1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
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24 | #define ALLOWED_COMBINATION |
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25 | |
24 | |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 | * It is useful for finding bugs in the treasures file. Since it only |
26 | * It is useful for finding bugs in the treasures file. Since it only |
28 | * slows the startup some (and not actual game play), it is by default |
27 | * slows the startup some (and not actual game play), it is by default |
29 | * left on |
28 | * left on |
30 | */ |
29 | */ |
31 | #define TREASURE_DEBUG |
30 | #define TREASURE_DEBUG |
32 | |
31 | |
33 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
34 | |
33 | |
35 | /* #define TREASURE_VERBOSE */ |
34 | //#define TREASURE_VERBOSE |
36 | |
35 | |
37 | #include <global.h> |
36 | #include <global.h> |
38 | #include <treasure.h> |
37 | #include <treasure.h> |
39 | #include <funcpoint.h> |
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40 | #include <loader.h> |
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41 | |
38 | |
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39 | extern char *spell_mapping[]; |
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40 | |
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41 | static treasurelist *first_treasurelist; |
42 | |
42 | |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 | extern char *spell_mapping[]; |
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45 | |
44 | |
46 | /* |
45 | typedef std::tr1::unordered_map< |
47 | * Initialize global archtype pointers: |
46 | const char *, |
48 | */ |
47 | treasurelist *, |
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48 | str_hash, |
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49 | str_equal, |
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50 | slice_allocator< std::pair<const char *const, treasurelist *> > |
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51 | > tl_map_t; |
49 | |
52 | |
50 | void |
53 | static tl_map_t tl_map; |
51 | init_archetype_pointers () |
|
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52 | { |
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53 | int prev_warn = warn_archetypes; |
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54 | |
54 | |
55 | warn_archetypes = 1; |
55 | //TODO: class method |
56 | if (ring_arch == NULL) |
56 | static void free_treasurestruct (treasure *t); // bleh desu |
57 | ring_arch = archetype::find ("ring"); |
57 | static void |
58 | if (amulet_arch == NULL) |
58 | clear (treasurelist *tl) |
59 | amulet_arch = archetype::find ("amulet"); |
59 | { |
60 | if (staff_arch == NULL) |
60 | if (tl->items) |
61 | staff_arch = archetype::find ("staff"); |
61 | { |
62 | if (crown_arch == NULL) |
62 | free_treasurestruct (tl->items); |
63 | crown_arch = archetype::find ("crown"); |
63 | tl->items = 0; |
64 | warn_archetypes = prev_warn; |
64 | } |
65 | } |
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|
66 | |
65 | |
67 | /* |
66 | tl->total_chance = 0; |
68 | * Allocate and return the pointer to an empty treasurelist structure. |
67 | } |
69 | */ |
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70 | |
68 | |
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69 | /* |
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70 | * Searches for the given treasurelist |
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71 | */ |
71 | static treasurelist * |
72 | treasurelist * |
72 | get_empty_treasurelist (void) |
73 | treasurelist::find (const char *name) |
73 | { |
74 | { |
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75 | if (!name) |
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76 | return 0; |
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77 | |
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78 | auto (i, tl_map.find (name)); |
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79 | |
|
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80 | if (i == tl_map.end ()) |
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81 | return 0; |
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82 | |
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83 | return i->second; |
|
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84 | } |
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85 | |
|
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86 | /* |
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87 | * Searches for the given treasurelist in the globally linked list |
|
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88 | * of treasurelists which has been built by load_treasures(). |
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89 | */ |
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90 | treasurelist * |
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91 | treasurelist::get (const char *name) |
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92 | { |
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93 | treasurelist *tl = find (name); |
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94 | |
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95 | if (!tl) |
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96 | { |
74 | return new treasurelist; |
97 | tl = new treasurelist; |
75 | } |
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76 | |
98 | |
77 | /* |
99 | tl->name = name; |
78 | * Allocate and return the pointer to an empty treasure structure. |
100 | tl->next = first_treasurelist; |
79 | */ |
101 | first_treasurelist = tl; |
80 | //TODO: make this a constructor |
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81 | static treasure * |
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82 | get_empty_treasure (void) |
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83 | { |
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84 | treasure *t = new treasure; |
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85 | |
102 | |
86 | t->chance = 100; |
103 | tl_map.insert (std::make_pair (tl->name, tl)); |
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104 | } |
87 | |
105 | |
88 | return t; |
106 | return tl; |
89 | } |
107 | } |
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108 | |
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109 | #ifdef TREASURE_DEBUG |
|
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110 | /* recursived checks the linked list. Treasurelist is passed only |
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111 | * so that the treasure name can be printed out |
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112 | */ |
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113 | static void |
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114 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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115 | { |
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116 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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117 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
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118 | |
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119 | if (t->next) |
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120 | check_treasurelist (t->next, tl); |
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121 | |
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122 | if (t->next_yes) |
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123 | check_treasurelist (t->next_yes, tl); |
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124 | |
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125 | if (t->next_no) |
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126 | check_treasurelist (t->next_no, tl); |
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127 | } |
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128 | #endif |
90 | |
129 | |
91 | /* |
130 | /* |
92 | * Reads the lib/treasure file from disk, and parses the contents |
131 | * Reads the lib/treasure file from disk, and parses the contents |
93 | * into an internal treasure structure (very linked lists) |
132 | * into an internal treasure structure (very linked lists) |
94 | */ |
133 | */ |
95 | |
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96 | static treasure * |
134 | static treasure * |
97 | load_treasure (FILE * fp, int *line) |
135 | read_treasure (object_thawer &f) |
98 | { |
136 | { |
99 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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100 | treasure *t = get_empty_treasure (); |
137 | treasure *t = new treasure; |
101 | int value; |
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102 | |
138 | |
103 | nroftreasures++; |
139 | f.next (); |
104 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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105 | { |
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106 | (*line)++; |
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107 | |
140 | |
108 | if (*buf == '#') |
141 | for (;;) |
109 | continue; |
142 | { |
110 | if ((cp = strchr (buf, '\n')) != NULL) |
143 | coroapi::cede_to_tick (); |
111 | *cp = '\0'; |
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112 | cp = buf; |
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113 | while (isspace (*cp)) /* Skip blanks */ |
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114 | cp++; |
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115 | |
144 | |
116 | if (sscanf (cp, "arch %s", variable)) |
145 | switch (f.kw) |
117 | { |
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118 | if ((t->item = archetype::find (variable)) == NULL) |
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119 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
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120 | } |
146 | { |
121 | else if (sscanf (cp, "list %s", variable)) |
147 | case KW_arch: |
122 | t->name = variable; |
148 | t->item = archetype::find (f.get_str ()); |
123 | else if (sscanf (cp, "change_name %s", variable)) |
149 | |
124 | t->change_arch.name = variable; |
150 | if (!t->item) |
125 | else if (sscanf (cp, "change_title %s", variable)) |
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126 | t->change_arch.title = variable; |
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127 | else if (sscanf (cp, "change_slaying %s", variable)) |
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128 | t->change_arch.slaying = variable; |
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129 | else if (sscanf (cp, "chance %d", &value)) |
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130 | t->chance = (uint8) value; |
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131 | else if (sscanf (cp, "nrof %d", &value)) |
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132 | t->nrof = (uint16) value; |
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133 | else if (sscanf (cp, "magic %d", &value)) |
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134 | t->magic = (uint8) value; |
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135 | else if (!strcmp (cp, "yes")) |
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136 | t->next_yes = load_treasure (fp, line); |
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137 | else if (!strcmp (cp, "no")) |
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138 | t->next_no = load_treasure (fp, line); |
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139 | else if (!strcmp (cp, "end")) |
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140 | return t; |
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141 | else if (!strcmp (cp, "more")) |
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142 | { |
151 | { |
143 | t->next = load_treasure (fp, line); |
152 | f.parse_warn ("treasure references unknown archetype"); |
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153 | t->item = archetype::empty; |
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154 | } |
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155 | |
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156 | break; |
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157 | |
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158 | case KW_list: f.get (t->name); break; |
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159 | case KW_change_name: f.get (t->change_arch.name); break; |
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160 | case KW_change_title: f.get (t->change_arch.title); break; |
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161 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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162 | case KW_chance: f.get (t->chance); break; |
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163 | case KW_nrof: f.get (t->nrof); break; |
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164 | case KW_magic: f.get (t->magic); break; |
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165 | |
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166 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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167 | case KW_no: t->next_no = read_treasure (f); continue; |
