1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #define ALLOWED_COMBINATION |
25 | #define ALLOWED_COMBINATION |
25 | |
26 | |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 | * It is useful for finding bugs in the treasures file. Since it only |
28 | * It is useful for finding bugs in the treasures file. Since it only |
… | |
… | |
156 | * so that the treasure name can be printed out |
157 | * so that the treasure name can be printed out |
157 | */ |
158 | */ |
158 | static void |
159 | static void |
159 | check_treasurelist (const treasure *t, const treasurelist * tl) |
160 | check_treasurelist (const treasure *t, const treasurelist * tl) |
160 | { |
161 | { |
161 | if (t->item == NULL && t->name == NULL) |
|
|
162 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
|
|
163 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
162 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
164 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
163 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
165 | /* find_treasurelist will print out its own error message */ |
164 | /* find_treasurelist will print out its own error message */ |
166 | if (t->name && *t->name) |
165 | if (t->name && *t->name) |
167 | (void) find_treasurelist (t->name); |
166 | find_treasurelist (t->name); |
168 | if (t->next) |
167 | if (t->next) |
169 | check_treasurelist (t->next, tl); |
168 | check_treasurelist (t->next, tl); |
170 | if (t->next_yes) |
169 | if (t->next_yes) |
171 | check_treasurelist (t->next_yes, tl); |
170 | check_treasurelist (t->next_yes, tl); |
172 | if (t->next_no) |
171 | if (t->next_no) |
… | |
… | |
258 | shstr_cmp name_ (name); |
257 | shstr_cmp name_ (name); |
259 | |
258 | |
260 | if (!name_) |
259 | if (!name_) |
261 | return 0; |
260 | return 0; |
262 | |
261 | |
263 | for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) |
262 | for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) |
264 | if (name_ == tl->name) |
263 | if (name_ == tl->name) |
265 | return tl; |
264 | return tl; |
266 | |
265 | |
267 | if (first_treasurelist) |
266 | if (first_treasurelist) |
268 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
267 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
… | |
… | |
280 | * being generated. |
279 | * being generated. |
281 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
280 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
282 | * abilities. This is used by summon spells, thus no summoned monsters |
281 | * abilities. This is used by summon spells, thus no summoned monsters |
283 | * start with equipment, but only their abilities). |
282 | * start with equipment, but only their abilities). |
284 | */ |
283 | */ |
285 | |
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|
286 | |
|
|
287 | static void |
284 | static void |
288 | put_treasure (object *op, object *creator, int flags) |
285 | put_treasure (object *op, object *creator, int flags) |
289 | { |
286 | { |
290 | object *tmp; |
287 | object *tmp; |
291 | |
288 | |
… | |
… | |
294 | * this is the original object, or if this is an object that should be created |
291 | * this is the original object, or if this is an object that should be created |
295 | * by another object. |
292 | * by another object. |
296 | */ |
293 | */ |
297 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
294 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
298 | { |
295 | { |
299 | op->x = creator->x; |
|
|
300 | op->y = creator->y; |
|
|
301 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
296 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
302 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
297 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
303 | } |
298 | } |
304 | else |
299 | else |
305 | { |
300 | { |
306 | op = insert_ob_in_ob (op, creator); |
301 | op = creator->insert (op); |
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|
302 | |
307 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
303 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
308 | monster_check_apply (creator, op); |
304 | monster_check_apply (creator, op); |
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|
305 | |
309 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
306 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
310 | esrv_send_item (tmp, op); |
307 | esrv_send_item (tmp, op); |
311 | } |
308 | } |
312 | } |
309 | } |
313 | |
310 | |
314 | /* if there are change_xxx commands in the treasure, we include the changes |
311 | /* if there are change_xxx commands in the treasure, we include the changes |
… | |
… | |
334 | void |
