621 | |
603 | /* |
622 | /* |
604 | * Randomly adds one magical ability to the given object. |
623 | * Randomly adds one magical ability to the given object. |
605 | * Modified for Partial Resistance in many ways: |
624 | * Modified for Partial Resistance in many ways: |
606 | * 1) Since rings can have multiple bonuses, if the same bonus |
625 | * 1) Since rings can have multiple bonuses, if the same bonus |
607 | * is rolled again, increase it - the bonuses now stack with |
626 | * is rolled again, increase it - the bonuses now stack with |
608 | * other bonuses previously rolled and ones the item might natively have. |
627 | * other bonuses previously rolled and ones the item might natively have. |
609 | * 2) Add code to deal with new PR method. |
628 | * 2) Add code to deal with new PR method. |
610 | */ |
629 | */ |
611 | |
630 | static void |
612 | void set_ring_bonus(object *op,int bonus) { |
631 | set_ring_bonus (object *op, int bonus) |
|
|
632 | { |
|
|
633 | int r = rndm (bonus > 0 ? 25 : 11); |
613 | |
634 | |
614 | int r=RANDOM()%(bonus>0?25:11); |
|
|
615 | |
|
|
616 | if(op->type==AMULET) { |
635 | if (op->type == AMULET) |
617 | if(!(RANDOM()%21)) |
636 | if (!rndm (21)) |
618 | r=20+RANDOM()%2; |
637 | r = 20 + rndm (2); |
619 | else { |
638 | else if (rndm (2)) |
620 | if(RANDOM()&2) |
639 | r = 10; |
621 | r=10; |
640 | else |
622 | else |
641 | r = 11 + rndm (9); |
623 | r=11+RANDOM()%9; |
|
|
624 | } |
|
|
625 | } |
|
|
626 | |
642 | |
627 | switch(r) { |
643 | switch (r) |
|
|
644 | { |
628 | /* 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, |
629 | * bonuses and penalties will stack and add to existing values. |
646 | * bonuses and penalties will stack and add to existing values. |
630 | * of the item. |
647 | * of the item. |
631 | */ |
648 | */ |
632 | case 0: |
649 | case 0: |
… | |
… | |
634 | case 2: |
651 | case 2: |
635 | case 3: |
652 | case 3: |
636 | case 4: |
653 | case 4: |
637 | case 5: |
654 | case 5: |
638 | case 6: |
655 | case 6: |
639 | set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); |
656 | op->stats.stat (r) += bonus; |
640 | break; |
657 | break; |
641 | |
658 | |
642 | case 7: |
659 | case 7: |
643 | op->stats.dam+=bonus; |
660 | op->stats.dam += bonus; |
644 | break; |
661 | break; |
645 | |
662 | |
646 | case 8: |
663 | case 8: |
647 | op->stats.wc+=bonus; |
664 | op->stats.wc += bonus; |
648 | break; |
665 | break; |
649 | |
666 | |
650 | case 9: |
667 | case 9: |
651 | op->stats.food+=bonus; /* hunger/sustenance */ |
668 | op->stats.food += bonus; /* hunger/sustenance */ |
652 | break; |
669 | break; |
653 | |
670 | |
654 | case 10: |
671 | case 10: |
655 | op->stats.ac+=bonus; |
672 | op->stats.ac += bonus; |
656 | break; |
673 | break; |
657 | |
674 | |
658 | /* Item that gives protections/vulnerabilities */ |
675 | /* Item that gives protections/vulnerabilities */ |
659 | case 11: |
676 | case 11: |
660 | case 12: |
677 | case 12: |
661 | case 13: |
678 | case 13: |
662 | case 14: |
679 | case 14: |
663 | case 15: |
680 | case 15: |
664 | case 16: |
681 | case 16: |
665 | case 17: |
682 | case 17: |
666 | case 18: |
683 | case 18: |
667 | case 19: |
684 | case 19: |
668 | { |
685 | { |
669 | int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; |
686 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
670 | |
687 | |
671 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
688 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
672 | val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; |
689 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
673 | |
690 | |
674 | /* Cursed items need to have higher negative values to equal out with |
691 | /* Cursed items need to have higher negative values to equal out with |
675 | * positive values for how protections work out. Put another |
692 | * positive values for how protections work out. Put another |
676 | * 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 |
677 | * even values. |
694 | * even values. |
678 | */ |
695 | */ |
679 | if (bonus<0) val = 2*-val - RANDOM() % b; |
696 | if (bonus < 0) |
|
|
697 | val = 2 * -val - rndm (b); |
|
|
698 | |
680 | if (val>35) val=35; /* Upper limit */ |
699 | val = min (35, val); /* Upper limit */ |
|
|
700 | |
681 | b=0; |
701 | b = 0; |
|
|
702 | |
682 | while (op->resist[resist_table[resist]]!=0 && b<4) { |
703 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
683 | resist=RANDOM() % num_resist_table; |
704 | resist = rndm (num_resist_table); |
684 | } |
705 | |
|
|
706 | if (b == 4) |
685 | if (b==4) return; /* Not able to find a free resistance */ |
707 | return; /* Not able to find a free resistance */ |
|
|
708 | |
686 | op->resist[resist_table[resist]] = val; |
709 | op->resist[resist_table[resist]] = val; |
687 | /* We should probably do something more clever here to adjust value |
710 | /* We should probably do something more clever here to adjust value |
688 | * based on how good a resistance we gave. |
711 | * based on how good a resistance we gave. |
689 | */ |
712 | */ |
690 | break; |
713 | break; |
691 | } |
714 | } |
692 | case 20: |
715 | case 20: |
693 | if(op->type==AMULET) { |
716 | if (op->type == AMULET) |
694 | SET_FLAG(op,FLAG_REFL_SPELL); |
717 | { |
|
|
718 | op->set_flag (FLAG_REFL_SPELL); |
695 | op->value*=11; |
719 | op->value *= 11; |
696 | } else { |
|
|
697 | op->stats.hp=1; /* regenerate hit points */ |
|
|
698 | op->value*=4; |
|
|
699 | } |
720 | } |
|
|
721 | else |
|
|
722 | { |
|
|
723 | op->stats.hp = 1; /* regenerate hit points */ |
|
|
724 | op->value *= 4; |
|
|
725 | } |
700 | break; |
726 | break; |
701 | |
727 | |
702 | case 21: |
728 | case 21: |
703 | if(op->type==AMULET) { |
729 | if (op->type == AMULET) |
704 | SET_FLAG(op,FLAG_REFL_MISSILE); |
730 | { |
|
|
731 | op->set_flag (FLAG_REFL_MISSILE); |
705 | op->value*=9; |
732 | op->value *= 9; |
706 | } else { |
|
|
707 | op->stats.sp=1; /* regenerate spell points */ |
|
|
708 | op->value*=3; |
|
|
709 | } |
733 | } |
|
|
734 | else |
|
|
735 | { |
|
|
736 | op->stats.sp = 1; /* regenerate spell points */ |
|
|
737 | op->value *= 3; |
|
|
738 | } |
710 | break; |
739 | break; |
711 | |
740 | |
712 | case 22: |
741 | case 22: |
713 | op->stats.exp+=bonus; /* Speed! */ |
742 | op->stats.exp += bonus; /* Speed! */ |
714 | op->value=(op->value*2)/3; |
743 | op->value = op->value * 2 / 3; |
715 | break; |
744 | break; |
716 | } |
745 | } |
|
|
746 | |
717 | if(bonus>0) |
747 | if (bonus > 0) |
718 | op->value*=2*bonus; |
748 | op->value = 2 * op->value * bonus; |
719 | else |
749 | else |
720 | op->value= -(op->value*2*bonus)/3; |
750 | op->value = -2 * op->value * bonus / 3; |
721 | } |
751 | } |
722 | |
752 | |
723 | /* |
753 | /* |
724 | * 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. |
725 | * 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 |
726 | * higher is the chance of returning a low number. |
756 | * higher is the chance of returning a low number. |
727 | * 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 |
728 | * rings and amulets. |
758 | * rings and amulets. |
729 | * 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. |
730 | */ |
760 | */ |
731 | |
761 | static int |
732 | int get_magic(int diff) { |
762 | get_magic (int diff) |
733 | int i; |
763 | { |
734 | if(diff<3) |
764 | diff = min (3, diff); |
735 | diff=3; |
765 | |
736 | for(i=0;i<4;i++) |
766 | for (int i = 0; i < 4; i++) |
737 | if(RANDOM()%diff) return i; |
767 | if (rndm (diff)) |
|
|
768 | return i; |
|
|
769 | |
738 | return 4; |
770 | return 4; |
739 | } |
771 | } |
740 | |
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 | |
741 | #define DICE2 (get_magic(2)==2?2:1) |
813 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
742 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
814 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
743 | |
815 | |
744 | /* |
816 | /* |
745 | * 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 |
746 | * 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 |
747 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
819 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
748 | */ |
820 | */ |