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168 | |
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169 | case KW_end: |
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170 | f.next (); |
144 | return t; |
171 | return t; |
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172 | |
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173 | case KW_more: |
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174 | t->next = read_treasure (f); |
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175 | return t; |
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176 | |
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177 | default: |
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178 | if (!f.parse_error ("treasurelist", t->name)) |
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179 | goto error; |
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180 | |
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181 | return t; |
145 | } |
182 | } |
146 | else |
183 | |
147 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
184 | f.next (); |
148 | } |
185 | } |
149 | LOG (llevError, "treasure lacks 'end'.\n"); |
186 | |
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187 | // not reached |
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188 | |
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189 | error: |
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190 | delete t; |
150 | return t; |
191 | return 0; |
151 | } |
192 | } |
152 | |
193 | |
153 | #ifdef TREASURE_DEBUG |
|
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154 | |
|
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155 | /* recursived checks the linked list. Treasurelist is passed only |
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156 | * so that the treasure name can be printed out |
|
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157 | */ |
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158 | static void |
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159 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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160 | { |
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161 | if (t->item == NULL && t->name == NULL) |
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162 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
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163 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
|
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164 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
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165 | /* find_treasurelist will print out its own error message */ |
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166 | if (t->name && *t->name) |
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167 | (void) find_treasurelist (t->name); |
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168 | if (t->next) |
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169 | check_treasurelist (t->next, tl); |
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170 | if (t->next_yes) |
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171 | check_treasurelist (t->next_yes, tl); |
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172 | if (t->next_no) |
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173 | check_treasurelist (t->next_no, tl); |
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174 | } |
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175 | #endif |
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176 | |
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177 | /* |
194 | /* |
178 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
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179 | * Each treasure is parsed with the help of load_treasure(). |
195 | * Each treasure is parsed with the help of load_treasure(). |
180 | */ |
196 | */ |
181 | |
197 | treasurelist * |
182 | void |
198 | treasurelist::read (object_thawer &f) |
183 | load_treasures (void) |
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184 | { |
199 | { |
185 | FILE *fp; |
200 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
186 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
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187 | treasurelist *previous = NULL; |
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188 | treasure *t; |
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189 | int comp, line = 0; |
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190 | |
201 | |
191 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
202 | bool one = f.kw == KW_treasureone; |
192 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
203 | treasurelist *tl = treasurelist::get (f.get_str ()); |
193 | { |
204 | clear (tl); |
194 | LOG (llevError, "Can't open treasure file.\n"); |
205 | tl->items = read_treasure (f); |
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206 | if (!tl->items) |
195 | return; |
207 | return 0; |
196 | } |
|
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197 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
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198 | { |
|
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199 | line++; |
|
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200 | if (*buf == '#') |
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201 | continue; |
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202 | |
208 | |
203 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
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204 | { |
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205 | treasurelist *tl = get_empty_treasurelist (); |
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206 | |
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207 | tl->name = name; |
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208 | if (previous == NULL) |
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209 | first_treasurelist = tl; |
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210 | else |
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211 | previous->next = tl; |
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212 | previous = tl; |
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213 | tl->items = load_treasure (fp, &line); |
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214 | |
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215 | /* This is a one of the many items on the list should be generated. |
209 | /* This is a one of the many items on the list should be generated. |
216 | * Add up the chance total, and check to make sure the yes & no |
210 | * Add up the chance total, and check to make sure the yes & no |
217 | * fields of the treasures are not being used. |
211 | * fields of the treasures are not being used. |
218 | */ |
212 | */ |
219 | if (!strncmp (buf, "treasureone", 11)) |
213 | if (one) |
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214 | { |
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215 | for (treasure *t = tl->items; t; t = t->next) |
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216 | { |
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217 | if (t->next_yes || t->next_no) |
220 | { |
218 | { |
221 | for (t = tl->items; t != NULL; t = t->next) |
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222 | { |
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223 | #ifdef TREASURE_DEBUG |
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224 | if (t->next_yes || t->next_no) |
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225 | { |
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226 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
219 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
227 | LOG (llevError, " the next_yes or next_no field is set\n"); |
220 | LOG (llevError, " the next_yes or next_no field is set\n"); |
228 | } |
|
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229 | #endif |
|
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230 | tl->total_chance += t->chance; |
|
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231 | } |
|
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232 | } |
221 | } |
233 | } |
|
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234 | else |
|
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235 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
|
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236 | } |
|
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237 | close_and_delete (fp, comp); |
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238 | |
222 | |
239 | #ifdef TREASURE_DEBUG |
223 | tl->total_chance += t->chance; |
240 | /* Perform some checks on how valid the treasure data actually is. |
224 | } |
241 | * verify that list transitions work (ie, the list that it is supposed |
225 | } |
242 | * to transition to exists). Also, verify that at least the name |
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243 | * or archetype is set for each treasure element. |
|
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244 | */ |
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245 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
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246 | check_treasurelist (previous->items, previous); |
|
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247 | #endif |
|
|
248 | } |
|
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249 | |
226 | |
250 | /* |
|
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251 | * Searches for the given treasurelist in the globally linked list |
|
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252 | * of treasurelists which has been built by load_treasures(). |
|
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253 | */ |
|
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254 | |
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255 | treasurelist * |
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256 | find_treasurelist (const char *name) |
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257 | { |
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258 | shstr_cmp name_ (name); |
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259 | |
|
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260 | if (!name_) |
|
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261 | return 0; |
|
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262 | |
|
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263 | for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) |
|
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264 | if (name_ == tl->name) |
|
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265 | return tl; |
|
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266 | |
|
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267 | if (first_treasurelist) |
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268 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
|
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269 | |
|
|
270 | return 0; |
227 | return tl; |
271 | } |
228 | } |
272 | |
|
|
273 | |
229 | |
274 | /* |
230 | /* |
275 | * Generates the objects specified by the given treasure. |
231 | * Generates the objects specified by the given treasure. |
276 | * It goes recursively through the rest of the linked list. |
232 | * It goes recursively through the rest of the linked list. |
277 | * If there is a certain percental chance for a treasure to be generated, |
233 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
280 | * being generated. |
236 | * being generated. |
281 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
237 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
282 | * abilities. This is used by summon spells, thus no summoned monsters |
238 | * abilities. This is used by summon spells, thus no summoned monsters |
283 | * start with equipment, but only their abilities). |
239 | * start with equipment, but only their abilities). |
284 | */ |
240 | */ |
285 | |
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286 | |
|
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287 | static void |
241 | static void |
288 | put_treasure (object *op, object *creator, int flags) |
242 | put_treasure (object *op, object *creator, int flags) |
289 | { |
243 | { |
290 | object *tmp; |
244 | if (flags & GT_ENVIRONMENT) |
291 | |
245 | { |
292 | /* Bit of a hack - spells should never be put onto the map. The entire |
246 | /* Bit of a hack - spells should never be put onto the map. The entire |
293 | * treasure stuff is a problem - there is no clear idea of knowing |
247 | * treasure stuff is a problem - there is no clear idea of knowing |
294 | * this is the original object, or if this is an object that should be created |
248 | * this is the original object, or if this is an object that should be created |
295 | * by another object. |
249 | * by another object. |
296 | */ |
250 | */ |
297 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
251 | //TODO: flag such as objects... as such (no drop, anybody?) |