331 | void |
335 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
332 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
336 | { |
333 | { |
337 | object *tmp; |
334 | object *tmp; |
338 | |
335 | |
339 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
336 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
340 | { |
337 | { |
341 | if (t->name) |
338 | if (t->name) |
342 | { |
339 | { |
343 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
340 | if (difficulty >= t->magic) |
|
|
341 | { |
|
|
342 | treasurelist *tl = find_treasurelist (t->name); |
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|
343 | if (tl) |
344 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
344 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
345 | } |
345 | } |
346 | } |
346 | else |
347 | else |
347 | { |
348 | { |
348 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
349 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
349 | { |
350 | { |
350 | tmp = arch_to_object (t->item); |
351 | tmp = arch_to_object (t->item); |
351 | if (t->nrof && tmp->nrof <= 1) |
352 | if (t->nrof && tmp->nrof <= 1) |
352 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
353 | tmp->nrof = rndm (t->nrof) + 1; |
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|
354 | |
353 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
355 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
354 | change_treasure (t, tmp); |
356 | change_treasure (t, tmp); |
355 | put_treasure (tmp, op, flag); |
357 | put_treasure (tmp, op, flag); |
356 | } |
358 | } |
357 | } |
359 | } |
… | |
… | |
365 | if (t->next != NULL) |
367 | if (t->next != NULL) |
366 | create_all_treasures (t->next, op, flag, difficulty, tries); |
368 | create_all_treasures (t->next, op, flag, difficulty, tries); |
367 | } |
369 | } |
368 | |
370 | |
369 | void |
371 | void |
370 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
372 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
371 | { |
373 | { |
372 | int value = RANDOM () % tl->total_chance; |
374 | int value = rndm (tl->total_chance); |
373 | treasure *t; |
375 | treasure *t; |
374 | |
376 | |
375 | if (tries++ > 100) |
377 | if (tries++ > 100) |
376 | { |
378 | { |
377 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
379 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
… | |
… | |
393 | return; |
395 | return; |
394 | } |
396 | } |
395 | |
397 | |
396 | if (t->name) |
398 | if (t->name) |
397 | { |
399 | { |
398 | if (!strcmp (t->name, "NONE")) |
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|
399 | return; |
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400 | |
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|
401 | if (difficulty >= t->magic) |
400 | if (difficulty >= t->magic) |
|
|
401 | { |
|
|
402 | treasurelist *tl = find_treasurelist (t->name); |
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|
403 | if (tl) |
402 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
404 | create_treasure (tl, op, flag, difficulty, tries); |
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|
405 | } |
403 | else if (t->nrof) |
406 | else if (t->nrof) |
404 | create_one_treasure (tl, op, flag, difficulty, tries); |
407 | create_one_treasure (tl, op, flag, difficulty, tries); |
405 | |
408 | |
406 | return; |
409 | return; |
407 | } |
410 | } |
408 | |
411 | |
409 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
412 | if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
410 | { |
413 | { |
411 | object *tmp = arch_to_object (t->item); |
414 | object *tmp = arch_to_object (t->item); |
412 | |
415 | |
413 | if (!tmp) |
416 | if (!tmp) |
414 | return; |
417 | return; |
415 | |
418 | |
416 | if (t->nrof && tmp->nrof <= 1) |
419 | if (t->nrof && tmp->nrof <= 1) |
417 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
420 | tmp->nrof = rndm (t->nrof) + 1; |
418 | |
421 | |
419 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
422 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
420 | change_treasure (t, tmp); |
423 | change_treasure (t, tmp); |
421 | put_treasure (tmp, op, flag); |
424 | put_treasure (tmp, op, flag); |
422 | } |
425 | } |
… | |
… | |
428 | * list transitions, or so that excessively good treasure will not be |
431 | * 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 |
432 | * created on weak maps, because it will exceed the number of allowed tries |
430 | * to do that. |
433 | * to do that. |
431 | */ |
434 | */ |
432 | void |
435 | void |
433 | create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) |
436 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
434 | { |
437 | { |