|
|
821 | |
749 | /* 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 |
750 | * 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 |
751 | * 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 |
752 | * way to do this? b.t. */ |
825 | * way to do this? b.t. */ |
|
|
826 | |
753 | /* |
827 | /* |
754 | * ! (flags & GT_ENVIRONMENT): |
828 | * ! (flags & GT_ENVIRONMENT): |
755 | * Automatically calls fix_flesh_item(). |
829 | * Automatically calls fix_flesh_item(). |
756 | * |
830 | * |
757 | * flags: |
831 | * flags: |
… | |
… | |
759 | * value. |
833 | * value. |
760 | * 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 |
761 | * 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 |
762 | * 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 |
763 | */ |
837 | */ |
764 | |
838 | void |
765 | void fix_generated_item (object * op, object * creator, int difficulty, |
839 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
766 | int max_magic, int flags) |
|
|
767 | { |
840 | { |
768 | 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; |
769 | |
842 | |
770 | if (!creator || creator->type == op->type) |
843 | if (!creator || creator->type == op->type) |
771 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
844 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
… | |
… | |
774 | save_item_power = op->item_power; |
847 | save_item_power = op->item_power; |
775 | op->item_power = 0; |
848 | op->item_power = 0; |
776 | |
849 | |
777 | if (op->randomitems && op->type != SPELL) |
850 | if (op->randomitems && op->type != SPELL) |
778 | { |
851 | { |
779 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
852 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
780 | if (!op->inv) |
|
|
781 | LOG (llevDebug, |
|
|
782 | "fix_generated_item: Unable to generate treasure for %s\n", |
|
|
783 | op->name); |
|
|
784 | |
|
|
785 | /* So the treasure doesn't get created again */ |
853 | /* So the treasure doesn't get created again */ |
786 | op->randomitems = NULL; |
854 | op->randomitems = 0; |
787 | } |
855 | } |
788 | |
856 | |
789 | if (difficulty < 1) |
857 | max_it (difficulty, 1); |
790 | difficulty = 1; |
858 | |
|
|
859 | if (INVOKE_OBJECT (ADD_BONUS, op, |
|
|
860 | ARG_OBJECT (creator != op ? creator : 0), |
|
|
861 | ARG_INT (difficulty), ARG_INT (max_magic), |
|
|
862 | ARG_INT (flags))) |
|
|
863 | return; |
791 | |
864 | |
792 | if (!(flags & GT_MINIMAL)) |
865 | if (!(flags & GT_MINIMAL)) |
793 | { |
866 | { |
794 | if (op->arch == crown_arch) |
867 | if (IS_ARCH (op->arch, crown)) |
795 | { |
868 | { |
796 | set_magic (difficulty, op, max_magic, flags); |
869 | set_magic (difficulty, op, max_magic, flags); |
797 | num_enchantments = calc_item_power (op, 1); |
870 | num_enchantments = calc_item_power (op, 1); |
798 | generate_artifact (op, difficulty); |
871 | generate_artifact (op, difficulty); |
799 | } |
872 | } |
… | |
… | |
802 | if (!op->magic && max_magic) |
875 | if (!op->magic && max_magic) |
803 | set_magic (difficulty, op, max_magic, flags); |
876 | set_magic (difficulty, op, max_magic, flags); |
804 | |
877 | |
805 | num_enchantments = calc_item_power (op, 1); |
878 | num_enchantments = calc_item_power (op, 1); |
806 | |
879 | |
807 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) |
880 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
808 | || op->type == HORN |
881 | || op->type == HORN |
809 | || 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 */ |
810 | * used for shop_floors or treasures */ |
|
|
811 | generate_artifact (op, difficulty); |
883 | generate_artifact (op, difficulty); |
812 | } |
884 | } |
813 | |
885 | |
814 | /* Object was made an artifact. Calculate its item_power rating. |
886 | /* Object was made an artifact. Calculate its item_power rating. |
815 | * the item_power in the object is what the artfiact adds. |
887 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
822 | * out the power from the base power plus what this one adds. Note |
894 | * out the power from the base power plus what this one adds. Note |
823 | * that since item_power is not quite linear, this actually ends up |
895 | * that since item_power is not quite linear, this actually ends up |
824 | * being somewhat of a bonus |
896 | * being somewhat of a bonus |
825 | */ |
897 | */ |
826 | if (save_item_power) |
898 | if (save_item_power) |
827 | op->item_power = |
|
|
828 | save_item_power + get_power_from_ench (op->item_power); |
899 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
829 | else |
900 | else |
830 | op->item_power = |
|
|
831 | get_power_from_ench (op->item_power + num_enchantments); |
901 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
832 | } |
902 | } |
833 | else if (save_item_power) |
903 | else if (save_item_power) |
834 | { |
904 | { |
835 | /* restore the item_power field to the object if we haven't changed it. |
905 | /* restore the item_power field to the object if we haven't changed it. |
836 | * we don't care about num_enchantments - that will basically just |
906 | * we don't care about num_enchantments - that will basically just |
… | |
… | |
844 | * was never previously calculated. Let's compute a value and see if |
914 | * was never previously calculated. Let's compute a value and see if |
845 | * it is non-zero. If it indeed is, then assign it as the new |
915 | * it is non-zero. If it indeed is, then assign it as the new |
846 | * item_power value. |
916 | * item_power value. |
847 | * - gros, 21th of July 2006. |
917 | * - gros, 21th of July 2006. |
848 | */ |
918 | */ |
849 | op->item_power = calc_item_power(op,0); |
919 | op->item_power = calc_item_power (op, 0); |
850 | save_item_power = op->item_power; /* Just in case it would get used |
920 | save_item_power = op->item_power; /* Just in case it would get used |
851 | * again below */ |
921 | * again below */ |
852 | } |
922 | } |
853 | } |
923 | } |
854 | |
924 | |
855 | /* materialtype modifications. Note we allow this on artifacts. */ |
925 | /* materialtype modifications. Note we allow this on artifacts. */ |
856 | set_materialname (op, difficulty, NULL); |
926 | select_material (op, difficulty); |
857 | |
927 | |
858 | if (flags & GT_MINIMAL) |
928 | if (flags & GT_MINIMAL) |
859 | { |
929 | { |
860 | if (op->type == POTION) |
930 | if (op->type == POTION) |
861 | /* Handle healing and magic power potions */ |
931 | /* Handle healing and magic power potions */ |
862 | if (op->stats.sp && !op->randomitems) |
932 | if (op->stats.sp && !op->randomitems) |
863 | { |
933 | { |
864 | object *tmp; |
|
|
865 | |
|
|
866 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
934 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
867 | insert_ob_in_ob (tmp, op); |
935 | insert_ob_in_ob (tmp, op); |
868 | op->stats.sp = 0; |
936 | op->stats.sp = 0; |
869 | } |
937 | } |
870 | } |
938 | } |
871 | else if (!op->title) /* Only modify object if not special */ |
939 | else if (!op->title) /* Only modify object if not special */ |
872 | switch (op->type) |
940 | switch (op->type) |
873 | { |
941 | { |
874 | case WEAPON: |
942 | case WEAPON: |
875 | case ARMOUR: |
943 | case ARMOUR: |
876 | case SHIELD: |
944 | case SHIELD: |
877 | case HELMET: |
945 | case HELMET: |
878 | case CLOAK: |
946 | case CLOAK: |
879 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
947 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
880 | set_ring_bonus (op, -DICE2); |
948 | set_ring_bonus (op, -DICE2); |
881 | break; |
949 | break; |
882 | |
950 | |
883 | case BRACERS: |
951 | case BRACERS: |
884 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
952 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
885 | { |
953 | { |
886 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
954 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
887 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
955 | if (!op->flag [FLAG_CURSED]) |
888 | op->value *= 3; |
956 | op->value *= 3; |
889 | } |
957 | } |
890 | break; |
958 | break; |
891 | |
959 | |
892 | case POTION: |
960 | case POTION: |
893 | { |
|
|
894 | int too_many_tries = 0, is_special = 0; |
|
|
895 | |
|
|
896 | /* Handle healing and magic power potions */ |