298 | { |
252 | if (op->type == SPELL) |
299 | op->x = creator->x; |
253 | { |
300 | op->y = creator->y; |
254 | op->destroy (); |
301 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
255 | return; |
|
|
256 | } |
|
|
257 | |
|
|
258 | op->expand_tail (); |
|
|
259 | |
|
|
260 | if (!creator->is_on_map () |
|
|
261 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
|
|
262 | op->destroy (); |
|
|
263 | else |
|
|
264 | { |
|
|
265 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
302 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
266 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
267 | } |
303 | } |
268 | } |
304 | else |
269 | else |
305 | { |
270 | { |
306 | op = insert_ob_in_ob (op, creator); |
271 | op = creator->insert (op); |
|
|
272 | |
307 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
308 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
309 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
|
|
310 | esrv_send_item (tmp, op); |
|
|
311 | } |
275 | } |
312 | } |
276 | } |
313 | |
277 | |
314 | /* if there are change_xxx commands in the treasure, we include the changes |
278 | /* if there are change_xxx commands in the treasure, we include the changes |
315 | * in the generated object |
279 | * in the generated object |
… | |
… | |
329 | |
293 | |
330 | if (t->change_arch.slaying) |
294 | if (t->change_arch.slaying) |
331 | op->slaying = t->change_arch.slaying; |
295 | op->slaying = t->change_arch.slaying; |
332 | } |
296 | } |
333 | |
297 | |
334 | void |
298 | static void |
335 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
299 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
336 | { |
300 | { |
337 | object *tmp; |
|
|
338 | |
|
|
339 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
301 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
340 | { |
302 | { |
341 | if (t->name) |
303 | if (t->name) |
342 | { |
304 | { |
343 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
305 | if (difficulty >= t->magic) |
|
|
306 | if (treasurelist *tl = treasurelist::find (t->name)) |
344 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
307 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
308 | else |
|
|
309 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
345 | } |
310 | } |
346 | else |
311 | else |
347 | { |
312 | { |
348 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
313 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
349 | { |
314 | { |
350 | tmp = arch_to_object (t->item); |
315 | object *tmp = t->item->instance (); |
|
|
316 | |
351 | if (t->nrof && tmp->nrof <= 1) |
317 | if (t->nrof && tmp->nrof <= 1) |
352 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
318 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
319 | |
353 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
320 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
354 | change_treasure (t, tmp); |
321 | change_treasure (t, tmp); |
355 | put_treasure (tmp, op, flag); |
322 | put_treasure (tmp, op, flag); |
356 | } |
323 | } |
357 | } |
324 | } |
358 | |
325 | |
359 | if (t->next_yes != NULL) |
326 | if (t->next_yes) |
360 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
327 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
361 | } |
328 | } |
362 | else if (t->next_no != NULL) |
329 | else if (t->next_no) |
363 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
330 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
364 | |
331 | |
365 | if (t->next != NULL) |
332 | if (t->next) |
366 | create_all_treasures (t->next, op, flag, difficulty, tries); |
333 | create_all_treasures (t->next, op, flag, difficulty, tries); |
367 | } |
334 | } |
368 | |
335 | |
369 | void |
336 | static void |
370 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
337 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
371 | { |
338 | { |
372 | int value = RANDOM () % tl->total_chance; |
339 | int value = rndm (tl->total_chance); |
373 | treasure *t; |
340 | treasure *t; |
374 | |
341 | |
375 | if (tries++ > 100) |
342 | if (tries++ > 100) |
376 | { |
343 | { |
377 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
344 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
378 | return; |
345 | return; |
379 | } |
346 | } |
380 | |
347 | |
381 | for (t = tl->items; t != NULL; t = t->next) |
348 | for (t = tl->items; t; t = t->next) |
382 | { |
349 | { |
383 | value -= t->chance; |
350 | value -= t->chance; |
384 | |
351 | |
385 | if (value < 0) |
352 | if (value < 0) |
386 | break; |
353 | break; |
387 | } |
354 | } |
388 | |
355 | |
389 | if (!t || value >= 0) |
356 | if (!t || value >= 0) |
390 | { |
|
|
391 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
357 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
392 | abort (); |
|
|
393 | return; |
|
|
394 | } |
|
|
395 | |
358 | |
396 | if (t->name) |
359 | if (t->name) |
397 | { |
360 | { |
398 | if (!strcmp (t->name, "NONE")) |
|
|
399 | return; |
|
|
400 | |
|
|
401 | if (difficulty >= t->magic) |
361 | if (difficulty >= t->magic) |
|
|
362 | { |
|
|
363 | treasurelist *tl = treasurelist::find (t->name); |
|
|
364 | if (tl) |
402 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
365 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
366 | } |
403 | else if (t->nrof) |
367 | else if (t->nrof) |
404 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | create_one_treasure (tl, op, flag, difficulty, tries); |
405 | |
|
|
406 | return; |
|
|
407 | } |
369 | } |
408 | |
|
|
409 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
370 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
410 | { |
371 | { |
411 | object *tmp = arch_to_object (t->item); |
372 | if (object *tmp = t->item->instance ()) |
412 | |
373 | { |
413 | if (!tmp) |
|
|
414 | return; |
|
|
415 | |
|
|
416 | if (t->nrof && tmp->nrof <= 1) |
374 | if (t->nrof && tmp->nrof <= 1) |
417 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
375 | tmp->nrof = rndm (t->nrof) + 1; |
418 | |
376 | |
419 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
377 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
420 | change_treasure (t, tmp); |
378 | change_treasure (t, tmp); |
421 | put_treasure (tmp, op, flag); |
379 | put_treasure (tmp, op, flag); |
|
|
380 | } |
422 | } |
381 | } |
|
|
382 | } |
|
|
383 | |
|
|
384 | void |
|
|
385 | object::create_treasure (treasurelist *tl, int flags) |
|
|
386 | { |
|
|
387 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
423 | } |
388 | } |
424 | |
389 | |
425 | /* This calls the appropriate treasure creation function. tries is passed |
390 | /* This calls the appropriate treasure creation function. tries is passed |
426 | * to determine how many list transitions or attempts to create treasure |
391 | * to determine how many list transitions or attempts to create treasure |
427 | * have been made. It is really in place to prevent infinite loops with |
392 | * have been made. It is really in place to prevent infinite loops with |
428 | * list transitions, or so that excessively good treasure will not be |
393 | * list transitions, or so that excessively good treasure will not be |
429 | * created on weak maps, because it will exceed the number of allowed tries |
394 | * created on weak maps, because it will exceed the number of allowed tries |
430 | * to do that. |
395 | * to do that. |
431 | */ |
396 | */ |
432 | void |
397 | void |
433 | create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) |
398 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
434 | { |
399 | { |
|
|
400 | // empty treasurelists are legal |
|
|
401 | if (!tl->items) |
|
|
402 | return; |
435 | |
403 | |
436 | if (tries++ > 100) |
404 | if (tries++ > 100) |
437 | { |
405 | { |
438 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
406 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
439 | return; |
407 | return; |
440 | } |
408 | } |
|
|
409 | |
|
|
410 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
411 | { |
|
|
412 | // do not generate items when there already is something above the object |
|
|
413 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
414 | return; |
|
|
415 | |
|
|
416 | flag |= GT_ENVIRONMENT; |
|
|
417 | } |
|
|
418 | |
441 | if (t->total_chance) |
419 | if (tl->total_chance) |
442 | create_one_treasure (t, op, flag, difficulty, tries); |
420 | create_one_treasure (tl, op, flag, difficulty, tries); |
443 | else |
421 | else |
444 | create_all_treasures (t->items, op, flag, difficulty, tries); |
422 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
445 | } |
423 | } |
446 | |
424 | |
447 | /* This is similar to the old generate treasure function. However, |
425 | /* This is similar to the old generate treasure function. However, |
448 | * it instead takes a treasurelist. It is really just a wrapper around |
426 | * it instead takes a treasurelist. It is really just a wrapper around |
449 | * create_treasure. We create a dummy object that the treasure gets |
427 | * create_treasure. We create a dummy object that the treasure gets |
450 | * inserted into, and then return that treausre |
428 | * inserted into, and then return that treausre |
451 | */ |
429 | */ |
452 | object * |
430 | object * |
453 | generate_treasure (treasurelist * t, int difficulty) |
431 | generate_treasure (treasurelist *tl, int difficulty) |
454 | { |
432 | { |
455 | object *ob = get_object (), *tmp; |
433 | difficulty = clamp (difficulty, 1, settings.max_level); |
456 | |
434 | |
|
|
435 | object *ob = object::create (); |
|
|
436 | |
457 | create_treasure (t, ob, 0, difficulty, 0); |
437 | create_treasure (tl, ob, 0, difficulty, 0); |
458 | |
438 | |
459 | /* Don't want to free the object we are about to return */ |
439 | /* Don't want to free the object we are about to return */ |
460 | tmp = ob->inv; |
440 | object *tmp = ob->inv; |
461 | if (tmp != NULL) |
441 | if (tmp) |
462 | tmp->remove (); |
442 | tmp->remove (); |
463 | |
443 | |
464 | if (ob->inv) |
444 | if (ob->inv) |
465 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
466 | |
446 | |
467 | ob->destroy (0); |
447 | ob->destroy (); |
|
|
448 | |
468 | return tmp; |
449 | return tmp; |
469 | } |
450 | } |
470 | |
451 | |
471 | /* |
452 | /* |
472 | * This is a new way of calculating the chance for an item to have |
453 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
474 | * The array has two arguments, the difficulty of the level, and the |
455 | * The array has two arguments, the difficulty of the level, and the |
475 | * magical bonus "wanted". |
456 | * magical bonus "wanted". |
476 | */ |
457 | */ |
477 | |
458 | |
478 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
459 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
479 | |
|
|
480 | /*chance of magic difficulty*/ |
460 | // chance of magic difficulty |
481 | |
|
|
482 | /* +0 +1 +2 +3 +4 */ |
461 | // +0 +1 +2 +3 +4 |
483 | {95, 2, 2, 1, 0}, /*1 */ |
462 | {95, 2, 2, 1, 0}, // 1 |
484 | {92, 5, 2, 1, 0}, /*2 */ |
463 | {92, 5, 2, 1, 0}, // 2 |
485 | {85, 10, 4, 1, 0}, /*3 */ |
464 | {85, 10, 4, 1, 0}, // 3 |
486 | {80, 14, 4, 2, 0}, /*4 */ |
465 | {80, 14, 4, 2, 0}, // 4 |
487 | {75, 17, 5, 2, 1}, /*5 */ |
466 | {75, 17, 5, 2, 1}, // 5 |
488 | {70, 18, 8, 3, 1}, /*6 */ |
467 | {70, 18, 8, 3, 1}, // 6 |
489 | {65, 21, 10, 3, 1}, /*7 */ |
468 | {65, 21, 10, 3, 1}, // 7 |
490 | {60, 22, 12, 4, 2}, /*8 */ |
469 | {60, 22, 12, 4, 2}, // 8 |
491 | {55, 25, 14, 4, 2}, /*9 */ |
470 | {55, 25, 14, 4, 2}, // 9 |
492 | {50, 27, 16, 5, 2}, /*10 */ |
471 | {50, 27, 16, 5, 2}, // 10 |
493 | {45, 28, 18, 6, 3}, /*11 */ |
472 | {45, 28, 18, 6, 3}, // 11 |
494 | {42, 28, 20, 7, 3}, /*12 */ |
473 | {42, 28, 20, 7, 3}, // 12 |
495 | {40, 27, 21, 8, 4}, /*13 */ |
474 | {40, 27, 21, 8, 4}, // 13 |
496 | {38, 25, 22, 10, 5}, /*14 */ |
475 | {38, 25, 22, 10, 5}, // 14 |
497 | {36, 23, 23, 12, 6}, /*15 */ |
476 | {36, 23, 23, 12, 6}, // 15 |
498 | {33, 21, 24, 14, 8}, /*16 */ |
477 | {33, 21, 24, 14, 8}, // 16 |
499 | {31, 19, 25, 16, 9}, /*17 */ |
478 | {31, 19, 25, 16, 9}, // 17 |
500 | {27, 15, 30, 18, 10}, /*18 */ |
479 | {27, 15, 30, 18, 10}, // 18 |
501 | {20, 12, 30, 25, 13}, /*19 */ |
480 | {20, 12, 30, 25, 13}, // 19 |
502 | {15, 10, 28, 30, 17}, /*20 */ |
481 | {15, 10, 28, 30, 17}, // 20 |
503 | {13, 9, 27, 28, 23}, /*21 */ |
482 | {13, 9, 27, 28, 23}, // 21 |
504 | {10, 8, 25, 28, 29}, /*22 */ |
483 | {10, 8, 25, 28, 29}, // 22 |
505 | {8, 7, 23, 26, 36}, /*23 */ |
484 | { 8, 7, 23, 26, 36}, // 23 |
506 | {6, 6, 20, 22, 46}, /*24 */ |
485 | { 6, 6, 20, 22, 46}, // 24 |
507 | {4, 5, 17, 18, 56}, /*25 */ |
486 | { 4, 5, 17, 18, 56}, // 25 |
508 | {2, 4, 12, 14, 68}, /*26 */ |
487 | { 2, 4, 12, 14, 68}, // 26 |
509 | {0, 3, 7, 10, 80}, /*27 */ |
488 | { 0, 3, 7, 10, 80}, // 27 |
510 | {0, 0, 3, 7, 90}, /*28 */ |
489 | { 0, 0, 3, 7, 90}, // 28 |
511 | {0, 0, 0, 3, 97}, /*29 */ |
490 | { 0, 0, 0, 3, 97}, // 29 |
512 | {0, 0, 0, 0, 100}, /*30 */ |
491 | { 0, 0, 0, 0, 100}, // 30 |
513 | {0, 0, 0, 0, 100}, /*31 */ |
492 | { 0, 0, 0, 0, 100}, // 31 |
514 | }; |
493 | }; |
515 | |
|
|
516 | |
494 | |
517 | /* calculate the appropriate level for wands staves and scrolls. |
495 | /* calculate the appropriate level for wands staves and scrolls. |