435 | |
|
|
436 | if (tries++ > 100) |
438 | if (tries++ > 100) |
437 | { |
439 | { |
438 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
440 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
439 | return; |
441 | return; |
440 | } |
442 | } |
|
|
443 | |
441 | if (t->total_chance) |
444 | if (tl->total_chance) |
442 | create_one_treasure (t, op, flag, difficulty, tries); |
445 | create_one_treasure (tl, op, flag, difficulty, tries); |
443 | else |
446 | else |
444 | create_all_treasures (t->items, op, flag, difficulty, tries); |
447 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
445 | } |
448 | } |
446 | |
449 | |
447 | /* This is similar to the old generate treasure function. However, |
450 | /* This is similar to the old generate treasure function. However, |
448 | * it instead takes a treasurelist. It is really just a wrapper around |
451 | * it instead takes a treasurelist. It is really just a wrapper around |
449 | * create_treasure. We create a dummy object that the treasure gets |
452 | * create_treasure. We create a dummy object that the treasure gets |
450 | * inserted into, and then return that treausre |
453 | * inserted into, and then return that treausre |
451 | */ |
454 | */ |
452 | object * |
455 | object * |
453 | generate_treasure (treasurelist * t, int difficulty) |
456 | generate_treasure (treasurelist *tl, int difficulty) |
454 | { |
457 | { |
|
|
458 | difficulty = clamp (difficulty, 1, settings.max_level); |
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|
459 | |
455 | object *ob = get_object (), *tmp; |
460 | object *ob = object::create (), *tmp; |
456 | |
461 | |
457 | create_treasure (t, ob, 0, difficulty, 0); |
462 | create_treasure (tl, ob, 0, difficulty, 0); |
458 | |
463 | |
459 | /* Don't want to free the object we are about to return */ |
464 | /* Don't want to free the object we are about to return */ |
460 | tmp = ob->inv; |
465 | tmp = ob->inv; |
461 | if (tmp != NULL) |
466 | if (tmp != NULL) |
462 | tmp->remove (); |
467 | tmp->remove (); |
463 | |
468 | |
464 | if (ob->inv) |
469 | if (ob->inv) |
465 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
470 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
466 | |
471 | |
467 | ob->destroy (0); |
472 | ob->destroy (); |
468 | return tmp; |
473 | return tmp; |
469 | } |
474 | } |
470 | |
475 | |
471 | /* |
476 | /* |
472 | * This is a new way of calculating the chance for an item to have |
477 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
566 | scaled_diff = 0; |
571 | scaled_diff = 0; |
567 | |
572 | |
568 | if (scaled_diff >= DIFFLEVELS) |
573 | if (scaled_diff >= DIFFLEVELS) |
569 | scaled_diff = DIFFLEVELS - 1; |
574 | scaled_diff = DIFFLEVELS - 1; |
570 | |
575 | |
571 | percent = RANDOM () % 100; |
576 | percent = rndm (100); |
572 | |
577 | |
573 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
578 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
574 | { |
579 | { |
575 | percent -= difftomagic_list[scaled_diff][magic]; |
580 | percent -= difftomagic_list[scaled_diff][magic]; |
576 | |
581 | |
… | |
… | |
582 | { |
587 | { |
583 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
588 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
584 | magic = 0; |
589 | magic = 0; |
585 | } |
590 | } |
586 | |
591 | |
587 | magic = (RANDOM () % 3) ? magic : -magic; |
592 | magic = (rndm (3)) ? magic : -magic; |
588 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
593 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
589 | |
594 | |
590 | return magic; |
595 | return magic; |
591 | } |
596 | } |
592 | |
597 | |
… | |
… | |
607 | if (op->arch) |
612 | if (op->arch) |
608 | { |
613 | { |
609 | if (op->type == ARMOUR) |
614 | if (op->type == ARMOUR) |
610 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
615 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
611 | |
616 | |
612 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
617 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
613 | magic = (-magic); |
618 | magic = (-magic); |
614 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
619 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
615 | } |
620 | } |
616 | else |
621 | else |
617 | { |
622 | { |
618 | if (op->type == ARMOUR) |
623 | if (op->type == ARMOUR) |
619 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
624 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
620 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
625 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
621 | magic = (-magic); |
626 | magic = (-magic); |
622 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