|
|
897 | if (op->stats.sp && !op->randomitems) |
|
|
898 | { |
961 | { |
899 | object *tmp; |
962 | int too_many_tries = 0; |
900 | |
963 | |
|
|
964 | /* Handle healing and magic power potions */ |
|
|
965 | if (op->stats.sp && !op->randomitems) |
|
|
966 | { |
901 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
967 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
902 | insert_ob_in_ob (tmp, op); |
968 | insert_ob_in_ob (tmp, op); |
903 | op->stats.sp = 0; |
969 | op->stats.sp = 0; |
|
|
970 | } |
|
|
971 | |
|
|
972 | while (!special_potion (op) && !op->inv) |
|
|
973 | { |
|
|
974 | generate_artifact (op, difficulty); |
|
|
975 | if (too_many_tries++ > 10) |
|
|
976 | break; |
|
|
977 | } |
|
|
978 | |
|
|
979 | /* don't want to change value for healing/magic power potions, |
|
|
980 | * since the value set on those is already correct. |
|
|
981 | */ |
|
|
982 | if (op->inv && op->randomitems) |
|
|
983 | { |
|
|
984 | /* value multiplier is same as for scrolls */ |
|
|
985 | op->value *= op->inv->value; |
|
|
986 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
|
|
987 | } |
|
|
988 | else |
|
|
989 | { |
|
|
990 | op->name = shstr_potion; |
|
|
991 | op->name_pl = shstr_potions; |
|
|
992 | } |
|
|
993 | |
|
|
994 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
|
|
995 | op->set_flag (FLAG_CURSED); |
|
|
996 | |
|
|
997 | break; |
904 | } |
998 | } |
905 | |
999 | |
906 | while (!(is_special = special_potion (op)) && !op->inv) |
1000 | case AMULET: |
907 | { |
1001 | if (IS_ARCH (op->arch, amulet)) |
908 | generate_artifact (op, difficulty); |
1002 | op->value *= 5; /* Since it's not just decoration */ |
909 | if (too_many_tries++ > 10) |
1003 | |
|
|
1004 | case RING: |
|
|
1005 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
910 | break; |
1006 | break; |
911 | } |
|
|
912 | |
1007 | |
913 | /* don't want to change value for healing/magic power potions, |
1008 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
914 | * since the value set on those is already correct. |
1009 | op->set_flag (FLAG_CURSED); |
915 | */ |
1010 | |
916 | if (op->inv && op->randomitems) |
1011 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
|
|
1012 | |
|
|
1013 | if (op->type != RING) /* Amulets have only one ability */ |
|
|
1014 | break; |
|
|
1015 | |
|
|
1016 | if (!rndm (4)) |
917 | { |
1017 | { |
918 | /* value multiplier is same as for scrolls */ |
1018 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
919 | op->value = (op->value * op->inv->value); |
1019 | |
920 | op->level = |
1020 | if (d > 0) |
921 | op->inv->level / 2 + RANDOM () % difficulty |
1021 | op->value *= 3; |
922 | + RANDOM () % difficulty; |
1022 | |
|
|
1023 | set_ring_bonus (op, d); |
|
|
1024 | |
|
|
1025 | if (!rndm (4)) |
|
|
1026 | { |
|
|
1027 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
|
|
1028 | |
|
|
1029 | if (d > 0) |
|
|
1030 | op->value *= 5; |
|
|
1031 | |
|
|
1032 | set_ring_bonus (op, d); |
|
|
1033 | } |
923 | } |
1034 | } |
924 | else |
|
|
925 | { |
|
|
926 | FREE_AND_COPY (op->name, "potion"); |
|
|
927 | FREE_AND_COPY (op->name_pl, "potions"); |
|
|
928 | } |
|
|
929 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
930 | SET_FLAG (op, FLAG_CURSED); |
|
|
931 | break; |
|
|
932 | } |
|
|
933 | |
1035 | |
934 | case AMULET: |
1036 | if (op->animation_id) |
935 | if (op->arch == amulet_arch) |
1037 | op->set_anim_frame (rndm (op->anim_frames ())); |
936 | op->value *= 5; /* Since it's not just decoration */ |
|
|
937 | |
1038 | |
938 | case RING: |
|
|
939 | if (op->arch == NULL) |
|
|
940 | { |
|
|
941 | remove_ob (op); |
|
|
942 | free_object (op); |
|
|
943 | op = NULL; |
|
|
944 | break; |
1039 | break; |
|
|
1040 | |
|
|
1041 | case BOOK: |
|
|
1042 | /* Is it an empty book?, if yes lets make a special· |
|
|
1043 | * msg for it, and tailor its properties based on the· |
|
|
1044 | * creator and/or map level we found it on. |
945 | } |
1045 | */ |
946 | |
1046 | if (!op->msg && rndm (10)) |
947 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
948 | break; |
|
|
949 | |
|
|
950 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
951 | SET_FLAG (op, FLAG_CURSED); |
|
|
952 | |
|
|
953 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
954 | |
|
|
955 | if (op->type != RING) /* Amulets have only one ability */ |
|
|
956 | break; |
|
|
957 | |
|
|
958 | if (!(RANDOM () % 4)) |
|
|
959 | { |
|
|
960 | int d = (RANDOM () % 2 |
|
|
961 | || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
|
|
962 | |
|
|
963 | if (d > 0) |
|
|
964 | op->value *= 3; |
|
|
965 | |
|
|
966 | set_ring_bonus (op, d); |
|
|
967 | |
|
|
968 | if (!(RANDOM () % 4)) |
|
|
969 | { |
1047 | { |
970 | int d = (RANDOM () % 3 |
1048 | /* set the book level properly */ |
971 | || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1049 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
972 | if (d > 0) |
1050 | { |
973 | op->value *= 5; |
1051 | if (op->map && op->map->difficulty) |
974 | set_ring_bonus (op, d); |
1052 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
|
|
1053 | else |
|
|
1054 | op->level = rndm (20) + 1; |
|
|
1055 | } |
|
|
1056 | else |
|
|
1057 | op->level = rndm (creator->level); |
|
|
1058 | |
|
|
1059 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
|
|
1060 | /* books w/ info are worth more! */ |
|
|
1061 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
|
|
1062 | |
|
|
1063 | /* add exp so reading it gives xp (once) */ |
|
|
1064 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
975 | } |
1065 | } |
976 | } |
|
|
977 | |
1066 | |
978 | if (GET_ANIM_ID (op)) |
1067 | /* creator related stuff */ |
979 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
|
|
980 | |
1068 | |
981 | break; |
1069 | /* for library, chained books. Note that some monsters have no_pick |
982 | |
1070 | * set - we don't want to set no pick in that case. |
983 | case BOOK: |
|
|
984 | /* Is it an empty book?, if yes lets make a special· |
|
|
985 | * msg for it, and tailor its properties based on the· |
|
|
986 | * creator and/or map level we found it on. |
|
|
987 | */ |
|
|
988 | if (!op->msg && RANDOM () % 10) |
|
|
989 | { |
|
|
990 | /* set the book level properly */ |
|
|
991 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
|
|
992 | { |
1071 | */ |
993 | if (op->map && op->map->difficulty) |
1072 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
994 | op->level = |
1073 | op->set_flag (FLAG_NO_PICK); |
995 | RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1074 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
996 | else |
1075 | op->slaying = creator->slaying; |
997 | op->level = RANDOM () % 20 + 1; |
1076 | break; |
|
|
1077 | |
|
|
1078 | case SPELLBOOK: |
|
|
1079 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1080 | |
|
|
1081 | /* add exp so learning gives xp */ |
|
|
1082 | op->level = op->inv->level; |
|
|
1083 | op->stats.exp = op->value; |
|
|
1084 | break; |
|
|
1085 | |
|
|
1086 | case WAND: |
|
|
1087 | /* nrof in the treasure list is number of charges, |
|
|
1088 | * not number of wands. So copy that into food (charges), |
|
|
1089 | * and reset nrof. |
998 | } |
1090 | */ |
|
|
1091 | op->stats.food = op->inv->nrof; |
|
|
1092 | op->nrof = 1; |
|
|
1093 | /* If the spell changes by level, choose a random level |
|
|
1094 | * for it. |
|
|
1095 | */ |
|
|
1096 | if (op->inv->duration_modifier |
|
|
1097 | || op->inv->dam_modifier |
|
|
1098 | || op->inv->range_modifier) |
|
|
1099 | op->level = level_for_item (op, difficulty); |
999 | else |
1100 | else |
1000 | op->level = RANDOM () % creator->level; |
|
|
1001 | |
|
|
1002 | tailor_readable_ob (op, |
|
|
1003 | (creator |
|
|
1004 | && creator->stats.sp) ? creator->stats. |
|
|
1005 | sp : -1); |
|
|
1006 | /* books w/ info are worth more! */ |
|
|
1007 | op->value *= |
|
|
1008 | ((op->level > |
|
|
1009 | 10 ? op->level : (op->level + |
|
|
1010 | 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
|
|
1011 | /* creator related stuff */ |
|
|
1012 | |
|
|
1013 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1014 | * set - we don't want to set no pick in that case. |