518 | * This code presumes that op has had its spell object created (in op->inv) |
496 | * This code presumes that op has had its spell object created (in op->inv) |
519 | * |
497 | * |
520 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
521 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
499 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
522 | */ |
500 | */ |
523 | |
501 | static int |
524 | int |
|
|
525 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
526 | { |
503 | { |
527 | int olevel = 0; |
|
|
528 | |
|
|
529 | if (!op->inv) |
504 | if (!op->inv) |
530 | { |
505 | { |
531 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
506 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
532 | return 0; |
507 | return 0; |
533 | } |
508 | } |
534 | |
509 | |
535 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
510 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
536 | |
511 | |
537 | if (olevel <= 0) |
512 | if (olevel <= 0) |
538 | olevel = rndm (1, MIN (op->inv->level, 1)); |
513 | olevel = rndm (1, op->inv->level); |
539 | |
514 | |
540 | if (olevel > MAXLEVEL) |
515 | return min (olevel, MAXLEVEL_TREASURE); |
541 | olevel = MAXLEVEL; |
|
|
542 | |
|
|
543 | return olevel; |
|
|
544 | } |
516 | } |
545 | |
517 | |
546 | /* |
518 | /* |
547 | * Based upon the specified difficulty and upon the difftomagic_list array, |
519 | * Based upon the specified difficulty and upon the difftomagic_list array, |
548 | * a random magical bonus is returned. This is used when determine |
520 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
551 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
552 | * Scaling difficulty by max_level, as difficulty is a level and not some |
524 | * Scaling difficulty by max_level, as difficulty is a level and not some |
553 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
554 | * |
526 | * |
555 | */ |
527 | */ |
556 | |
528 | static int |
557 | int |
|
|
558 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
559 | { |
530 | { |
560 | int percent = 0, magic = 0; |
|
|
561 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
531 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
532 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
562 | |
533 | |
563 | scaled_diff--; |
534 | int percent = rndm (100); |
|
|
535 | int magic; |
564 | |
536 | |
565 | if (scaled_diff < 0) |
|
|
566 | scaled_diff = 0; |
|
|
567 | |
|
|
568 | if (scaled_diff >= DIFFLEVELS) |
|
|
569 | scaled_diff = DIFFLEVELS - 1; |
|
|
570 | |
|
|
571 | percent = RANDOM () % 100; |
|
|
572 | |
|
|
573 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
537 | for (magic = 0; magic <= MAXMAGIC; magic++) |
574 | { |
538 | { |
575 | percent -= difftomagic_list[scaled_diff][magic]; |
539 | percent -= difftomagic_list[scaled_diff][magic]; |
576 | |
540 | |
577 | if (percent < 0) |
541 | if (percent < 0) |
578 | break; |
542 | break; |
579 | } |
543 | } |
580 | |
544 | |
581 | if (magic == (MAXMAGIC + 1)) |
545 | if (magic > MAXMAGIC) |
582 | { |
546 | { |
583 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
547 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
584 | magic = 0; |
548 | magic = 0; |
585 | } |
549 | } |
586 | |
550 | |
587 | magic = (RANDOM () % 3) ? magic : -magic; |
551 | magic = (rndm (3)) ? magic : -magic; |
588 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
552 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
589 | |
553 | |
590 | return magic; |
554 | return magic; |
591 | } |
555 | } |
592 | |
556 | |
… | |
… | |
594 | * Sets magical bonus in an object, and recalculates the effect on |
558 | * Sets magical bonus in an object, and recalculates the effect on |
595 | * the armour variable, and the effect on speed of armour. |
559 | * the armour variable, and the effect on speed of armour. |
596 | * This function doesn't work properly, should add use of archetypes |
560 | * This function doesn't work properly, should add use of archetypes |
597 | * to make it truly absolute. |
561 | * to make it truly absolute. |
598 | */ |
562 | */ |
599 | |
|
|
600 | void |
563 | void |
601 | set_abs_magic (object *op, int magic) |
564 | set_abs_magic (object *op, int magic) |
602 | { |
565 | { |
603 | if (!magic) |
566 | if (!magic) |
604 | return; |
567 | return; |
605 | |
568 | |
606 | op->magic = magic; |
569 | op->magic = magic; |
607 | if (op->arch) |
570 | if (op->arch) |
608 | { |
571 | { |
609 | if (op->type == ARMOUR) |
572 | if (op->type == ARMOUR) |
610 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
573 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
611 | |
574 | |
612 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
575 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
613 | magic = (-magic); |
576 | magic = (-magic); |
|
|
577 | |
614 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
578 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
615 | } |
579 | } |
616 | else |
580 | else |
617 | { |
581 | { |
618 | if (op->type == ARMOUR) |
582 | if (op->type == ARMOUR) |
619 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
583 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
584 | |
620 | 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 */ |
621 | magic = (-magic); |
586 | magic = (-magic); |
|
|
587 | |
622 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
588 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
623 | } |
589 | } |
624 | } |
590 | } |
625 | |
591 | |
626 | /* |
592 | /* |
… | |
… | |
629 | */ |
595 | */ |
630 | |
596 | |
631 | static void |
597 | static void |
632 | set_magic (int difficulty, object *op, int max_magic, int flags) |
598 | set_magic (int difficulty, object *op, int max_magic, int flags) |
633 | { |
599 | { |
634 | int i; |
|
|
635 | |
|
|
636 | i = magic_from_difficulty (difficulty); |
600 | int i = magic_from_difficulty (difficulty); |
|
|
601 | |
637 | if ((flags & GT_ONLY_GOOD) && i < 0) |
602 | if ((flags & GT_ONLY_GOOD) && i < 0) |
638 | i = -i; |
603 | i = -i; |
|
|
604 | |
639 | if (i > max_magic) |
605 | i = min (i, max_magic); |
640 | i = max_magic; |
606 | |
641 | set_abs_magic (op, i); |
607 | set_abs_magic (op, i); |
642 | if (i < 0) |
608 | if (i < 0) |
643 | SET_FLAG (op, FLAG_CURSED); |
609 | op->set_flag (FLAG_CURSED); |
644 | } |
610 | } |
645 | |
611 | |
646 | /* |
612 | /* |
647 | * Randomly adds one magical ability to the given object. |
613 | * Randomly adds one magical ability to the given object. |
648 | * Modified for Partial Resistance in many ways: |
614 | * Modified for Partial Resistance in many ways: |
649 | * 1) Since rings can have multiple bonuses, if the same bonus |
615 | * 1) Since rings can have multiple bonuses, if the same bonus |
650 | * is rolled again, increase it - the bonuses now stack with |
616 | * is rolled again, increase it - the bonuses now stack with |
651 | * other bonuses previously rolled and ones the item might natively have. |
617 | * other bonuses previously rolled and ones the item might natively have. |
652 | * 2) Add code to deal with new PR method. |
618 | * 2) Add code to deal with new PR method. |
653 | */ |
619 | */ |
654 | |
620 | static void |
655 | void |
|
|
656 | set_ring_bonus (object *op, int bonus) |
621 | set_ring_bonus (object *op, int bonus) |
657 | { |
622 | { |
658 | |
|
|
659 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
623 | int r = rndm (bonus > 0 ? 25 : 11); |
660 | |
624 | |
661 | if (op->type == AMULET) |
625 | if (op->type == AMULET) |
662 | { |
626 | if (!rndm (21)) |
663 | if (!(RANDOM () % 21)) |
627 | r = 20 + rndm (2); |
664 | r = 20 + RANDOM () % 2; |
628 | else if (rndm (2)) |
|
|
629 | r = 10; |
665 | else |
630 | else |
666 | { |
631 | r = 11 + rndm (9); |
667 | if (RANDOM () & 2) |
|
|
668 | r = 10; |
|
|
669 | else |
|
|
670 | r = 11 + RANDOM () % 9; |
|
|
671 | } |
|
|
672 | } |
|
|
673 | |
632 | |
674 | switch (r) |
633 | switch (r) |
675 | { |
634 | { |
676 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
635 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
677 | * bonuses and penalties will stack and add to existing values. |
636 | * bonuses and penalties will stack and add to existing values. |
678 | * of the item. |
637 | * of the item. |
679 | */ |
638 | */ |
680 | case 0: |
639 | case 0: |
681 | case 1: |
640 | case 1: |
682 | case 2: |
641 | case 2: |
683 | case 3: |
642 | case 3: |
684 | case 4: |
643 | case 4: |
685 | case 5: |
644 | case 5: |
686 | case 6: |
645 | case 6: |
687 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
646 | op->stats.stat (r) += bonus; |
688 | break; |
647 | break; |
689 | |
648 | |
690 | case 7: |
649 | case 7: |
691 | op->stats.dam += bonus; |
650 | op->stats.dam += bonus; |
692 | break; |
651 | break; |
… | |
… | |
712 | case 16: |
671 | case 16: |
713 | case 17: |
672 | case 17: |
714 | case 18: |
673 | case 18: |
715 | case 19: |
674 | case 19: |
716 | { |
675 | { |
717 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
676 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
718 | |
677 | |
719 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
678 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
720 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
679 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
721 | |
680 | |
722 | /* Cursed items need to have higher negative values to equal out with |
681 | /* Cursed items need to have higher negative values to equal out with |
723 | * positive values for how protections work out. Put another |
682 | * positive values for how protections work out. Put another |
724 | * little random element in since that they don't always end up with |
683 | * little random element in since that they don't always end up with |
725 | * even values. |
684 | * even values. |
726 | */ |
685 | */ |
727 | if (bonus < 0) |
686 | if (bonus < 0) |
728 | val = 2 * -val - RANDOM () % b; |
687 | val = 2 * -val - rndm (b); |
729 | if (val > 35) |
688 | |
730 | val = 35; /* Upper limit */ |
689 | val = min (35, val); /* Upper limit */ |
|
|
690 | |
731 | b = 0; |
691 | b = 0; |
|
|
692 | |
732 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
693 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
733 | { |
|
|
734 | resist = RANDOM () % num_resist_table; |
694 | resist = rndm (num_resist_table); |
735 | } |
695 | |
736 | if (b == 4) |
696 | if (b == 4) |
737 | return; /* Not able to find a free resistance */ |
697 | return; /* Not able to find a free resistance */ |
|
|
698 | |
738 | op->resist[resist_table[resist]] = val; |
699 | op->resist[resist_table[resist]] = val; |
739 | /* We should probably do something more clever here to adjust value |
700 | /* We should probably do something more clever here to adjust value |
740 | * based on how good a resistance we gave. |
701 | * based on how good a resistance we gave. |
741 | */ |
702 | */ |
742 | break; |
703 | break; |
743 | } |
704 | } |
744 | case 20: |
705 | case 20: |
745 | if (op->type == AMULET) |
706 | if (op->type == AMULET) |
746 | { |
707 | { |
747 | SET_FLAG (op, FLAG_REFL_SPELL); |
708 | op->set_flag (FLAG_REFL_SPELL); |
748 | op->value *= 11; |
709 | op->value *= 11; |
749 | } |
710 | } |
750 | else |
711 | else |
751 | { |
712 | { |
752 | op->stats.hp = 1; /* regenerate hit points */ |
713 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
755 | break; |
716 | break; |
756 | |
717 | |
757 | case 21: |
718 | case 21: |
758 | if (op->type == AMULET) |
719 | if (op->type == AMULET) |
759 | { |
720 | { |
760 | SET_FLAG (op, FLAG_REFL_MISSILE); |
721 | op->set_flag (FLAG_REFL_MISSILE); |
761 | op->value *= 9; |
722 | op->value *= 9; |
762 | } |
723 | } |
763 | else |
724 | else |
764 | { |
725 | { |
765 | op->stats.sp = 1; /* regenerate spell points */ |
726 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
767 | } |
728 | } |
768 | break; |
729 | break; |
769 | |
730 | |
770 | case 22: |
731 | case 22: |
771 | op->stats.exp += bonus; /* Speed! */ |
732 | op->stats.exp += bonus; /* Speed! */ |
772 | op->value = (op->value * 2) / 3; |
733 | op->value = op->value * 2 / 3; |
773 | break; |
734 | break; |
774 | } |
735 | } |
|
|
736 | |
775 | if (bonus > 0) |
737 | if (bonus > 0) |
776 | op->value *= 2 * bonus; |
738 | op->value = 2 * op->value * bonus; |
777 | else |
739 | else |
778 | op->value = -(op->value * 2 * bonus) / 3; |
740 | op->value = -2 * op->value * bonus / 3; |
779 | } |
741 | } |
780 | |
742 | |
781 | /* |
743 | /* |
782 | * get_magic(diff) will return a random number between 0 and 4. |
744 | * get_magic(diff) will return a random number between 0 and 4. |
783 | * diff can be any value above 2. The higher the diff-variable, the |
745 | * diff can be any value above 2. The higher the diff-variable, the |
784 | * higher is the chance of returning a low number. |
746 | * higher is the chance of returning a low number. |
785 | * It is only used in fix_generated_treasure() to set bonuses on |
747 | * It is only used in fix_generated_treasure() to set bonuses on |
786 | * rings and amulets. |
748 | * rings and amulets. |
787 | * Another scheme is used to calculate the magic of weapons and armours. |
749 | * Another scheme is used to calculate the magic of weapons and armours. |
788 | */ |
750 | */ |
789 | |
751 | static int |
790 | int |
|
|
791 | get_magic (int diff) |