627 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
623 | } |
628 | } |
624 | } |
629 | } |
625 | |
630 | |
… | |
… | |
654 | |
659 | |
655 | void |
660 | void |
656 | set_ring_bonus (object *op, int bonus) |
661 | set_ring_bonus (object *op, int bonus) |
657 | { |
662 | { |
658 | |
663 | |
659 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
664 | int r = rndm (bonus > 0 ? 25 : 11); |
660 | |
665 | |
661 | if (op->type == AMULET) |
666 | if (op->type == AMULET) |
662 | { |
667 | { |
663 | if (!(RANDOM () % 21)) |
668 | if (!(rndm (21))) |
664 | r = 20 + RANDOM () % 2; |
669 | r = 20 + rndm (2); |
665 | else |
670 | else |
666 | { |
671 | { |
667 | if (RANDOM () & 2) |
672 | if (rndm (2)) |
668 | r = 10; |
673 | r = 10; |
669 | else |
674 | else |
670 | r = 11 + RANDOM () % 9; |
675 | r = 11 + rndm (9); |
671 | } |
676 | } |
672 | } |
677 | } |
673 | |
678 | |
674 | switch (r) |
679 | switch (r) |
675 | { |
680 | { |
… | |
… | |
712 | case 16: |
717 | case 16: |
713 | case 17: |
718 | case 17: |
714 | case 18: |
719 | case 18: |
715 | case 19: |
720 | case 19: |
716 | { |
721 | { |
717 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
722 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
718 | |
723 | |
719 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
724 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
720 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
725 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
721 | |
726 | |
722 | /* Cursed items need to have higher negative values to equal out with |
727 | /* Cursed items need to have higher negative values to equal out with |
723 | * positive values for how protections work out. Put another |
728 | * positive values for how protections work out. Put another |
724 | * little random element in since that they don't always end up with |
729 | * little random element in since that they don't always end up with |
725 | * even values. |
730 | * even values. |
726 | */ |
731 | */ |
727 | if (bonus < 0) |
732 | if (bonus < 0) |
728 | val = 2 * -val - RANDOM () % b; |
733 | val = 2 * -val - rndm (b); |
729 | if (val > 35) |
734 | if (val > 35) |
730 | val = 35; /* Upper limit */ |
735 | val = 35; /* Upper limit */ |
731 | b = 0; |
736 | b = 0; |
|
|
737 | |
732 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
738 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
733 | { |
|
|
734 | resist = RANDOM () % num_resist_table; |
739 | resist = rndm (num_resist_table); |
735 | } |
740 | |
736 | if (b == 4) |
741 | if (b == 4) |
737 | return; /* Not able to find a free resistance */ |
742 | return; /* Not able to find a free resistance */ |
|
|
743 | |
738 | op->resist[resist_table[resist]] = val; |
744 | op->resist[resist_table[resist]] = val; |
739 | /* We should probably do something more clever here to adjust value |
745 | /* We should probably do something more clever here to adjust value |
740 | * based on how good a resistance we gave. |
746 | * based on how good a resistance we gave. |
741 | */ |
747 | */ |
742 | break; |
748 | break; |
… | |
… | |
770 | case 22: |
776 | case 22: |
771 | op->stats.exp += bonus; /* Speed! */ |
777 | op->stats.exp += bonus; /* Speed! */ |
772 | op->value = (op->value * 2) / 3; |
778 | op->value = (op->value * 2) / 3; |
773 | break; |
779 | break; |
774 | } |
780 | } |
|
|
781 | |
775 | if (bonus > 0) |
782 | if (bonus > 0) |
776 | op->value *= 2 * bonus; |
783 | op->value *= 2 * bonus; |
777 | else |
784 | else |
778 | op->value = -(op->value * 2 * bonus) / 3; |
785 | op->value = -(op->value * 2 * bonus) / 3; |
779 | } |
786 | } |
… | |
… | |
784 | * higher is the chance of returning a low number. |
791 | * higher is the chance of returning a low number. |
785 | * It is only used in fix_generated_treasure() to set bonuses on |
792 | * It is only used in fix_generated_treasure() to set bonuses on |
786 | * rings and amulets. |
793 | * rings and amulets. |
787 | * Another scheme is used to calculate the magic of weapons and armours. |
794 | * Another scheme is used to calculate the magic of weapons and armours. |
788 | */ |
795 | */ |
789 | |
|
|
790 | int |
796 | int |
791 | get_magic (int diff) |
797 | get_magic (int diff) |
792 | { |
798 | { |
793 | int i; |
799 | int i; |
794 | |
800 | |
795 | if (diff < 3) |
801 | if (diff < 3) |
796 | diff = 3; |
802 | diff = 3; |
|
|
803 | |
797 | for (i = 0; i < 4; i++) |
804 | for (i = 0; i < 4; i++) |
798 | if (RANDOM () % diff) |
805 | if (rndm (diff)) |
799 | return i; |
806 | return i; |
|
|
807 | |
800 | return 4; |
808 | return 4; |
801 | } |
809 | } |
802 | |
810 | |