|
|
1015 | */ |
|
|
1016 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && |
|
|
1017 | !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1018 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1019 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1020 | op->slaying = add_string (creator->slaying); |
|
|
1021 | |
|
|
1022 | /* add exp so reading it gives xp (once) */ |
|
|
1023 | op->stats.exp = |
|
|
1024 | op->value > 10000 ? op->value / 5 : op->value / 10; |
|
|
1025 | } |
|
|
1026 | break; |
|
|
1027 | |
|
|
1028 | case SPELLBOOK: |
|
|
1029 | op->value = op->value * op->inv->value; |
|
|
1030 | /* add exp so learning gives xp */ |
|
|
1031 | op->level = op->inv->level; |
1101 | op->level = op->inv->level; |
1032 | op->stats.exp = op->value; |
1102 | |
|
|
1103 | op->value *= value_factor_from_spell_item (op->inv, op); |
1033 | break; |
1104 | break; |
1034 | |
1105 | |
1035 | case WAND: |
1106 | case ROD: |
1036 | /* nrof in the treasure list is number of charges, |
|
|
1037 | * not number of wands. So copy that into food (charges), |
|
|
1038 | * and reset nrof. |
|
|
1039 | */ |
|
|
1040 | op->stats.food = op->inv->nrof; |
|
|
1041 | op->nrof = 1; |
|
|
1042 | /* If the spell changes by level, choose a random level |
|
|
1043 | * for it, and adjust price. If the spell doesn't |
|
|
1044 | * change by level, just set the wand to the level of |
|
|
1045 | * the spell, and value calculation is simpler. |
|
|
1046 | */ |
|
|
1047 | if (op->inv->duration_modifier || op->inv->dam_modifier || |
|
|
1048 | op->inv->range_modifier) |
|
|
1049 | { |
|
|
1050 | op->level = level_for_item (op, difficulty); |
1107 | op->level = level_for_item (op, difficulty); |
1051 | op->value = op->value * op->inv->value * (op->level + 50) / |
1108 | op->value *= value_factor_from_spell_item (op->inv, op); |
1052 | (op->inv->level + 50); |
|
|
1053 | } |
|
|
1054 | else |
|
|
1055 | { |
|
|
1056 | op->level = op->inv->level; |
|
|
1057 | op->value = op->value * op->inv->value; |
|
|
1058 | } |
|
|
1059 | break; |
|
|
1060 | |
1109 | |
1061 | case ROD: |
|
|
1062 | op->level = level_for_item (op, difficulty); |
|
|
1063 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1064 | * reasonable. Otherwise, a high level version of a low level |
|
|
1065 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1066 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1067 | */ |
|
|
1068 | op->value = |
|
|
1069 | op->value * op->inv->value * (op->level + 50) / (op->inv->level + |
|
|
1070 | 50); |
|
|
1071 | /* 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 */ |
1072 | if (op->stats.maxhp) |
1111 | if (op->stats.maxhp) |
1073 | 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); |
1074 | else |
1113 | else |
1075 | 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); |
1076 | |
1115 | |
1077 | op->stats.hp = op->stats.maxhp; |
1116 | op->stats.hp = op->stats.maxhp; |
1078 | break; |
1117 | break; |
1079 | |
1118 | |
1080 | case SCROLL: |
1119 | case SCROLL: |
1081 | op->level = level_for_item (op, difficulty); |
1120 | op->level = level_for_item (op, difficulty); |
1082 | op->value = |
1121 | op->value *= value_factor_from_spell_item (op->inv, op); |
1083 | op->value * op->inv->value |
|
|
1084 | * (op->level + 50) / (op->inv->level + 50); |
|
|
1085 | |
1122 | |
1086 | /* add exp so reading them properly gives xp */ |
1123 | /* add exp so reading them properly gives xp */ |
1087 | op->stats.exp = op->value / 5; |
1124 | op->stats.exp = op->value / 5; |
1088 | op->nrof = op->inv->nrof; |
1125 | op->nrof = op->inv->nrof; |
1089 | break; |
1126 | break; |
1090 | |
1127 | |
1091 | case RUNE: |
1128 | case RUNE: |
1092 | trap_adjust (op, difficulty); |
1129 | trap_adjust (op, difficulty); |
1093 | break; |
1130 | break; |
1094 | |
1131 | |
1095 | case TRAP: |
1132 | case TRAP: |
1096 | trap_adjust (op, difficulty); |
1133 | trap_adjust (op, difficulty); |
1097 | break; |
1134 | break; |
1098 | } /* switch type */ |
1135 | } /* switch type */ |
1099 | |
1136 | |
1100 | if (flags & GT_STARTEQUIP) |
1137 | if (flags & GT_STARTEQUIP) |
1101 | { |
1138 | { |
1102 | if (op->nrof < 2 && op->type != CONTAINER |
1139 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1103 | && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1140 | op->set_flag (FLAG_STARTEQUIP); |
1104 | SET_FLAG (op, FLAG_STARTEQUIP); |
|
|
1105 | else if (op->type != MONEY) |
1141 | else if (op->type != MONEY) |
1106 | op->value = 0; |
1142 | op->value = 0; |
1107 | } |
1143 | } |
1108 | |
1144 | |
1109 | if (!(flags & GT_ENVIRONMENT)) |
1145 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1119 | */ |
1155 | */ |
1120 | |
1156 | |
1121 | /* |
1157 | /* |
1122 | * Allocate and return the pointer to an empty artifactlist structure. |
1158 | * Allocate and return the pointer to an empty artifactlist structure. |
1123 | */ |
1159 | */ |
1124 | |
1160 | static artifactlist * |
1125 | static artifactlist *get_empty_artifactlist(void) { |
1161 | get_empty_artifactlist () |
1126 | artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); |
1162 | { |
1127 | if(tl==NULL) |
1163 | return salloc0<artifactlist> (); |
1128 | fatal(OUT_OF_MEMORY); |
|
|
1129 | tl->next=NULL; |
|
|
1130 | tl->items=NULL; |
|
|
1131 | tl->total_chance=0; |
|
|
1132 | return tl; |
|
|
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 | |
1169 | static artifact * |
1139 | static artifact *get_empty_artifact(void) { |
1170 | get_empty_artifact () |
1140 | artifact *t = (artifact *) malloc(sizeof(artifact)); |
1171 | { |
1141 | if(t==NULL) |
1172 | return salloc0<artifact> (); |
1142 | fatal(OUT_OF_MEMORY); |
|
|
1143 | t->item=NULL; |
|
|
1144 | t->next=NULL; |
|
|
1145 | t->chance=0; |
|
|
1146 | t->difficulty=0; |
|
|
1147 | t->allowed = NULL; |
|
|
1148 | return t; |
|
|
1149 | } |
1173 | } |
1150 | |
1174 | |
1151 | /* |
1175 | /* |
1152 | * 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 |
1153 | * of objects on it. |
1177 | * of objects on it. |
1154 | */ |
1178 | */ |
1155 | |
1179 | artifactlist * |
1156 | artifactlist *find_artifactlist(int type) { |
1180 | find_artifactlist (int type) |
|
|
1181 | { |
|
|
1182 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
|
|
1183 | if (al->type == type) |
|
|
1184 | return al; |
|
|
1185 | |
|
|
1186 | return 0; |
|
|
1187 | } |
|
|
1188 | |
|
|
1189 | /* |
|
|
1190 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1191 | */ |
|
|
1192 | void |
|
|
1193 | init_artifacts () |
|
|
1194 | { |
|
|
1195 | static int has_been_inited = 0; |
|
|
1196 | artifact *art = NULL; |
1157 | artifactlist *al; |
1197 | artifactlist *al; |
1158 | |
1198 | |
1159 | for (al=first_artifactlist; al!=NULL; al=al->next) |
1199 | if (has_been_inited) |
1160 | if (al->type == type) return al; |
|
|
1161 | return NULL; |
|
|
1162 | } |
|
|
1163 | |
|
|
1164 | /* |
|
|
1165 | * For debugging purposes. Dumps all tables. |
|
|
1166 | */ |
|
|
1167 | |
|
|
1168 | void dump_artifacts(void) { |
|
|
1169 | artifactlist *al; |
|
|
1170 | artifact *art; |
|
|
1171 | linked_char *next; |
|
|
1172 | |
|
|
1173 | fprintf(logfile,"\n"); |
|
|
1174 | for (al=first_artifactlist; al!=NULL; al=al->next) { |
|
|
1175 | fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1176 | for (art=al->items; art!=NULL; art=art->next) { |
|
|
1177 | fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", |
|
|
1178 | art->item->name, art->difficulty, art->chance); |
|
|
1179 | if (art->allowed !=NULL) { |
|
|
1180 | fprintf(logfile,"\tAllowed combinations:"); |
|
|
1181 | for (next=art->allowed; next!=NULL; next=next->next) |
|
|
1182 | fprintf(logfile, "%s,", next->name); |
|
|
1183 | fprintf(logfile,"\n"); |
|
|
1184 | } |
|
|
1185 | } |
|
|
1186 | } |
|
|
1187 | fprintf(logfile,"\n"); |
|
|
1188 | } |
|
|
1189 | |
|
|
1190 | /* |
|
|
1191 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1192 | */ |
|
|
1193 | void dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1194 | { |
|
|
1195 | treasurelist *tl; |
|
|
1196 | int i; |
|
|
1197 | |
|
|
1198 | if (depth > 100) |
|
|
1199 | return; |
1200 | return; |
1200 | while (t != NULL) |
1201 | else |
|
|