752 | get_magic (int diff) |
792 | { |
753 | { |
793 | int i; |
754 | diff = min (3, diff); |
794 | |
755 | |
795 | if (diff < 3) |
|
|
796 | diff = 3; |
|
|
797 | for (i = 0; i < 4; i++) |
756 | for (int i = 0; i < 4; i++) |
798 | if (RANDOM () % diff) |
757 | if (rndm (diff)) |
799 | return i; |
758 | return i; |
|
|
759 | |
800 | return 4; |
760 | return 4; |
801 | } |
761 | } |
802 | |
762 | |
|
|
763 | /* special_potion() - so that old potion code is still done right. */ |
|
|
764 | static int |
|
|
765 | special_potion (object *op) |
|
|
766 | { |
|
|
767 | if (op->attacktype) |
|
|
768 | return 1; |
|
|
769 | |
|
|
770 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
771 | return 1; |
|
|
772 | |
|
|
773 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
774 | if (op->resist[i]) |
|
|
775 | return 1; |
|
|
776 | |
|
|
777 | return 0; |
|
|
778 | } |
|
|
779 | |
|
|
780 | static double |
|
|
781 | value_factor_from_spell_item (object *spell, object *item) |
|
|
782 | { |
|
|
783 | double factor = |
|
|
784 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
785 | * spell->level, 1.5); |
|
|
786 | |
|
|
787 | if (item) // this if for: wands/staffs/rods: |
|
|
788 | { |
|
|
789 | /* Old crossfire comment ahead: |
|
|
790 | * Add 50 to both level an divisor to keep prices a little more |
|
|
791 | * reasonable. Otherwise, a high level version of a low level |
|
|
792 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
793 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
794 | */ |
|
|
795 | |
|
|
796 | factor *= item->level + 50; |
|
|
797 | factor /= item->inv->level + 50; |
|
|
798 | } |
|
|
799 | |
|
|
800 | return factor; |
|
|
801 | } |
|
|
802 | |
803 | #define DICE2 (get_magic(2)==2?2:1) |
803 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
804 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
804 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
805 | |
805 | |
806 | /* |
806 | /* |
807 | * fix_generated_item(): This is called after an item is generated, in |
807 | * fix_generated_item(): This is called after an item is generated, in |
808 | * order to set it up right. This produced magical bonuses, puts spells |
808 | * order to set it up right. This produced magical bonuses, puts spells |
809 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
809 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
… | |
… | |
823 | * value. |
823 | * value. |
824 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
824 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
825 | * a working object - don't change magic, value, etc, but set it material |
825 | * a working object - don't change magic, value, etc, but set it material |
826 | * type as appropriate, for objects that need spell objects, set those, etc |
826 | * type as appropriate, for objects that need spell objects, set those, etc |
827 | */ |
827 | */ |
828 | |
|
|
829 | void |
828 | void |
830 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
829 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
831 | { |
830 | { |
832 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
831 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
833 | |
832 | |
… | |
… | |
838 | save_item_power = op->item_power; |
837 | save_item_power = op->item_power; |
839 | op->item_power = 0; |
838 | op->item_power = 0; |
840 | |
839 | |
841 | if (op->randomitems && op->type != SPELL) |
840 | if (op->randomitems && op->type != SPELL) |
842 | { |
841 | { |
843 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
842 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
844 | if (!op->inv) |
|
|
845 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
846 | |
|
|
847 | /* So the treasure doesn't get created again */ |
843 | /* So the treasure doesn't get created again */ |
848 | op->randomitems = NULL; |
844 | op->randomitems = 0; |
849 | } |
845 | } |
850 | |
846 | |
851 | if (difficulty < 1) |
847 | max_it (difficulty, 1); |
852 | difficulty = 1; |
|
|
853 | |
848 | |
854 | if (INVOKE_OBJECT (ADD_BONUS, op, |
849 | if (INVOKE_OBJECT (ADD_BONUS, op, |
855 | ARG_OBJECT (creator != op ? creator : 0), |
850 | ARG_OBJECT (creator != op ? creator : 0), |
856 | ARG_INT (difficulty), ARG_INT (max_magic), |
851 | ARG_INT (difficulty), ARG_INT (max_magic), |
857 | ARG_INT (flags))) |
852 | ARG_INT (flags))) |
858 | return; |
853 | return; |
859 | |
854 | |
860 | if (!(flags & GT_MINIMAL)) |
855 | if (!(flags & GT_MINIMAL)) |
861 | { |
856 | { |
862 | if (op->arch == crown_arch) |
857 | if (IS_ARCH (op->arch, crown)) |
863 | { |
858 | { |
864 | set_magic (difficulty, op, max_magic, flags); |
859 | set_magic (difficulty, op, max_magic, flags); |
865 | num_enchantments = calc_item_power (op, 1); |
860 | num_enchantments = calc_item_power (op, 1); |
866 | generate_artifact (op, difficulty); |
861 | generate_artifact (op, difficulty); |
867 | } |
862 | } |
… | |
… | |
870 | if (!op->magic && max_magic) |
865 | if (!op->magic && max_magic) |
871 | set_magic (difficulty, op, max_magic, flags); |
866 | set_magic (difficulty, op, max_magic, flags); |
872 | |
867 | |
873 | num_enchantments = calc_item_power (op, 1); |
868 | num_enchantments = calc_item_power (op, 1); |
874 | |
869 | |
875 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
870 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
876 | * used for shop_floors or treasures */ |
871 | || op->type == HORN |
|
|
872 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
877 | generate_artifact (op, difficulty); |
873 | generate_artifact (op, difficulty); |
878 | } |
874 | } |
879 | |
875 | |
880 | /* Object was made an artifact. Calculate its item_power rating. |
876 | /* Object was made an artifact. Calculate its item_power rating. |
881 | * the item_power in the object is what the artfiact adds. |
877 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
915 | * again below */ |
911 | * again below */ |
916 | } |
912 | } |
917 | } |
913 | } |
918 | |
914 | |
919 | /* materialtype modifications. Note we allow this on artifacts. */ |
915 | /* materialtype modifications. Note we allow this on artifacts. */ |
920 | set_materialname (op, difficulty, NULL); |
916 | select_material (op, difficulty); |
921 | |
917 | |
922 | if (flags & GT_MINIMAL) |
918 | if (flags & GT_MINIMAL) |
923 | { |
919 | { |
924 | if (op->type == POTION) |
920 | if (op->type == POTION) |
925 | /* Handle healing and magic power potions */ |
921 | /* Handle healing and magic power potions */ |
926 | if (op->stats.sp && !op->randomitems) |
922 | if (op->stats.sp && !op->randomitems) |
927 | { |
923 | { |
928 | object *tmp; |
|
|
929 | |
|
|
930 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
924 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
931 | insert_ob_in_ob (tmp, op); |
925 | insert_ob_in_ob (tmp, op); |
932 | op->stats.sp = 0; |
926 | op->stats.sp = 0; |
933 | } |
927 | } |
934 | } |
928 | } |
935 | else if (!op->title) /* Only modify object if not special */ |
929 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
938 | case WEAPON: |
932 | case WEAPON: |
939 | case ARMOUR: |
933 | case ARMOUR: |
940 | case SHIELD: |
934 | case SHIELD: |
941 | case HELMET: |
935 | case HELMET: |
942 | case CLOAK: |
936 | case CLOAK: |
943 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
937 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
944 | set_ring_bonus (op, -DICE2); |
938 | set_ring_bonus (op, -DICE2); |
945 | break; |
939 | break; |
946 | |
940 | |
947 | case BRACERS: |
941 | case BRACERS: |
948 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
942 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
949 | { |
943 | { |
950 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
944 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
951 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
945 | if (!op->flag [FLAG_CURSED]) |
952 | op->value *= 3; |
946 | op->value *= 3; |
953 | } |
947 | } |
954 | break; |
948 | break; |
955 | |
949 | |
956 | case POTION: |
950 | case POTION: |
… | |
… | |
958 | int too_many_tries = 0, is_special = 0; |
952 | int too_many_tries = 0, is_special = 0; |
959 | |
953 | |
960 | /* Handle healing and magic power potions */ |
954 | /* Handle healing and magic power potions */ |
961 | if (op->stats.sp && !op->randomitems) |
955 | if (op->stats.sp && !op->randomitems) |
962 | { |
956 | { |
963 | object *tmp; |
|
|
964 | |
|
|
965 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
957 | object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
966 | insert_ob_in_ob (tmp, op); |
958 | insert_ob_in_ob (tmp, op); |
967 | op->stats.sp = 0; |
959 | op->stats.sp = 0; |
968 | } |
960 | } |
969 | |
961 | |
970 | while (!(is_special = special_potion (op)) && !op->inv) |
962 | while (!(is_special = special_potion (op)) && !op->inv) |
… | |
… | |
978 | * since the value set on those is already correct. |
970 | * since the value set on those is already correct. |
979 | */ |
971 | */ |
980 | if (op->inv && op->randomitems) |
972 | if (op->inv && op->randomitems) |
981 | { |
973 | { |
982 | /* value multiplier is same as for scrolls */ |
974 | /* value multiplier is same as for scrolls */ |
983 | op->value = (op->value * op->inv->value); |
975 | op->value *= op->inv->value; |
984 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
976 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
985 | } |
977 | } |
986 | else |
978 | else |
987 | { |
979 | { |
988 | op->name = "potion"; |
980 | op->name = shstr_potion; |
989 | op->name_pl = "potions"; |
981 | op->name_pl = shstr_potions; |
990 | } |
982 | } |
991 | |
983 | |
992 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
984 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
993 | SET_FLAG (op, FLAG_CURSED); |
985 | op->set_flag (FLAG_CURSED); |
|
|
986 | |
994 | break; |
987 | break; |
995 | } |
988 | } |
996 | |
989 | |
997 | case AMULET: |
990 | case AMULET: |
998 | if (op->arch == amulet_arch) |
991 | if (IS_ARCH (op->arch, amulet)) |
999 | op->value *= 5; /* Since it's not just decoration */ |
992 | op->value *= 5; /* Since it's not just decoration */ |
1000 | |
993 | |
1001 | case RING: |
994 | case RING: |
1002 | if (op->arch == NULL) |
|
|
1003 | { |
|
|
1004 | op->remove (); |
|
|
1005 | op->destroy (0); |
|
|
1006 | op = NULL; |
|
|
1007 | break; |
|
|
1008 | } |
|
|
1009 | |
|
|
1010 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
995 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1011 | break; |
996 | break; |
1012 | |
997 | |
1013 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
998 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1014 | SET_FLAG (op, FLAG_CURSED); |
999 | op->set_flag (FLAG_CURSED); |
1015 | |
1000 | |
1016 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1001 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
1017 | |
1002 | |
1018 | if (op->type != RING) /* Amulets have only one ability */ |
1003 | if (op->type != RING) /* Amulets have only one ability */ |
1019 | break; |
1004 | break; |
1020 | |
1005 | |
1021 | if (!(RANDOM () % 4)) |
1006 | if (!rndm (4)) |
1022 | { |
1007 | { |
1023 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1008 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1024 | |
1009 | |
1025 | if (d > 0) |
1010 | if (d > 0) |
1026 | op->value *= 3; |
1011 | op->value *= 3; |
1027 | |
1012 | |
1028 | set_ring_bonus (op, d); |
1013 | set_ring_bonus (op, d); |
1029 | |
1014 | |
1030 | if (!(RANDOM () % 4)) |
1015 | if (!rndm (4)) |
1031 | { |
1016 | { |
1032 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1017 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1033 | |
1018 | |
1034 | if (d > 0) |
1019 | if (d > 0) |
1035 | op->value *= 5; |
1020 | op->value *= 5; |
|
|
1021 | |
1036 | set_ring_bonus (op, d); |
1022 | set_ring_bonus (op, d); |
1037 | } |
1023 | } |
1038 | } |
1024 | } |
1039 | |
1025 | |
1040 | if (GET_ANIM_ID (op)) |
1026 | if (op->animation_id) |
1041 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1027 | op->set_anim_frame (rndm (op->anim_frames ())); |
1042 | |
1028 | |
1043 | break; |
1029 | break; |
1044 | |
1030 | |
1045 | case BOOK: |
1031 | case BOOK: |
1046 | /* Is it an empty book?, if yes lets make a special· |
1032 | /* Is it an empty book?, if yes lets make a special· |
1047 | * msg for it, and tailor its properties based on the· |
1033 | * msg for it, and tailor its properties based on the· |
1048 | * creator and/or map level we found it on. |
1034 | * creator and/or map level we found it on. |
1049 | */ |
1035 | */ |
1050 | if (!op->msg && RANDOM () % 10) |
1036 | if (!op->msg && rndm (10)) |
1051 | { |
1037 | { |
1052 | /* set the book level properly */ |
1038 | /* set the book level properly */ |
1053 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1039 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1054 | { |
1040 | { |
1055 | if (op->map && op->map->difficulty) |
1041 | if (op->map && op->map->difficulty) |
1056 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1042 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1057 | else |
1043 | else |
1058 | op->level = RANDOM () % 20 + 1; |
1044 | op->level = rndm (20) + 1; |
1059 | } |
1045 | } |
1060 | else |
1046 | else |
1061 | op->level = RANDOM () % creator->level; |