1202 | has_been_inited = 1; |
|
|
1203 | |
|
|
1204 | object_thawer f (settings.datadir, "artifacts"); |
|
|
1205 | |
|
|
1206 | if (!f) |
|
|
1207 | return; |
|
|
1208 | |
|
|
1209 | for (;;) |
1201 | { |
1210 | { |
1202 | if (t->name != NULL) |
1211 | switch (f.kw) |
1203 | { |
|
|
1204 | for (i = 0; i < depth; i++) |
|
|
1205 | fprintf (logfile, " "); |
|
|
1206 | fprintf (logfile, "{ (list: %s)\n", t->name); |
|
|
1207 | tl = find_treasurelist (t->name); |
|
|
1208 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1209 | for (i = 0; i < depth; i++) |
|
|
1210 | fprintf (logfile, " "); |
|
|
1211 | fprintf (logfile, "} (end of list: %s)\n", t->name); |
|
|
1212 | } |
1212 | { |
1213 | else |
1213 | case KW_allowed: |
|
|
1214 | if (!art) |
|
|
1215 | art = get_empty_artifact (); |
|
|
1216 | |
|
|
1217 | { |
|
|
1218 | if (!strcmp (f.get_str (), "all")) |
|
|
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)); |
|
|
1235 | } |
|
|
1236 | break; |
|
|
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 | } |
|
|
1269 | continue; |
|
|
1270 | |
|
|
1271 | case KW_EOF: |
|
|
1272 | goto done; |
|
|
1273 | |
|
|
1274 | default: |
|
|
1275 | if (!f.parse_error ("artifacts file")) |
|
|
1276 | cleanup ("artifacts file required"); |
|
|
1277 | break; |
1214 | { |
1278 | } |
1215 | for (i = 0; i < depth; i++) |
1279 | |
1216 | fprintf (logfile, " "); |
1280 | f.next (); |
1217 | if (t->item->clone.type == FLESH) |
1281 | } |
1218 | fprintf (logfile, "%s's %s\n", name, t->item->clone.name); |
1282 | |
|
|
1283 | done: |
|
|
1284 | for (al = first_artifactlist; al; al = al->next) |
|
|
1285 | { |
|
|
1286 | al->total_chance = 0; |
|
|
1287 | |
|
|
1288 | for (art = al->items; art; art = art->next) |
|
|
1289 | { |
|
|
1290 | if (!art->chance) |
|
|
1291 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1219 | else |
1292 | else |
1220 | fprintf (logfile, "%s\n", t->item->clone.name); |
|
|
1221 | } |
|
|
1222 | if (t->next_yes != NULL) |
|
|
1223 | { |
|
|
1224 | for (i = 0; i < depth; i++) |
|
|
1225 | fprintf (logfile, " "); |
|
|
1226 | fprintf (logfile, " (if yes)\n"); |
|
|
1227 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1228 | } |
|
|
1229 | if (t->next_no != NULL) |
|
|
1230 | { |
|
|
1231 | for (i = 0; i < depth; i++) |
|
|
1232 | fprintf (logfile, " "); |
|
|
1233 | fprintf (logfile, " (if no)\n"); |
|
|
1234 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1235 | } |
|
|
1236 | t = t->next; |
|
|
1237 | } |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | /* |
|
|
1241 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1242 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1243 | */ |
|
|
1244 | |
|
|
1245 | void dump_monster_treasure (const char *name) |
|
|
1246 | { |
|
|
1247 | archetype *at; |
|
|
1248 | int found; |
|
|
1249 | |
|
|
1250 | found = 0; |
|
|
1251 | fprintf (logfile, "\n"); |
|
|
1252 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1253 | if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1254 | { |
|
|
1255 | fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, |
|
|
1256 | at->name); |
|
|
1257 | if (at->clone.randomitems != NULL) |
|
|
1258 | dump_monster_treasure_rec (at->clone.name, |
|
|
1259 | at->clone.randomitems->items, 1); |
|
|
1260 | else |
|
|
1261 | fprintf (logfile, "(nothing)\n"); |
|
|
1262 | fprintf (logfile, "\n"); |
|
|
1263 | found++; |
|
|
1264 | } |
|
|
1265 | if (found == 0) |
|
|
1266 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1267 | } |
|
|
1268 | |
|
|
1269 | /* |
|
|
1270 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1271 | */ |
|
|
1272 | |
|
|
1273 | void init_artifacts(void) { |
|
|
1274 | static int has_been_inited=0; |
|
|
1275 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
|
|
1276 | artifact *art=NULL; |
|
|
1277 | linked_char *tmp; |
|
|
1278 | int value, comp; |
|
|
1279 | artifactlist *al; |
|
|
1280 | |
|
|
1281 | if (has_been_inited) return; |
|
|
1282 | else has_been_inited = 1; |
|
|
1283 | |
|
|
1284 | sprintf(filename, "%s/artifacts", settings.datadir); |
|
|
1285 | object_thawer thawer (filename); |
|
|
1286 | |
|
|
1287 | if (!thawer) |
|
|
1288 | return; |
|
|
1289 | |
|
|
1290 | while (fgets(buf, HUGE_BUF, thawer)!=NULL) { |
|
|
1291 | if (*buf=='#') continue; |
|
|
1292 | if((cp=strchr(buf,'\n'))!=NULL) |
|
|
1293 | *cp='\0'; |
|
|
1294 | cp=buf; |
|
|
1295 | while(*cp==' ') /* Skip blanks */ |
|
|
1296 | cp++; |
|
|
1297 | if (*cp=='\0') continue; |
|
|
1298 | |
|
|
1299 | if (!strncmp(cp, "Allowed", 7)) { |
|
|
1300 | if (art==NULL) { |
|
|
1301 | art=get_empty_artifact(); |
|
|
1302 | nrofartifacts++; |
|
|
1303 | } |
|
|
1304 | cp = strchr(cp,' ') + 1; |
|
|
1305 | if (!strcmp(cp,"all")) continue; |
|
|
1306 | |
|
|
1307 | do { |
|
|
1308 | nrofallowedstr++; |
|
|
1309 | if ((next=strchr(cp, ','))!=NULL) |
|
|
1310 | *(next++) = '\0'; |
|
|
1311 | tmp = (linked_char*) malloc(sizeof(linked_char)); |
|
|
1312 | tmp->name = add_string(cp); |
|
|
1313 | tmp->next = art->allowed; |
|
|
1314 | art->allowed = tmp; |
|
|
1315 | } while ((cp=next)!=NULL); |
|
|
1316 | } |
|
|
1317 | else if (sscanf(cp, "chance %d", &value)) |
|
|
1318 | art->chance = (uint16) value; |
|
|
1319 | else if (sscanf(cp, "difficulty %d", &value)) |
|
|
1320 | art->difficulty = (uint8) value; |
|
|
1321 | else if (!strncmp(cp, "Object",6)) { |
|
|
1322 | art->item = (object *) calloc(1, sizeof(object)); |
|
|
1323 | reset_object(art->item); |
|
|
1324 | if (!load_object(thawer, art->item,LO_LINEMODE,0)) |
|
|
1325 | LOG(llevError,"Init_Artifacts: Could not load object.\n"); |
|
|
1326 | art->item->name = add_string((strchr(cp, ' ')+1)); |
|
|
1327 | al=find_artifactlist(art->item->type); |
|
|
1328 | if (al==NULL) { |
|
|
1329 | al = get_empty_artifactlist(); |
|
|
1330 | al->type = art->item->type; |
|
|
1331 | al->next = first_artifactlist; |
|
|
1332 | first_artifactlist = al; |
|
|
1333 | } |
|
|
1334 | art->next = al->items; |
|
|
1335 | al->items = art; |
|
|
1336 | art = NULL; |
|
|
1337 | } |
|
|
1338 | else |
|
|
1339 | LOG(llevError,"Unknown input in artifact file: %s\n", buf); |
|
|
1340 | } |
|
|
1341 | |
|
|
1342 | for (al=first_artifactlist; al!=NULL; al=al->next) { |
|
|
1343 | for (art=al->items; art!=NULL; art=art->next) { |
|
|
1344 | if (!art->chance) |
|
|
1345 | LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); |
|
|
1346 | else |
|
|
1347 | al->total_chance += art->chance; |
1293 | al->total_chance += art->chance; |
1348 | } |
1294 | } |
1349 | #if 0 |
1295 | #if 0 |
1350 | LOG(llevDebug,"Artifact list type %d has %d total chance\n", |
1296 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1351 | al->type, al->total_chance); |
|
|
1352 | #endif |
1297 | #endif |
1353 | } |
1298 | } |
1354 | |
|
|
1355 | LOG(llevDebug,"done.\n"); |
|
|
1356 | } |
1299 | } |
1357 | |
|
|
1358 | |
1300 | |
1359 | /* |
1301 | /* |
1360 | * Used in artifact generation. The bonuses of the first object |
1302 | * Used in artifact generation. The bonuses of the first object |
1361 | * is modified by the bonuses of the second object. |
1303 | * is modified by the bonuses of the second object. |
1362 | */ |
1304 | */ |
1363 | |
1305 | void |
1364 | void add_abilities(object *op, object *change) { |
1306 | add_abilities (object *op, object *change) |
1365 | int i,j, tmp; |
1307 | { |
1366 | |
|
|
1367 | if (change->face != blank_face) { |
1308 | if (change->face != blank_face) |
1368 | #ifdef TREASURE_VERBOSE |
|
|
1369 | LOG(llevDebug, "FACE: %d\n", change->face->number); |
|
|
1370 | #endif |
|
|
1371 | op->face = change->face; |
1309 | op->face = change->face; |
1372 | } |
1310 | |
1373 | for (i = 0; i < NUM_STATS; i++) |
1311 | for (int i = 0; i < NUM_STATS; i++) |
1374 | change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); |
1312 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1375 | |
1313 | |
1376 | op->attacktype |= change->attacktype; |
1314 | op->attacktype |= change->attacktype; |
1377 | op->path_attuned |= change->path_attuned; |
1315 | op->path_attuned |= change->path_attuned; |
1378 | op->path_repelled |= change->path_repelled; |
1316 | op->path_repelled |= change->path_repelled; |
1379 | op->path_denied |= change->path_denied; |
1317 | op->path_denied |= change->path_denied; |
1380 | op->move_type |= change->move_type; |
1318 | op->move_type |= change->move_type; |
1381 | op->stats.luck += change->stats.luck; |
1319 | op->stats.luck += change->stats.luck; |
1382 | |
1320 | |
1383 | if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); |
1321 | static const struct copyflags : object::flags_t |
1384 | if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); |
1322 | { |
1385 | if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) |
1323 | copyflags () |
1386 | && op->magic > 0) |
1324 | { |
|
|
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) |
1387 | set_abs_magic(op, -op->magic); |
1342 | set_abs_magic (op, -op->magic); |
1388 | |
1343 | |
1389 | if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); |
1344 | if (change->flag [FLAG_STAND_STILL]) |
1390 | if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); |
1345 | { |
1391 | if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); |
1346 | op->clr_flag (FLAG_ANIMATE); |
1392 | if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); |
|
|
1393 | if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); |
|
|
1394 | if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); |
|
|
1395 | if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); |
|
|
1396 | if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); |
|
|
1397 | |
1347 | |
1398 | if (QUERY_FLAG(change,FLAG_STAND_STILL)) { |
|
|
1399 | CLEAR_FLAG(op,FLAG_ANIMATE); |
|
|
1400 | /* so artifacts will join */ |
1348 | /* so artifacts will join */ |
1401 | if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; |
1349 | if (!op->flag [FLAG_ALIVE]) |
1402 | update_ob_speed(op); |
1350 | op->speed = 0.; |
|
|
1351 | |
|
|
1352 | op->set_speed (op->speed); |
1403 | } |
1353 | } |
1404 | if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; |
1354 | |
|
|
1355 | if (change->nrof) |
|
|
1356 | op->nrof = rndm (change->nrof) + 1; |
|
|
1357 | |
1405 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1358 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1406 | op->stats.wc += change->stats.wc; |
1359 | op->stats.wc += change->stats.wc; |
1407 | op->stats.ac += change->stats.ac; |
1360 | op->stats.ac += change->stats.ac; |
1408 | |
1361 | |
1409 | if (change->other_arch) { |
1362 | if (change->other_arch) |
|
|
1363 | { |
1410 | /* Basically, for horns & potions, the other_arch field is the spell |
1364 | /* Basically, for horns & potions, the other_arch field is the spell |
1411 | * 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 |
1412 | * this object. |
1366 | * this object. |
1413 | */ |
1367 | */ |
1414 | if (op->type == HORN || op->type == POTION) { |
1368 | if (op->type == HORN || op->type == POTION) |
1415 | object *tmp_obj; |
1369 | { |
1416 | /* Remove any spells this object currently has in it */ |
1370 | /* Remove any spells this object currently has in it */ |
1417 | while (op->inv) { |
1371 | op->destroy_inv (false); |
1418 | tmp_obj = op->inv; |
1372 | |
1419 | remove_ob(tmp_obj); |
1373 | object *tmp = change->other_arch->instance (); |
1420 | free_object(tmp_obj); |
1374 | insert_ob_in_ob (tmp, op); |
|
|
1375 | } |
|
|
1376 | |
|
|
1377 | /* No harm setting this for potions/horns */ |
|
|
1378 | op->other_arch = change->other_arch; |
|
|
1379 | } |
|
|
1380 | |
|
|
1381 | if (change->stats.hp < 0) |
|
|
1382 | op->stats.hp = -change->stats.hp; |
|
|
1383 | else |
|
|
1384 | op->stats.hp += change->stats.hp; |
|
|
1385 | |
|
|
1386 | if (change->stats.maxhp < 0) |
|
|
1387 | op->stats.maxhp = -change->stats.maxhp; |
|
|
1388 | else |
|
|
1389 | op->stats.maxhp += change->stats.maxhp; |
|
|
1390 | |
|
|
1391 | if (change->stats.sp < 0) |
|
|
1392 | op->stats.sp = -change->stats.sp; |
|
|
1393 | else |
|
|
1394 | op->stats.sp += change->stats.sp; |
|
|
1395 | |
|
|
1396 | if (change->stats.maxsp < 0) |
|
|
1397 | op->stats.maxsp = -change->stats.maxsp; |
|
|
1398 | else |
|
|
1399 | op->stats.maxsp += change->stats.maxsp; |
|
|
1400 | |
|
|
1401 | if (change->stats.food < 0) |
|
|
1402 | op->stats.food = -change->stats.food; |
|
|
1403 | else |
|
|
1404 | op->stats.food += change->stats.food; |
|
|
1405 | |
|
|
1406 | if (change->level < 0) |
|
|
1407 | op->level = -change->level; |
|
|
1408 | else |
|
|
1409 | op->level += change->level; |
|
|
1410 | |
|
|
1411 | if (change->gen_sp_armour < 0) |
|
|
1412 | op->gen_sp_armour = -change->gen_sp_armour; |
|
|
1413 | else |
|
|
1414 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
|
|
1415 | |
|
|
1416 | op->item_power = change->item_power; |
|
|
1417 | |
|
|
1418 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1419 | op->resist[i] += change->resist[i]; |
|
|
1420 | |
|
|
1421 | if (change->stats.dam) |
|
|
1422 | { |
|
|
1423 | if (change->stats.dam < 0) |
|
|
1424 | op->stats.dam = -change->stats.dam; |
|
|
1425 | else if (op->stats.dam) |
|
|
1426 | { |
|
|
1427 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1428 | |
|
|
1429 | if (tmp == op->stats.dam) |
|
|
1430 | { |
|
|
1431 | if (change->stats.dam < 10) |
|
|
1432 | op->stats.dam--; |
|
|
1433 | else |
|
|
1434 | op->stats.dam++; |
1421 | } |
1435 | } |
1422 | tmp_obj = arch_to_object(change->other_arch); |
1436 | else |
1423 | insert_ob_in_ob(tmp_obj, op); |
1437 | op->stats.dam = tmp; |
1424 | } |
1438 | } |
1425 | /* No harm setting this for potions/horns */ |
1439 | } |
1426 | op->other_arch = change->other_arch; |
1440 | |
|
|
1441 | if (change->weight) |
1427 | } |
1442 | { |
1428 | |
|
|
1429 | if (change->stats.hp < 0) |
1443 | if (change->weight < 0) |
1430 | op->stats.hp = -change->stats.hp; |
1444 | op->weight = -change->weight; |
1431 | else |
1445 | else |
1432 | op->stats.hp += change->stats.hp; |
1446 | op->weight = op->weight * change->weight / 100; |
|
|
1447 | } |
|
|
1448 | |
|
|
1449 | if (change->last_sp) |
|
|
1450 | { |
1433 | if (change->stats.maxhp < 0) |
1451 | if (change->last_sp < 0) |
1434 | op->stats.maxhp = -change->stats.maxhp; |
1452 | op->last_sp = -change->last_sp; |
1435 | else |
1453 | else |
1436 | op->stats.maxhp += change->stats.maxhp; |
1454 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1437 | if (change->stats.sp < 0) |
1455 | } |
1438 | op->stats.sp = -change->stats.sp; |
|
|
1439 | else |
|
|
1440 | op->stats.sp += change->stats.sp; |
|
|
1441 | if (change->stats.maxsp < 0) |
|
|
1442 | op->stats.maxsp = -change->stats.maxsp; |
|
|
1443 | else |
|
|
1444 | op->stats.maxsp += change->stats.maxsp; |
|
|
1445 | if (change->stats.food < 0) |
|
|
1446 | op->stats.food = -(change->stats.food); |
|
|
1447 | else |
|
|
1448 | op->stats.food += change->stats.food; |
|
|
1449 | if (change->level < 0) |
|
|
1450 | op->level = -(change->level); |
|
|
1451 | else |
|
|
1452 | op->level += change->level; |
|
|
1453 | |
1456 | |
|
|
1457 | if (change->gen_sp_armour) |
|
|
1458 | { |
1454 | if (change->gen_sp_armour < 0) |
1459 | if (change->gen_sp_armour < 0) |
1455 | op->gen_sp_armour = -(change->gen_sp_armour); |
1460 | op->gen_sp_armour = -change->gen_sp_armour; |
1456 | else |
1461 | else |
1457 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1462 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1458 | |
|
|
1459 | op->item_power = change->item_power; |
|
|
1460 | |
|
|
1461 | for (i=0; i<NROFATTACKS; i++) { |
|
|
1462 | if (change->resist[i]) { |
|
|
1463 | op->resist[i] += change->resist[i]; |
|
|
1464 | } |
|
|
1465 | } |
1463 | } |
1466 | if (change->stats.dam) { |
1464 | |
1467 | if (change->stats.dam < 0) |
|
|
1468 | op->stats.dam = (-change->stats.dam); |
|
|
1469 | else if (op->stats.dam) { |
|
|
1470 | tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); |
|
|
1471 | if (tmp == op->stats.dam) { |
|
|
1472 | if (change->stats.dam < 10) |
|
|
1473 | op->stats.dam--; |
|
|
1474 | else |
|
|
1475 | op->stats.dam++; |
|
|
1476 | } |
|
|
1477 | else |
|
|
1478 | op->stats.dam = tmp; |
|
|
1479 | } |
|
|
1480 | } |
|
|
1481 | if (change->weight) { |
|
|
1482 | if (change->weight < 0) |
|
|
1483 | op->weight = (-change->weight); |
|
|
1484 | else |
|
|