1047 | op->level = rndm (creator->level); |
1062 | |
1048 | |
1063 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1049 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1064 | /* books w/ info are worth more! */ |
1050 | /* books w/ info are worth more! */ |
1065 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1051 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1066 | /* creator related stuff */ |
|
|
1067 | |
|
|
1068 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1069 | * set - we don't want to set no pick in that case. |
|
|
1070 | */ |
|
|
1071 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1072 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1073 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1074 | op->slaying = creator->slaying; |
|
|
1075 | |
1052 | |
1076 | /* add exp so reading it gives xp (once) */ |
1053 | /* add exp so reading it gives xp (once) */ |
1077 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1054 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1078 | } |
1055 | } |
|
|
1056 | |
|
|
1057 | /* creator related stuff */ |
|
|
1058 | |
|
|
1059 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1060 | * set - we don't want to set no pick in that case. |
|
|
1061 | */ |
|
|
1062 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1063 | op->set_flag (FLAG_NO_PICK); |
|
|
1064 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1065 | op->slaying = creator->slaying; |
1079 | break; |
1066 | break; |
1080 | |
1067 | |
1081 | case SPELLBOOK: |
1068 | case SPELLBOOK: |
1082 | op->value = op->value * op->inv->value; |
1069 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1070 | |
1083 | /* add exp so learning gives xp */ |
1071 | /* add exp so learning gives xp */ |
1084 | op->level = op->inv->level; |
1072 | op->level = op->inv->level; |
1085 | op->stats.exp = op->value; |
1073 | op->stats.exp = op->value; |
1086 | break; |
1074 | break; |
1087 | |
1075 | |
… | |
… | |
1091 | * and reset nrof. |
1079 | * and reset nrof. |
1092 | */ |
1080 | */ |
1093 | op->stats.food = op->inv->nrof; |
1081 | op->stats.food = op->inv->nrof; |
1094 | op->nrof = 1; |
1082 | op->nrof = 1; |
1095 | /* If the spell changes by level, choose a random level |
1083 | /* If the spell changes by level, choose a random level |
1096 | * for it, and adjust price. If the spell doesn't |
1084 | * for it. |
1097 | * change by level, just set the wand to the level of |
|
|
1098 | * the spell, and value calculation is simpler. |
|
|
1099 | */ |
1085 | */ |
1100 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1086 | if (op->inv->duration_modifier |
1101 | { |
1087 | || op->inv->dam_modifier |
|
|
1088 | || op->inv->range_modifier) |
1102 | op->level = level_for_item (op, difficulty); |
1089 | op->level = level_for_item (op, difficulty); |
1103 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1104 | } |
|
|
1105 | else |
1090 | else |
1106 | { |
|
|
1107 | op->level = op->inv->level; |
1091 | op->level = op->inv->level; |
1108 | op->value = op->value * op->inv->value; |
1092 | |
1109 | } |
1093 | op->value *= value_factor_from_spell_item (op->inv, op); |
1110 | break; |
1094 | break; |
1111 | |
1095 | |
1112 | case ROD: |
1096 | case ROD: |
1113 | op->level = level_for_item (op, difficulty); |
1097 | op->level = level_for_item (op, difficulty); |
1114 | /* Add 50 to both level an divisor to keep prices a little more |
1098 | op->value *= value_factor_from_spell_item (op->inv, op); |
1115 | * reasonable. Otherwise, a high level version of a low level |
1099 | |
1116 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1117 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1118 | */ |
|
|
1119 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1120 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1100 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1121 | if (op->stats.maxhp) |
1101 | if (op->stats.maxhp) |
1122 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1102 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1123 | else |
1103 | else |
1124 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1104 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1125 | |
1105 | |
1126 | op->stats.hp = op->stats.maxhp; |
1106 | op->stats.hp = op->stats.maxhp; |
1127 | break; |
1107 | break; |
1128 | |
1108 | |
1129 | case SCROLL: |
1109 | case SCROLL: |
1130 | op->level = level_for_item (op, difficulty); |
1110 | op->level = level_for_item (op, difficulty); |
1131 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1111 | op->value *= value_factor_from_spell_item (op->inv, op); |
1132 | |
1112 | |
1133 | /* add exp so reading them properly gives xp */ |
1113 | /* add exp so reading them properly gives xp */ |
1134 | op->stats.exp = op->value / 5; |
1114 | op->stats.exp = op->value / 5; |
1135 | op->nrof = op->inv->nrof; |
1115 | op->nrof = op->inv->nrof; |
1136 | break; |
1116 | break; |
… | |
… | |
1144 | break; |
1124 | break; |
1145 | } /* switch type */ |
1125 | } /* switch type */ |
1146 | |
1126 | |
1147 | if (flags & GT_STARTEQUIP) |
1127 | if (flags & GT_STARTEQUIP) |
1148 | { |
1128 | { |
1149 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1129 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1150 | SET_FLAG (op, FLAG_STARTEQUIP); |
1130 | op->set_flag (FLAG_STARTEQUIP); |
1151 | else if (op->type != MONEY) |
1131 | else if (op->type != MONEY) |
1152 | op->value = 0; |
1132 | op->value = 0; |
1153 | } |
1133 | } |
1154 | |
1134 | |
1155 | if (!(flags & GT_ENVIRONMENT)) |
1135 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1165 | */ |
1145 | */ |
1166 | |
1146 | |
1167 | /* |
1147 | /* |
1168 | * Allocate and return the pointer to an empty artifactlist structure. |
1148 | * Allocate and return the pointer to an empty artifactlist structure. |
1169 | */ |
1149 | */ |
1170 | |
|
|
1171 | static artifactlist * |
1150 | static artifactlist * |
1172 | get_empty_artifactlist (void) |
1151 | get_empty_artifactlist () |
1173 | { |
1152 | { |
1174 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1153 | return salloc0<artifactlist> (); |
1175 | |
|
|
1176 | if (tl == NULL) |
|
|
1177 | fatal (OUT_OF_MEMORY); |
|
|
1178 | tl->next = NULL; |
|
|
1179 | tl->items = NULL; |
|
|
1180 | tl->total_chance = 0; |
|
|
1181 | return tl; |
|
|
1182 | } |
1154 | } |
1183 | |
1155 | |
1184 | /* |
1156 | /* |
1185 | * Allocate and return the pointer to an empty artifact structure. |
1157 | * Allocate and return the pointer to an empty artifact structure. |
1186 | */ |
1158 | */ |
1187 | |
|
|
1188 | static artifact * |
1159 | static artifact * |
1189 | get_empty_artifact (void) |
1160 | get_empty_artifact () |
1190 | { |
1161 | { |
1191 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1162 | return salloc0<artifact> (); |
1192 | |
|
|
1193 | if (t == NULL) |
|
|
1194 | fatal (OUT_OF_MEMORY); |
|
|
1195 | t->item = NULL; |
|
|
1196 | t->next = NULL; |
|
|
1197 | t->chance = 0; |
|
|
1198 | t->difficulty = 0; |
|
|
1199 | t->allowed = NULL; |
|
|
1200 | return t; |
|
|
1201 | } |
1163 | } |
1202 | |
1164 | |
1203 | /* |
1165 | /* |
1204 | * Searches the artifact lists and returns one that has the same type |
1166 | * Searches the artifact lists and returns one that has the same type |
1205 | * of objects on it. |
1167 | * of objects on it. |
1206 | */ |
1168 | */ |
1207 | |
|
|
1208 | artifactlist * |
1169 | artifactlist * |
1209 | find_artifactlist (int type) |
1170 | find_artifactlist (int type) |
1210 | { |
1171 | { |
1211 | artifactlist *al; |
|
|
1212 | |
|
|
1213 | for (al = first_artifactlist; al != NULL; al = al->next) |
1172 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1214 | if (al->type == type) |
1173 | if (al->type == type) |
1215 | return al; |
1174 | return al; |
|
|
1175 | |
1216 | return NULL; |
1176 | return 0; |
1217 | } |
1177 | } |
1218 | |
1178 | |
1219 | /* |
1179 | /* |
1220 | * For debugging purposes. Dumps all tables. |
1180 | * Builds up the lists of artifacts from the file in the libdir. |
1221 | */ |
1181 | */ |
1222 | |
|
|
1223 | void |
1182 | void |
1224 | dump_artifacts (void) |
|
|
1225 | { |
|
|
1226 | artifactlist *al; |
|
|
1227 | artifact *art; |
|
|
1228 | linked_char *next; |
|
|
1229 | |
|
|
1230 | fprintf (logfile, "\n"); |
|
|
1231 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1232 | { |
|
|
1233 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1234 | for (art = al->items; art != NULL; art = art->next) |
|
|
1235 | { |
|
|
1236 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1237 | if (art->allowed != NULL) |
|
|
1238 | { |
|
|
1239 | fprintf (logfile, "\tAllowed combinations:"); |
|
|
1240 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1241 | fprintf (logfile, "%s,", &next->name); |
|
|
1242 | fprintf (logfile, "\n"); |
|
|
1243 | } |
|
|
1244 | } |
|
|
1245 | } |
|
|
1246 | fprintf (logfile, "\n"); |
|
|
1247 | } |
|
|
1248 | |
|
|
1249 | /* |
|
|
1250 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1251 | */ |
|
|
1252 | void |
|
|
1253 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1254 | { |
|
|
1255 | treasurelist *tl; |
|
|
1256 | int i; |
|
|
1257 | |
|
|
1258 | if (depth > 100) |
|
|
1259 | return; |
|
|
1260 | while (t != NULL) |
|
|
1261 | { |
|
|
1262 | if (t->name != NULL) |
|
|
1263 | { |
|
|
1264 | for (i = 0; i < depth; i++) |
|
|
1265 | fprintf (logfile, " "); |
|
|
1266 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1267 | tl = find_treasurelist (t->name); |
|
|
1268 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1269 | for (i = 0; i < depth; i++) |
|
|
1270 | fprintf (logfile, " "); |
|
|
1271 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1272 | } |
|
|
1273 | else |
|
|
1274 | { |
|
|
1275 | for (i = 0; i < depth; i++) |
|
|
1276 | fprintf (logfile, " "); |
|
|
1277 | if (t->item->clone.type == FLESH) |
|
|
1278 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1279 | else |
|
|
1280 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1281 | } |
|
|
1282 | if (t->next_yes != NULL) |
|
|
1283 | { |
|
|
1284 | for (i = 0; i < depth; i++) |
|
|
1285 | fprintf (logfile, " "); |
|
|
1286 | fprintf (logfile, " (if yes)\n"); |
|
|
1287 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1288 | } |
|
|
1289 | if (t->next_no != NULL) |
|
|
1290 | { |
|
|
1291 | for (i = 0; i < depth; i++) |
|
|
1292 | fprintf (logfile, " "); |
|
|
1293 | fprintf (logfile, " (if no)\n"); |
|
|
1294 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1295 | } |
|
|
1296 | t = t->next; |
|
|
1297 | } |
|
|
1298 | } |
|
|
1299 | |
|
|
1300 | /* |
|
|
1301 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1302 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1303 | */ |
|
|
1304 | |
|
|
1305 | void |
|
|
1306 | dump_monster_treasure (const char *name) |
|
|
1307 | { |
|
|
1308 | archetype *at; |
|
|
1309 | int found; |
|
|
1310 | |
|
|
1311 | found = 0; |
|
|
1312 | fprintf (logfile, "\n"); |
|
|
1313 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1314 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1315 | { |
|
|
1316 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1317 | if (at->clone.randomitems != NULL) |
|
|
1318 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1319 | else |
|
|
1320 | fprintf (logfile, "(nothing)\n"); |
|
|
1321 | fprintf (logfile, "\n"); |
|
|
1322 | found++; |
|
|
1323 | } |
|
|
1324 | if (found == 0) |
|
|
1325 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1326 | } |
|
|
1327 | |
|
|
1328 | /* |
|
|
1329 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1330 | */ |
|
|
1331 | |
|
|
1332 | void |
|
|
1333 | init_artifacts (void) |
1183 | init_artifacts () |
1334 | { |
1184 | { |
1335 | static int has_been_inited = 0; |
1185 | static int has_been_inited = 0; |
1336 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
|
|
1337 | artifact *art = NULL; |
1186 | artifact *art = NULL; |
1338 | linked_char *tmp; |
|
|
1339 | int value; |
|
|
1340 | artifactlist *al; |
1187 | artifactlist *al; |
1341 | |
1188 | |
1342 | if (has_been_inited) |
1189 | if (has_been_inited) |
1343 | return; |
1190 | return; |
1344 | else |
1191 | else |
1345 | has_been_inited = 1; |
1192 | has_been_inited = 1; |
1346 | |
1193 | |
1347 | sprintf (filename, "%s/artifacts", settings.datadir); |
1194 | object_thawer f (settings.datadir, "artifacts"); |
1348 | object_thawer thawer (filename); |
|
|
1349 | |
1195 | |
1350 | if (!thawer) |
1196 | if (!f) |
1351 | return; |
1197 | return; |
1352 | |
1198 | |
1353 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1199 | for (;;) |
1354 | { |
1200 | { |
1355 | if (*buf == '#') |
1201 | switch (f.kw) |
1356 | continue; |
|
|
1357 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1358 | *cp = '\0'; |
|
|
1359 | cp = buf; |
|
|
1360 | while (*cp == ' ') /* Skip blanks */ |
|
|
1361 | cp++; |
|
|
1362 | if (*cp == '\0') |
|
|
1363 | continue; |
|
|
1364 | |
|
|
1365 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1366 | { |
1202 | { |
|
|
1203 | case KW_allowed: |
1367 | if (art == NULL) |
1204 | if (!art) |
|
|
1205 | art = get_empty_artifact (); |
|
|
1206 | |
1368 | { |
1207 | { |
1369 | art = get_empty_artifact (); |
1208 | if (!strcmp (f.get_str (), "all")) |
1370 | nrofartifacts++; |
1209 | break; |
|
|
1210 | |
|
|