1485 | op->weight = (op->weight * (change->weight)) / 100; |
|
|
1486 | } |
|
|
1487 | if (change->last_sp) { |
|
|
1488 | if (change->last_sp < 0) |
|
|
1489 | op->last_sp = (-change->last_sp); |
|
|
1490 | else |
|
|
1491 | op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); |
|
|
1492 | } |
|
|
1493 | if (change->gen_sp_armour) { |
|
|
1494 | if (change->gen_sp_armour < 0) |
|
|
1495 | op->gen_sp_armour = (-change->gen_sp_armour); |
|
|
1496 | else |
|
|
1497 | op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) |
|
|
1498 | / (int)100); |
|
|
1499 | } |
|
|
1500 | op->value *= change->value; |
1465 | op->value *= change->value; |
1501 | |
1466 | |
1502 | if(change->material) op->material = change->material; |
|
|
1503 | |
|
|
1504 | if (change->materialname) { |
1467 | if (change->materials) |
1505 | if (op->materialname) |
1468 | op->materials = change->materials; |
1506 | free_string(op->materialname); |
|
|
1507 | op->materialname = add_refcount(change->materialname); |
|
|
1508 | } |
|
|
1509 | |
1469 | |
|
|
1470 | if (change->material != MATERIAL_NULL) |
|
|
1471 | op->material = change->material; |
|
|
1472 | |
1510 | if (change->slaying) { |
1473 | if (change->slaying) |
1511 | if (op->slaying) |
|
|
1512 | free_string(op->slaying); |
|
|
1513 | op->slaying = add_refcount(change->slaying); |
1474 | op->slaying = change->slaying; |
1514 | } |
1475 | |
1515 | if (change->race) { |
1476 | if (change->race) |
1516 | if (op->race) |
|
|
1517 | free_string(op->race); |
|
|
1518 | op->race = add_refcount(change->race); |
1477 | op->race = change->race; |
1519 | } |
1478 | |
1520 | if (change->msg) { |
1479 | if (change->msg) |
1521 | if (op->msg) |
1480 | op->msg = change->msg; |
1522 | free_string(op->msg); |
|
|
1523 | op->msg = add_refcount(change->msg); |
|
|
1524 | } |
|
|
1525 | /* GROS: Added support for event_... in artifact file */ |
|
|
1526 | for(j=0;j<NR_EVENTS;j++) { |
|
|
1527 | event *evt; |
|
|
1528 | event *evt2; |
|
|
1529 | event *evtn; |
|
|
1530 | event *evtp; |
|
|
1531 | |
|
|
1532 | evt = find_event(change,j); |
|
|
1533 | evt2= find_event(op,j); |
|
|
1534 | |
|
|
1535 | if ((evt) && (evt->hook)) { |
|
|
1536 | if ((evt2)&&(evt2->hook)) { |
|
|
1537 | free_string(evt2->hook); |
|
|
1538 | free_string(evt2->plugin); |
|
|
1539 | free_string(evt2->options); |
|
|
1540 | evtp = NULL; |
|
|
1541 | evtn = evt2->next; |
|
|
1542 | if (evt2 == op->events) { |
|
|
1543 | free(evt2); |
|
|
1544 | op->events = evtn; |
|
|
1545 | } |
|
|
1546 | else { |
|
|
1547 | evtp = op->events; |
|
|
1548 | while (evtp->next != evt2) |
|
|
1549 | evtp = evtp->next; |
|
|
1550 | free(evt2); |
|
|
1551 | evtp->next = evtn; |
|
|
1552 | } |
|
|
1553 | } |
|
|
1554 | else if (evt2 == NULL) { |
|
|
1555 | if (op->events == NULL) { |
|
|
1556 | evt2 = (event *)malloc(sizeof(event)); |
|
|
1557 | op->events = evt2; |
|
|
1558 | } |
|
|
1559 | else { |
|
|
1560 | evtp = op->events; |
|
|
1561 | while (evtp->next != NULL) |
|
|
1562 | evtp = evtp->next; |
|
|
1563 | evtp->next = (event *)malloc(sizeof(event)); |
|
|
1564 | evt2 = evtp->next; |
|
|
1565 | } |
|
|
1566 | } |
|
|
1567 | evt2->next = NULL; |
|
|
1568 | evt2->hook = add_refcount(evt->hook); |
|
|
1569 | evt2->plugin = add_refcount(evt->plugin); |
|
|
1570 | evt2->type = j; |
|
|
1571 | |
|
|
1572 | if (evt->options) |
|
|
1573 | evt2->options = add_refcount(evt->options); |
|
|
1574 | else |
|
|
1575 | evt2->options = NULL; |
|
|
1576 | } |
|
|
1577 | } |
|
|
1578 | } |
1481 | } |
1579 | |
1482 | |
|
|
1483 | static int |
1580 | static int legal_artifact_combination(object *op, artifact *art) { |
1484 | legal_artifact_combination (object *op, artifact *art) |
|
|
1485 | { |
1581 | int neg, success = 0; |
1486 | int neg, success = 0; |
1582 | linked_char *tmp; |
1487 | linked_char *tmp; |
1583 | const char *name; |
1488 | const char *name; |
1584 | |
1489 | |
1585 | if (art->allowed == (linked_char *) NULL) |
1490 | if (!art->allowed) |
1586 | return 1; /* Ie, "all" */ |
1491 | return 1; /* Ie, "all" */ |
|
|
1492 | |
1587 | for (tmp = art->allowed; tmp; tmp = tmp->next) { |
1493 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
|
|
1494 | { |
1588 | #ifdef TREASURE_VERBOSE |
1495 | #ifdef TREASURE_VERBOSE |
1589 | LOG(llevDebug, "legal_art: %s\n", tmp->name); |
1496 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1590 | #endif |
1497 | #endif |
1591 | if (*tmp->name == '!') |
1498 | if (*tmp->name == '!') |
1592 | name = tmp->name + 1, neg = 1; |
1499 | name = tmp->name + 1, neg = 1; |
1593 | else |
1500 | else |
1594 | name = tmp->name, neg = 0; |
1501 | name = tmp->name, neg = 0; |
1595 | |
1502 | |
1596 | /* If we match name, then return the opposite of 'neg' */ |
1503 | /* If we match name, then return the opposite of 'neg' */ |
1597 | if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) |
1504 | if (!strcmp (name, op->arch->archname)) |
1598 | return !neg; |
1505 | return !neg; |
1599 | |
1506 | |
1600 | /* 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 |
1601 | * everything is allowed except what we match |
1508 | * everything is allowed except what we match |
1602 | */ |
1509 | */ |
1603 | else if (neg) |
1510 | else if (neg) |
1604 | success = 1; |
1511 | success = 1; |
1605 | } |
1512 | } |
|
|
1513 | |
1606 | return success; |
1514 | return success; |
1607 | } |
1515 | } |
1608 | |
1516 | |
1609 | /* |
1517 | /* |
1610 | * Fixes the given object, giving it the abilities and titles |
1518 | * Fixes the given object, giving it the abilities and titles |
1611 | * it should have due to the second artifact-template. |
1519 | * it should have due to the second artifact-template. |
1612 | */ |
1520 | */ |
1613 | |
1521 | |
|
|
1522 | void |
1614 | void give_artifact_abilities(object *op, object *artifct) { |
1523 | give_artifact_abilities (object *op, object *artifct) |
1615 | char new_name[MAX_BUF]; |
1524 | { |
|
|
1525 | op->title = format ("of %s", &artifct->name); |
1616 | |
1526 | |
1617 | sprintf(new_name, "of %s", artifct->name); |
|
|
1618 | if (op->title) |
|
|
1619 | free_string(op->title); |
|
|
1620 | op->title = add_string(new_name); |
|
|
1621 | add_abilities(op, artifct); /* Give out the bonuses */ |
1527 | add_abilities (op, artifct); /* Give out the bonuses */ |
1622 | |
1528 | |
1623 | #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... */ |
1624 | { |
1530 | { |
1625 | char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); |
1531 | char identified = op->flag [FLAG_IDENTIFIED]; |
1626 | SET_FLAG(op, FLAG_IDENTIFIED); |
1532 | |
1627 | LOG(llevDebug, "Generated artifact %s %s [%s]\n", |
1533 | op->set_flag (FLAG_IDENTIFIED); |
1628 | 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)); |
1629 | if (!identified) |
1535 | if (!identified) |
1630 | CLEAR_FLAG(op, FLAG_IDENTIFIED); |
1536 | op->clr_flag (FLAG_IDENTIFIED); |
1631 | } |
1537 | } |
1632 | #endif |
1538 | #endif |
1633 | return; |
1539 | return; |
1634 | } |
1540 | } |
1635 | |
1541 | |
… | |
… | |
1642 | */ |
1548 | */ |
1643 | |
1549 | |
1644 | /* Give 1 re-roll attempt per artifact */ |
1550 | /* Give 1 re-roll attempt per artifact */ |
1645 | #define ARTIFACT_TRIES 2 |
1551 | #define ARTIFACT_TRIES 2 |
1646 | |
1552 | |
|
|
1553 | void |
1647 | void generate_artifact(object *op, int difficulty) { |
1554 | generate_artifact (object *op, int difficulty) |
1648 | artifactlist *al; |
1555 | { |
1649 | artifact *art; |
1556 | artifact *art; |
1650 | int i; |
|
|
1651 | |
1557 | |
1652 | al = find_artifactlist(op->type); |
1558 | artifactlist *al = find_artifactlist (op->type); |
1653 | |
1559 | |
1654 | if (al==NULL) { |
1560 | if (al == NULL) |
|
|
1561 | { |
1655 | #if 0 /* This is too verbose, usually */ |
1562 | #if 0 /* This is too verbose, usually */ |
1656 | 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); |
1657 | #endif |
|
|
1658 | return; |
|
|
1659 | } |
|
|
1660 | |
|
|
1661 | for (i = 0; i < ARTIFACT_TRIES; i++) { |
|
|
1662 | int roll = RANDOM()% al->total_chance; |
|
|
1663 | |
|
|
1664 | for (art=al->items; art!=NULL; art=art->next) { |
|
|
1665 | roll -= art->chance; |
|
|
1666 | if (roll<0) break; |
|
|