1211 | const char *cp = f.get_str (); |
|
|
1212 | char *next; |
|
|
1213 | do |
|
|
1214 | { |
|
|
1215 | if ((next = (char *)strchr (cp, ','))) |
|
|
1216 | *next++ = '\0'; |
|
|
1217 | |
|
|
1218 | linked_char *tmp = new linked_char; |
|
|
1219 | |
|
|
1220 | tmp->name = cp; |
|
|
1221 | tmp->next = art->allowed; |
|
|
1222 | art->allowed = tmp; |
|
|
1223 | } |
|
|
1224 | while ((cp = next)); |
1371 | } |
1225 | } |
1372 | cp = strchr (cp, ' ') + 1; |
1226 | break; |
1373 | if (!strcmp (cp, "all")) |
1227 | |
|
|
1228 | case KW_chance: |
|
|
1229 | f.get (art->chance); |
|
|
1230 | break; |
|
|
1231 | |
|
|
1232 | case KW_difficulty: |
|
|
1233 | f.get (art->difficulty); |
|
|
1234 | break; |
|
|
1235 | |
|
|
1236 | case KW_object: |
|
|
1237 | { |
|
|
1238 | art->item = object::create (); |
|
|
1239 | f.get (art->item->name); |
|
|
1240 | f.next (); |
|
|
1241 | |
|
|
1242 | if (!art->item->parse_kv (f)) |
|
|
1243 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1244 | |
|
|
1245 | al = find_artifactlist (art->item->type); |
|
|
1246 | |
|
|
1247 | if (!al) |
|
|
1248 | { |
|
|
1249 | al = get_empty_artifactlist (); |
|
|
1250 | al->type = art->item->type; |
|
|
1251 | al->next = first_artifactlist; |
|
|
1252 | first_artifactlist = al; |
|
|
1253 | } |
|
|
1254 | |
|
|
1255 | art->next = al->items; |
|
|
1256 | al->items = art; |
|
|
1257 | art = 0; |
|
|
1258 | } |
1374 | continue; |
1259 | continue; |
1375 | |
1260 | |
1376 | do |
1261 | case KW_EOF: |
|
|
1262 | goto done; |
|
|
1263 | |
|
|
1264 | default: |
|
|
1265 | if (!f.parse_error ("artifacts file")) |
|
|
1266 | cleanup ("artifacts file required"); |
1377 | { |
1267 | break; |
1378 | nrofallowedstr++; |
|
|
1379 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1380 | *(next++) = '\0'; |
|
|
1381 | tmp = new linked_char; |
|
|
1382 | |
|
|
1383 | tmp->name = cp; |
|
|
1384 | tmp->next = art->allowed; |
|
|
1385 | art->allowed = tmp; |
|
|
1386 | } |
|
|
1387 | while ((cp = next) != NULL); |
|
|
1388 | } |
|
|
1389 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1390 | art->chance = (uint16) value; |
|
|
1391 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1392 | art->difficulty = (uint8) value; |
|
|
1393 | else if (!strncmp (cp, "Object", 6)) |
|
|
1394 | { |
1268 | } |
1395 | art->item = get_object (); |
|
|
1396 | |
1269 | |
1397 | if (!load_object (thawer, art->item, 0)) |
1270 | f.next (); |
1398 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1399 | |
|
|
1400 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1401 | al = find_artifactlist (art->item->type); |
|
|
1402 | if (al == NULL) |
|
|
1403 | { |
|
|
1404 | al = get_empty_artifactlist (); |
|
|
1405 | al->type = art->item->type; |
|
|
1406 | al->next = first_artifactlist; |
|
|
1407 | first_artifactlist = al; |
|
|
1408 | } |
|
|
1409 | art->next = al->items; |
|
|
1410 | al->items = art; |
|
|
1411 | art = NULL; |
|
|
1412 | } |
|
|
1413 | else |
|
|
1414 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1415 | } |
1271 | } |
1416 | |
1272 | |
|
|
1273 | done: |
1417 | for (al = first_artifactlist; al != NULL; al = al->next) |
1274 | for (al = first_artifactlist; al; al = al->next) |
1418 | { |
1275 | { |
|
|
1276 | al->total_chance = 0; |
|
|
1277 | |
1419 | for (art = al->items; art != NULL; art = art->next) |
1278 | for (art = al->items; art; art = art->next) |
1420 | { |
1279 | { |
1421 | if (!art->chance) |
1280 | if (!art->chance) |
1422 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1281 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1423 | else |
1282 | else |
1424 | al->total_chance += art->chance; |
1283 | al->total_chance += art->chance; |
1425 | } |
1284 | } |
1426 | #if 0 |
1285 | #if 0 |
1427 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1286 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1428 | #endif |
1287 | #endif |
1429 | } |
1288 | } |
1430 | |
|
|
1431 | LOG (llevDebug, "done.\n"); |
|
|
1432 | } |
1289 | } |
1433 | |
|
|
1434 | |
1290 | |
1435 | /* |
1291 | /* |
1436 | * Used in artifact generation. The bonuses of the first object |
1292 | * Used in artifact generation. The bonuses of the first object |
1437 | * is modified by the bonuses of the second object. |
1293 | * is modified by the bonuses of the second object. |
1438 | */ |
1294 | */ |
1439 | |
|
|
1440 | void |
1295 | void |
1441 | add_abilities (object *op, object *change) |
1296 | add_abilities (object *op, object *change) |
1442 | { |
1297 | { |
1443 | int i, tmp; |
|
|
1444 | |
|
|
1445 | if (change->face != blank_face) |
1298 | if (change->face != blank_face) |
1446 | { |
|
|
1447 | #ifdef TREASURE_VERBOSE |
|
|
1448 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
|
|
1449 | #endif |
|
|
1450 | op->face = change->face; |
1299 | op->face = change->face; |
1451 | } |
|
|
1452 | |
1300 | |
1453 | for (i = 0; i < NUM_STATS; i++) |
1301 | for (int i = 0; i < NUM_STATS; i++) |
1454 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1302 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1455 | |
1303 | |
1456 | op->attacktype |= change->attacktype; |
1304 | op->attacktype |= change->attacktype; |
1457 | op->path_attuned |= change->path_attuned; |
1305 | op->path_attuned |= change->path_attuned; |
1458 | op->path_repelled |= change->path_repelled; |
1306 | op->path_repelled |= change->path_repelled; |
1459 | op->path_denied |= change->path_denied; |
1307 | op->path_denied |= change->path_denied; |
1460 | op->move_type |= change->move_type; |
1308 | op->move_type |= change->move_type; |
1461 | op->stats.luck += change->stats.luck; |
1309 | op->stats.luck += change->stats.luck; |
1462 | |
1310 | |
1463 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1311 | static const struct copyflags : object::flags_t |
1464 | SET_FLAG (op, FLAG_CURSED); |
1312 | { |
1465 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1313 | copyflags () |
1466 | SET_FLAG (op, FLAG_DAMNED); |
1314 | { |
1467 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1315 | set (FLAG_CURSED); |
|
|
1316 | set (FLAG_DAMNED); |
|
|
1317 | set (FLAG_LIFESAVE); |
|
|
1318 | set (FLAG_REFL_SPELL); |
|
|
1319 | set (FLAG_STEALTH); |
|
|
1320 | set (FLAG_XRAYS); |
|
|
1321 | set (FLAG_BLIND); |
|
|
1322 | set (FLAG_SEE_IN_DARK); |
|
|
1323 | set (FLAG_REFL_MISSILE); |
|
|
1324 | set (FLAG_MAKE_INVIS); |
|
|
1325 | } |
|
|
1326 | } copyflags; |
|
|
1327 | |
|
|
1328 | // we might want to just copy, but or'ing is what the original code did |
|
|
1329 | op->flag |= change->flag & copyflags; |
|
|
1330 | |
|
|
1331 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1468 | set_abs_magic (op, -op->magic); |
1332 | set_abs_magic (op, -op->magic); |
1469 | |
1333 | |
1470 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1334 | if (change->flag [FLAG_STAND_STILL]) |
1471 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1472 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1473 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1474 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1475 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1476 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1477 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1478 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1479 | SET_FLAG (op, FLAG_BLIND); |
|
|
1480 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1481 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1482 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1483 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1484 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1485 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1486 | |
|
|
1487 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1488 | { |
1335 | { |
1489 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1336 | op->clr_flag (FLAG_ANIMATE); |
|
|
1337 | |
1490 | /* so artifacts will join */ |
1338 | /* so artifacts will join */ |
1491 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1339 | if (!op->flag [FLAG_ALIVE]) |
1492 | op->speed = 0.0; |
1340 | op->speed = 0.; |
1493 | |
1341 | |
1494 | update_ob_speed (op); |
1342 | op->set_speed (op->speed); |
1495 | } |
1343 | } |
1496 | |
1344 | |
1497 | if (change->nrof) |
1345 | if (change->nrof) |
1498 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1346 | op->nrof = rndm (change->nrof) + 1; |
1499 | |
1347 | |
1500 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1348 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1501 | op->stats.wc += change->stats.wc; |
1349 | op->stats.wc += change->stats.wc; |
1502 | op->stats.ac += change->stats.ac; |
1350 | op->stats.ac += change->stats.ac; |
1503 | |
1351 | |
1504 | if (change->other_arch) |
1352 | if (change->other_arch) |
1505 | { |
1353 | { |
1506 | /* Basically, for horns & potions, the other_arch field is the spell |
1354 | /* Basically, for horns & potions, the other_arch field is the spell |
1507 | * to cast. So convert that to into a spell and put it into |
1355 | * to cast. So convert that to into a spell and put it into |
1508 | * this object. |
1356 | * this object. |
1509 | */ |
1357 | */ |
1510 | if (op->type == HORN || op->type == POTION) |
1358 | if (op->type == HORN || op->type == POTION) |
1511 | { |
1359 | { |
1512 | object *tmp_obj; |
|
|
1513 | |
|
|
1514 | /* Remove any spells this object currently has in it */ |
1360 | /* Remove any spells this object currently has in it */ |
1515 | while (op->inv) |
1361 | op->destroy_inv (false); |
1516 | { |
|
|
1517 | tmp_obj = op->inv; |
|
|
1518 | tmp_obj->remove (); |
|
|
1519 | tmp_obj->destroy (0); |
|
|
1520 | } |
|
|
1521 | |
1362 | |
1522 | tmp_obj = arch_to_object (change->other_arch); |
1363 | object *tmp = change->other_arch->instance (); |
1523 | insert_ob_in_ob (tmp_obj, op); |
1364 | insert_ob_in_ob (tmp, op); |
1524 | } |
1365 | } |
|
|
1366 | |
1525 | /* No harm setting this for potions/horns */ |
1367 | /* No harm setting this for potions/horns */ |
1526 | op->other_arch = change->other_arch; |
1368 | op->other_arch = change->other_arch; |
1527 | } |
1369 | } |
1528 | |
1370 | |
1529 | if (change->stats.hp < 0) |
1371 | if (change->stats.hp < 0) |
… | |
… | |
1545 | op->stats.maxsp = -change->stats.maxsp; |
1387 | op->stats.maxsp = -change->stats.maxsp; |
1546 | else |
1388 | else |
1547 | op->stats.maxsp += change->stats.maxsp; |
1389 | op->stats.maxsp += change->stats.maxsp; |
1548 | |
1390 | |
1549 | if (change->stats.food < 0) |
1391 | if (change->stats.food < 0) |
1550 | op->stats.food = -(change->stats.food); |
1392 | op->stats.food = -change->stats.food; |
1551 | else |
1393 | else |
1552 | op->stats.food += change->stats.food; |
1394 | op->stats.food += change->stats.food; |
1553 | |
1395 | |
1554 | if (change->level < 0) |
1396 | if (change->level < 0) |
1555 | op->level = -(change->level); |
1397 | op->level = -change->level; |
1556 | else |
1398 | else |
1557 | op->level += change->level; |
1399 | op->level += change->level; |
1558 | |
1400 | |
1559 | if (change->gen_sp_armour < 0) |
1401 | if (change->gen_sp_armour < 0) |
1560 | op->gen_sp_armour = -(change->gen_sp_armour); |
1402 | op->gen_sp_armour = -change->gen_sp_armour; |
1561 | else |
1403 | else |
1562 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1404 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1563 | |
1405 | |
1564 | op->item_power = change->item_power; |
1406 | op->item_power = change->item_power; |
1565 | |
1407 | |
1566 | for (i = 0; i < NROFATTACKS; i++) |
1408 | for (int i = 0; i < NROFATTACKS; i++) |
1567 | if (change->resist[i]) |
|
|
1568 | op->resist[i] += change->resist[i]; |
1409 | op->resist[i] += change->resist[i]; |
1569 | |
1410 | |
1570 | if (change->stats.dam) |
1411 | if (change->stats.dam) |
1571 | { |
1412 | { |
1572 | if (change->stats.dam < 0) |
1413 | if (change->stats.dam < 0) |
1573 | op->stats.dam = (-change->stats.dam); |
1414 | op->stats.dam = -change->stats.dam; |
1574 | else if (op->stats.dam) |
1415 | else if (op->stats.dam) |
1575 | { |
1416 | { |
1576 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1417 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1418 | |
1577 | if (tmp == op->stats.dam) |
1419 | if (tmp == op->stats.dam) |
1578 | { |
1420 | { |
1579 | if (change->stats.dam < 10) |
1421 | if (change->stats.dam < 10) |
1580 | op->stats.dam--; |
1422 | op->stats.dam--; |
1581 | else |
1423 | else |
… | |
… | |
1587 | } |
1429 | } |
1588 | |
1430 | |
1589 | if (change->weight) |
1431 | if (change->weight) |
1590 | { |
1432 | { |
1591 | if (change->weight < 0) |
1433 | if (change->weight < 0) |
1592 | op->weight = (-change->weight); |
1434 | op->weight = -change->weight; |
1593 | else |
1435 | else |
1594 | op->weight = (op->weight * (change->weight)) / 100; |
1436 | op->weight = op->weight * change->weight / 100; |
1595 | } |
1437 | } |
1596 | |
1438 | |
1597 | if (change->last_sp) |
1439 | if (change->last_sp) |
1598 | { |
1440 | { |
1599 | if (change->last_sp < 0) |
1441 | if (change->last_sp < 0) |
1600 | op->last_sp = (-change->last_sp); |
1442 | op->last_sp = -change->last_sp; |
1601 | else |
1443 | else |
1602 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1444 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1603 | } |
1445 | } |
1604 | |
1446 | |