1667 | } |
|
|
1668 | |
|
|
1669 | if (art == NULL || roll>=0) { |
|
|
1670 | #if 1 |
|
|
1671 | LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", |
|
|
1672 | op->type); |
|
|
1673 | #endif |
1564 | #endif |
1674 | return; |
1565 | return; |
1675 | } |
1566 | } |
1676 | if (!strcmp(art->item->name,"NONE")) |
1567 | |
|
|
1568 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
|
|
1569 | { |
|
|
1570 | int roll = rndm (al->total_chance); |
|
|
1571 | |
|
|
1572 | for (art = al->items; art; art = art->next) |
|
|
1573 | { |
|
|
1574 | roll -= art->chance; |
|
|
1575 | if (roll < 0) |
|
|
1576 | break; |
|
|
1577 | } |
|
|
1578 | |
|
|
1579 | if (art == NULL || roll >= 0) |
|
|
1580 | { |
|
|
1581 | #if 1 |
|
|
1582 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
|
|
1583 | #endif |
|
|
1584 | return; |
|
|
1585 | } |
|
|
1586 | |
|
|
1587 | if (art->item->name == shstr_NONE) |
1677 | return; |
1588 | return; |
|
|
1589 | |
1678 | if (FABS(op->magic) < art->item->magic) |
1590 | if (fabs (op->magic) < art->item->magic) |
1679 | continue; /* Not magic enough to be this item */ |
1591 | continue; /* Not magic enough to be this item */ |
1680 | |
1592 | |
1681 | /* Map difficulty not high enough */ |
1593 | /* Map difficulty not high enough */ |
1682 | if (difficulty<art->difficulty) |
1594 | if (difficulty < art->difficulty) |
1683 | continue; |
1595 | continue; |
1684 | |
1596 | |
1685 | if (!legal_artifact_combination(op, art)) { |
1597 | if (!legal_artifact_combination (op, art)) |
|
|
1598 | { |
1686 | #ifdef TREASURE_VERBOSE |
1599 | #ifdef TREASURE_VERBOSE |
1687 | LOG(llevDebug, "%s of %s was not a legal combination.\n", |
1600 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1688 | op->name, art->item->name); |
|
|
1689 | #endif |
1601 | #endif |
1690 | continue; |
1602 | continue; |
1691 | } |
1603 | } |
|
|
1604 | |
1692 | give_artifact_abilities(op, art->item); |
1605 | give_artifact_abilities (op, art->item); |
1693 | return; |
1606 | return; |
1694 | } |
1607 | } |
1695 | } |
1608 | } |
1696 | |
1609 | |
1697 | /* fix_flesh_item() - objects of type FLESH are similar to type |
1610 | /* fix_flesh_item() - objects of type FLESH are similar to type |
1698 | * FOOD, except they inherit properties (name, food value, etc). |
1611 | * FOOD, except they inherit properties (name, food value, etc). |
1699 | * based on the original owner (or 'donor' if you like). -b.t. |
1612 | * based on the original owner (or 'donor' if you like). -b.t. |
1700 | */ |
1613 | */ |
1701 | |
1614 | |
|
|
1615 | void |
1702 | void fix_flesh_item(object *item, object *donor) { |
1616 | fix_flesh_item (object *item, object *donor) |
1703 | char tmpbuf[MAX_BUF]; |
1617 | { |
1704 | int i; |
|
|
1705 | |
|
|
1706 | if(item->type==FLESH && donor) { |
1618 | if (item->type == FLESH && donor) |
|
|
1619 | { |
1707 | /* change the name */ |
1620 | /* change the name */ |
1708 | sprintf(tmpbuf,"%s's %s",donor->name,item->name); |
1621 | item->name = format ("%s's %s", &donor->name, &item->name); |
1709 | FREE_AND_COPY(item->name, tmpbuf); |
1622 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1710 | sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); |
|
|
1711 | FREE_AND_COPY(item->name_pl, tmpbuf); |
|
|
1712 | |
1623 | |
1713 | /* weight is FLESH weight/100 * donor */ |
1624 | /* weight is FLESH weight/100 * donor */ |
1714 | 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); |
1715 | item->weight=1; |
|
|
1716 | |
1626 | |
1717 | /* value is multiplied by level of donor */ |
1627 | /* value is multiplied by level of donor */ |
1718 | item->value *= isqrt(donor->level*2); |
1628 | item->value *= isqrt (donor->level * 2); |
1719 | |
1629 | |
1720 | /* food value */ |
1630 | /* food value */ |
1721 | item->stats.food += (donor->stats.hp/100) + donor->stats.Con; |
1631 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1722 | |
1632 | |
1723 | /* flesh items inherit some abilities of donor, but not |
1633 | /* flesh items inherit some abilities of donor, but not |
1724 | * full effect. |
1634 | * full effect. |
1725 | */ |
1635 | */ |
1726 | for (i=0; i<NROFATTACKS; i++) |
1636 | for (int i = 0; i < NROFATTACKS; i++) |
1727 | item->resist[i] = donor->resist[i]/2; |
1637 | item->resist[i] = donor->resist[i] / 2; |
1728 | |
1638 | |
1729 | /* item inherits donor's level (important for quezals) */ |
1639 | /* item inherits donor's level (important for quezals) */ |
1730 | item->level = donor->level; |
1640 | item->level = donor->level; |
1731 | |
1641 | |
1732 | /* if donor has some attacktypes, the flesh is poisonous */ |
1642 | /* if donor has some attacktypes, the flesh is poisonous */ |
1733 | if(donor->attacktype&AT_POISON) |
1643 | if (donor->attacktype & AT_POISON) |
1734 | item->type=POISON; |
1644 | item->type = POISON; |
1735 | if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; |
|
|
1736 | SET_FLAG(item,FLAG_NO_STEAL); |
|
|
1737 | } |
|
|
1738 | } |
|
|
1739 | |
1645 | |
1740 | /* special_potion() - so that old potion code is still done right. */ |
1646 | if (donor->attacktype & AT_ACID) |
|
|
1647 | item->stats.hp = -item->stats.food; |
1741 | |
1648 | |
1742 | int special_potion (object *op) { |
1649 | item->set_flag (FLAG_NO_STEAL); |
1743 | |
1650 | } |
1744 | int i; |
|
|
1745 | |
|
|
1746 | if(op->attacktype) return 1; |
|
|
1747 | |
|
|
1748 | if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow |
|
|
1749 | || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1; |
|
|
1750 | |
|
|
1751 | for (i=0; i<NROFATTACKS; i++) |
|
|
1752 | if (op->resist[i]) return 1; |
|
|
1753 | |
|
|
1754 | return 0; |
|
|
1755 | } |
1651 | } |
1756 | |
1652 | |
|
|
1653 | static void |
1757 | void free_treasurestruct(treasure *t) |
1654 | free_treasurestruct (treasure *t) |
1758 | { |
1655 | { |
1759 | if (t->next) free_treasurestruct(t->next); |
1656 | if (t->next) free_treasurestruct (t->next); |
1760 | if (t->next_yes) free_treasurestruct(t->next_yes); |
1657 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1761 | if (t->next_no) free_treasurestruct(t->next_no); |
1658 | if (t->next_no) free_treasurestruct (t->next_no); |
1762 | free(t); |
|
|
1763 | } |
|
|
1764 | |
1659 | |
|
|
1660 | delete t; |
|
|
1661 | } |
|
|
1662 | |
|
|
1663 | static void |
1765 | void free_charlinks(linked_char *lc) |
1664 | free_charlinks (linked_char *lc) |
1766 | { |
1665 | { |
|
|
1666 | if (lc->next) |
1767 | if (lc->next) free_charlinks(lc->next); |
1667 | free_charlinks (lc->next); |
1768 | free(lc); |
|
|
1769 | } |
|
|
1770 | |
1668 | |
|
|
1669 | delete lc; |
|
|
1670 | } |
|
|
1671 | |
|
|
1672 | static void |
1771 | void free_artifact(artifact *at) |
1673 | free_artifact (artifact *at) |
1772 | { |
1674 | { |
1773 | |
|
|
1774 | if (at->next) free_artifact(at->next); |
1675 | if (at->next) free_artifact (at->next); |
1775 | if (at->allowed) free_charlinks(at->allowed); |
1676 | if (at->allowed) free_charlinks (at->allowed); |
1776 | if (at->item) { |
1677 | |
1777 | if (at->item->name) free_string(at->item->name); |
1678 | at->item->destroy (); |
1778 | if (at->item->name_pl) free_string(at->item->name_pl); |
1679 | |
1779 | if (at->item->msg) free_string(at->item->msg); |
|
|
1780 | if (at->item->title) free_string(at->item->title); |
|
|
1781 | free(at->item); |
|
|
1782 | } |
|
|
1783 | free(at); |
1680 | sfree (at); |
1784 | } |
1681 | } |
1785 | |
1682 | |
1786 | void free_artifactlist(artifactlist *al) |
|
|
1787 | { |
|
|
1788 | artifactlist *nextal; |
|
|
1789 | for (al=first_artifactlist; al!=NULL; al=nextal) { |
|
|
1790 | nextal=al->next; |
|
|
1791 | if (al->items) { |
|
|
1792 | free_artifact(al->items); |
|
|
1793 | } |
|
|
1794 | free(al); |
|
|
1795 | } |
|
|
1796 | } |
|
|
1797 | |
|
|
1798 | void free_all_treasures(void) { |
|
|
1799 | treasurelist *tl, *next; |
|
|
1800 | |
|
|
1801 | |
|
|
1802 | for (tl=first_treasurelist; tl!=NULL; tl=next) { |
|
|
1803 | next=tl->next; |
|
|
1804 | if (tl->name) free_string(tl->name); |
|
|
1805 | if (tl->items) free_treasurestruct(tl->items); |
|
|
1806 | free(tl); |
|
|
1807 | } |
|
|
1808 | free_artifactlist(first_artifactlist); |
|
|
1809 | } |
|
|