1605 | if (change->gen_sp_armour) |
1447 | if (change->gen_sp_armour) |
1606 | { |
1448 | { |
1607 | if (change->gen_sp_armour < 0) |
1449 | if (change->gen_sp_armour < 0) |
1608 | op->gen_sp_armour = (-change->gen_sp_armour); |
1450 | op->gen_sp_armour = -change->gen_sp_armour; |
1609 | else |
1451 | else |
1610 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1452 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1611 | } |
1453 | } |
1612 | |
1454 | |
1613 | op->value *= change->value; |
1455 | op->value *= change->value; |
1614 | |
1456 | |
1615 | if (change->material) |
1457 | if (change->materials) |
|
|
1458 | op->materials = change->materials; |
|
|
1459 | |
|
|
1460 | if (change->material != MATERIAL_NULL) |
1616 | op->material = change->material; |
1461 | op->material = change->material; |
1617 | |
|
|
1618 | if (change->materialname) |
|
|
1619 | op->materialname = change->materialname; |
|
|
1620 | |
1462 | |
1621 | if (change->slaying) |
1463 | if (change->slaying) |
1622 | op->slaying = change->slaying; |
1464 | op->slaying = change->slaying; |
1623 | |
1465 | |
1624 | if (change->race) |
1466 | if (change->race) |
… | |
… | |
1627 | if (change->msg) |
1469 | if (change->msg) |
1628 | op->msg = change->msg; |
1470 | op->msg = change->msg; |
1629 | } |
1471 | } |
1630 | |
1472 | |
1631 | static int |
1473 | static int |
1632 | legal_artifact_combination (object *op, artifact * art) |
1474 | legal_artifact_combination (object *op, artifact *art) |
1633 | { |
1475 | { |
1634 | int neg, success = 0; |
1476 | int neg, success = 0; |
1635 | linked_char *tmp; |
1477 | linked_char *tmp; |
1636 | const char *name; |
1478 | const char *name; |
1637 | |
1479 | |
1638 | if (art->allowed == (linked_char *) NULL) |
1480 | if (!art->allowed) |
1639 | return 1; /* Ie, "all" */ |
1481 | return 1; /* Ie, "all" */ |
|
|
1482 | |
1640 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1483 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1641 | { |
1484 | { |
1642 | #ifdef TREASURE_VERBOSE |
1485 | #ifdef TREASURE_VERBOSE |
1643 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1486 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1644 | #endif |
1487 | #endif |
1645 | if (*tmp->name == '!') |
1488 | if (*tmp->name == '!') |
1646 | name = tmp->name + 1, neg = 1; |
1489 | name = tmp->name + 1, neg = 1; |
1647 | else |
1490 | else |
1648 | name = tmp->name, neg = 0; |
1491 | name = tmp->name, neg = 0; |
1649 | |
1492 | |
1650 | /* If we match name, then return the opposite of 'neg' */ |
1493 | /* If we match name, then return the opposite of 'neg' */ |
1651 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1494 | if (!strcmp (name, op->arch->archname)) |
1652 | return !neg; |
1495 | return !neg; |
1653 | |
1496 | |
1654 | /* Set success as true, since if the match was an inverse, it means |
1497 | /* Set success as true, since if the match was an inverse, it means |
1655 | * everything is allowed except what we match |
1498 | * everything is allowed except what we match |
1656 | */ |
1499 | */ |
1657 | else if (neg) |
1500 | else if (neg) |
1658 | success = 1; |
1501 | success = 1; |
1659 | } |
1502 | } |
|
|
1503 | |
1660 | return success; |
1504 | return success; |
1661 | } |
1505 | } |
1662 | |
1506 | |
1663 | /* |
1507 | /* |
1664 | * Fixes the given object, giving it the abilities and titles |
1508 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1666 | */ |
1510 | */ |
1667 | |
1511 | |
1668 | void |
1512 | void |
1669 | give_artifact_abilities (object *op, object *artifct) |
1513 | give_artifact_abilities (object *op, object *artifct) |
1670 | { |
1514 | { |
1671 | char new_name[MAX_BUF]; |
1515 | op->title = format ("of %s", &artifct->name); |
1672 | |
1516 | |
1673 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1674 | op->title = new_name; |
|
|
1675 | add_abilities (op, artifct); /* Give out the bonuses */ |
1517 | add_abilities (op, artifct); /* Give out the bonuses */ |
1676 | |
1518 | |
1677 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1519 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1678 | { |
1520 | { |
1679 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1521 | char identified = op->flag [FLAG_IDENTIFIED]; |
1680 | |
1522 | |
1681 | SET_FLAG (op, FLAG_IDENTIFIED); |
1523 | op->set_flag (FLAG_IDENTIFIED); |
1682 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1524 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1683 | if (!identified) |
1525 | if (!identified) |
1684 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1526 | op->clr_flag (FLAG_IDENTIFIED); |
1685 | } |
1527 | } |
1686 | #endif |
1528 | #endif |
1687 | return; |
1529 | return; |
1688 | } |
1530 | } |
1689 | |
1531 | |
… | |
… | |
1699 | #define ARTIFACT_TRIES 2 |
1541 | #define ARTIFACT_TRIES 2 |
1700 | |
1542 | |
1701 | void |
1543 | void |
1702 | generate_artifact (object *op, int difficulty) |
1544 | generate_artifact (object *op, int difficulty) |
1703 | { |
1545 | { |
1704 | artifactlist *al; |
|
|
1705 | artifact *art; |
1546 | artifact *art; |
1706 | int i; |
|
|
1707 | |
1547 | |
1708 | al = find_artifactlist (op->type); |
1548 | artifactlist *al = find_artifactlist (op->type); |
1709 | |
1549 | |
1710 | if (al == NULL) |
1550 | if (al == NULL) |
1711 | { |
1551 | { |
1712 | #if 0 /* This is too verbose, usually */ |
1552 | #if 0 /* This is too verbose, usually */ |
1713 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1553 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1714 | #endif |
1554 | #endif |
1715 | return; |
1555 | return; |
1716 | } |
1556 | } |
1717 | |
1557 | |
1718 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1558 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1719 | { |
1559 | { |
1720 | int roll = RANDOM () % al->total_chance; |
1560 | int roll = rndm (al->total_chance); |
1721 | |
1561 | |
1722 | for (art = al->items; art != NULL; art = art->next) |
1562 | for (art = al->items; art; art = art->next) |
1723 | { |
1563 | { |
1724 | roll -= art->chance; |
1564 | roll -= art->chance; |
1725 | if (roll < 0) |
1565 | if (roll < 0) |
1726 | break; |
1566 | break; |
1727 | } |
1567 | } |
… | |
… | |
1731 | #if 1 |
1571 | #if 1 |
1732 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1572 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1733 | #endif |
1573 | #endif |
1734 | return; |
1574 | return; |
1735 | } |
1575 | } |
1736 | if (!strcmp (art->item->name, "NONE")) |
1576 | |
|
|
1577 | if (art->item->name == shstr_NONE) |
1737 | return; |
1578 | return; |
|
|
1579 | |
1738 | if (FABS (op->magic) < art->item->magic) |
1580 | if (fabs (op->magic) < art->item->magic) |
1739 | continue; /* Not magic enough to be this item */ |
1581 | continue; /* Not magic enough to be this item */ |
1740 | |
1582 | |
1741 | /* Map difficulty not high enough */ |
1583 | /* Map difficulty not high enough */ |
1742 | if (difficulty < art->difficulty) |
1584 | if (difficulty < art->difficulty) |
1743 | continue; |
1585 | continue; |
1744 | |
1586 | |
1745 | if (!legal_artifact_combination (op, art)) |
1587 | if (!legal_artifact_combination (op, art)) |
1746 | { |
1588 | { |
1747 | #ifdef TREASURE_VERBOSE |
1589 | #ifdef TREASURE_VERBOSE |
1748 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1590 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1749 | #endif |
1591 | #endif |
1750 | continue; |
1592 | continue; |
1751 | } |
1593 | } |
|
|
1594 | |
1752 | give_artifact_abilities (op, art->item); |
1595 | give_artifact_abilities (op, art->item); |
1753 | return; |
1596 | return; |
1754 | } |
1597 | } |
1755 | } |
1598 | } |
1756 | |
1599 | |
… | |
… | |
1760 | */ |
1603 | */ |
1761 | |
1604 | |
1762 | void |
1605 | void |
1763 | fix_flesh_item (object *item, object *donor) |
1606 | fix_flesh_item (object *item, object *donor) |
1764 | { |
1607 | { |
1765 | char tmpbuf[MAX_BUF]; |
|
|
1766 | int i; |
|
|
1767 | |
|
|
1768 | if (item->type == FLESH && donor) |
1608 | if (item->type == FLESH && donor) |
1769 | { |
1609 | { |
1770 | /* change the name */ |
1610 | /* change the name */ |
1771 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1611 | item->name = format ("%s's %s", &donor->name, &item->name); |
1772 | item->name = tmpbuf; |
|
|
1773 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1612 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1774 | item->name_pl = tmpbuf; |
|
|
1775 | |
1613 | |
1776 | /* weight is FLESH weight/100 * donor */ |
1614 | /* weight is FLESH weight/100 * donor */ |
1777 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1615 | item->weight = max (1, item->weight * donor->weight / 100); |
1778 | item->weight = 1; |
|
|
1779 | |
1616 | |
1780 | /* value is multiplied by level of donor */ |
1617 | /* value is multiplied by level of donor */ |
1781 | item->value *= isqrt (donor->level * 2); |
1618 | item->value *= isqrt (donor->level * 2); |
1782 | |
1619 | |
1783 | /* food value */ |
1620 | /* food value */ |
1784 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1621 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1785 | |
1622 | |
1786 | /* flesh items inherit some abilities of donor, but not |
1623 | /* flesh items inherit some abilities of donor, but not |
1787 | * full effect. |
1624 | * full effect. |
1788 | */ |
1625 | */ |
1789 | for (i = 0; i < NROFATTACKS; i++) |
1626 | for (int i = 0; i < NROFATTACKS; i++) |
1790 | item->resist[i] = donor->resist[i] / 2; |
1627 | item->resist[i] = donor->resist[i] / 2; |
1791 | |
1628 | |
1792 | /* item inherits donor's level (important for quezals) */ |
1629 | /* item inherits donor's level (important for quezals) */ |
1793 | item->level = donor->level; |
1630 | item->level = donor->level; |
1794 | |
1631 | |
1795 | /* if donor has some attacktypes, the flesh is poisonous */ |
1632 | /* if donor has some attacktypes, the flesh is poisonous */ |
1796 | if (donor->attacktype & AT_POISON) |
1633 | if (donor->attacktype & AT_POISON) |
1797 | item->type = POISON; |
1634 | item->type = POISON; |
|
|
1635 | |
1798 | if (donor->attacktype & AT_ACID) |
1636 | if (donor->attacktype & AT_ACID) |
1799 | item->stats.hp = -1 * item->stats.food; |
1637 | item->stats.hp = -item->stats.food; |
1800 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1801 | } |
|
|
1802 | } |
|
|
1803 | |
1638 | |
1804 | /* special_potion() - so that old potion code is still done right. */ |
1639 | item->set_flag (FLAG_NO_STEAL); |
1805 | |
1640 | } |
1806 | int |
|
|
1807 | special_potion (object *op) |
|
|
1808 | { |
|
|
1809 | |
|
|
1810 | int i; |
|
|
1811 | |
|
|
1812 | if (op->attacktype) |
|
|
1813 | return 1; |
|
|
1814 | |
|
|
1815 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1816 | return 1; |
|
|
1817 | |
|
|
1818 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1819 | if (op->resist[i]) |
|
|
1820 | return 1; |
|
|
1821 | |
|
|
1822 | return 0; |
|
|
1823 | } |
1641 | } |
1824 | |
1642 | |
1825 | void |
1643 | static void |
1826 | free_treasurestruct (treasure *t) |
1644 | free_treasurestruct (treasure *t) |
1827 | { |
1645 | { |
1828 | if (t->next) |
|
|
1829 | free_treasurestruct (t->next); |
1646 | if (t->next) free_treasurestruct (t->next); |
1830 | if (t->next_yes) |
|
|
1831 | free_treasurestruct (t->next_yes); |
1647 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1832 | if (t->next_no) |
|
|
1833 | free_treasurestruct (t->next_no); |
1648 | if (t->next_no) free_treasurestruct (t->next_no); |
1834 | |
1649 | |
1835 | delete t; |
1650 | delete t; |
1836 | } |
1651 | } |
1837 | |
1652 | |
1838 | void |
1653 | static void |
1839 | free_charlinks (linked_char *lc) |
1654 | free_charlinks (linked_char *lc) |
1840 | { |
1655 | { |
1841 | if (lc->next) |
1656 | if (lc->next) |
1842 | free_charlinks (lc->next); |
1657 | free_charlinks (lc->next); |
1843 | |
1658 | |
1844 | delete lc; |
1659 | delete lc; |
1845 | } |
1660 | } |
1846 | |
1661 | |
1847 | void |
1662 | static void |
1848 | free_artifact (artifact * at) |
1663 | free_artifact (artifact *at) |
1849 | { |
1664 | { |
1850 | if (at->next) |
|
|
1851 | free_artifact (at->next); |
1665 | if (at->next) free_artifact (at->next); |
1852 | |
|
|
1853 | if (at->allowed) |
|
|
1854 | free_charlinks (at->allowed); |
1666 | if (at->allowed) free_charlinks (at->allowed); |
1855 | |
1667 | |
1856 | at->item->destroy (1); |
1668 | at->item->destroy (); |
1857 | |
1669 | |
1858 | delete at; |
|
|
1859 | } |
|
|
1860 | |
|
|
1861 | void |
|
|
1862 | free_artifactlist (artifactlist * al) |
|
|
1863 | { |
|
|
1864 | artifactlist *nextal; |
|
|
1865 | |
|
|
1866 | for (al = first_artifactlist; al; al = nextal) |
|
|
1867 | { |
|
|
1868 | nextal = al->next; |
|
|
1869 | |
|
|
1870 | if (al->items) |
|
|
1871 | free_artifact (al->items); |
|
|
1872 | |
|
|
1873 | free (al); |
1670 | sfree (at); |
1874 | } |
|
|
1875 | } |
1671 | } |
1876 | |
1672 | |
1877 | void |
|
|
1878 | free_all_treasures (void) |
|
|
1879 | { |
|
|
1880 | treasurelist *tl, *next; |
|
|
1881 | |
|
|
1882 | |
|
|
1883 | for (tl = first_treasurelist; tl != NULL; tl = next) |
|
|
1884 | { |
|
|
1885 | next = tl->next; |
|
|
1886 | if (tl->items) |
|
|
1887 | free_treasurestruct (tl->items); |
|
|
1888 | delete tl; |
|
|
1889 | } |
|
|
1890 | free_artifactlist (first_artifactlist); |
|
|
1891 | } |
|
|