803 | #define DICE2 (get_magic(2)==2?2:1) |
811 | #define DICE2 (get_magic(2)==2?2:1) |
804 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
812 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
805 | |
813 | |
806 | /* |
814 | /* |
807 | * fix_generated_item(): This is called after an item is generated, in |
815 | * 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 |
816 | * order to set it up right. This produced magical bonuses, puts spells |
809 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
817 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
… | |
… | |
823 | * value. |
831 | * value. |
824 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
832 | * 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 |
833 | * 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 |
834 | * type as appropriate, for objects that need spell objects, set those, etc |
827 | */ |
835 | */ |
828 | |
|
|
829 | void |
836 | void |
830 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
837 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
831 | { |
838 | { |
832 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
839 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
833 | |
840 | |
… | |
… | |
870 | if (!op->magic && max_magic) |
877 | if (!op->magic && max_magic) |
871 | set_magic (difficulty, op, max_magic, flags); |
878 | set_magic (difficulty, op, max_magic, flags); |
872 | |
879 | |
873 | num_enchantments = calc_item_power (op, 1); |
880 | num_enchantments = calc_item_power (op, 1); |
874 | |
881 | |
875 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
882 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
|
|
883 | || op->type == HORN |
|
|
884 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
876 | * used for shop_floors or treasures */ |
885 | * used for shop_floors or treasures */ |
877 | generate_artifact (op, difficulty); |
886 | generate_artifact (op, difficulty); |
878 | } |
887 | } |
879 | |
888 | |
880 | /* Object was made an artifact. Calculate its item_power rating. |
889 | /* Object was made an artifact. Calculate its item_power rating. |
… | |
… | |
938 | case WEAPON: |
947 | case WEAPON: |
939 | case ARMOUR: |
948 | case ARMOUR: |
940 | case SHIELD: |
949 | case SHIELD: |
941 | case HELMET: |
950 | case HELMET: |
942 | case CLOAK: |
951 | case CLOAK: |
943 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
952 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
944 | set_ring_bonus (op, -DICE2); |
953 | set_ring_bonus (op, -DICE2); |
945 | break; |
954 | break; |
946 | |
955 | |
947 | case BRACERS: |
956 | case BRACERS: |
948 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
957 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
949 | { |
958 | { |
950 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
959 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
951 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
960 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
952 | op->value *= 3; |
961 | op->value *= 3; |
953 | } |
962 | } |
… | |
… | |
979 | */ |
988 | */ |
980 | if (op->inv && op->randomitems) |
989 | if (op->inv && op->randomitems) |
981 | { |
990 | { |
982 | /* value multiplier is same as for scrolls */ |
991 | /* value multiplier is same as for scrolls */ |
983 | op->value = (op->value * op->inv->value); |
992 | op->value = (op->value * op->inv->value); |
984 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
993 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
985 | } |
994 | } |
986 | else |
995 | else |
987 | { |
996 | { |
988 | op->name = "potion"; |
997 | op->name = "potion"; |
989 | op->name_pl = "potions"; |
998 | op->name_pl = "potions"; |
990 | } |
999 | } |
991 | |
1000 | |
992 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
1001 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
993 | SET_FLAG (op, FLAG_CURSED); |
1002 | SET_FLAG (op, FLAG_CURSED); |
994 | break; |
1003 | break; |
995 | } |
1004 | } |
996 | |
1005 | |
997 | case AMULET: |
1006 | case AMULET: |
… | |
… | |
999 | op->value *= 5; /* Since it's not just decoration */ |
1008 | op->value *= 5; /* Since it's not just decoration */ |
1000 | |
1009 | |
1001 | case RING: |
1010 | case RING: |
1002 | if (op->arch == NULL) |
1011 | if (op->arch == NULL) |
1003 | { |
1012 | { |
1004 | op->remove (); |
|
|
1005 | op->destroy (0); |
1013 | op->destroy (); |
1006 | op = NULL; |
1014 | op = 0; |
1007 | break; |
1015 | break; |
1008 | } |
1016 | } |
1009 | |
1017 | |
1010 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1018 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1011 | break; |
1019 | break; |
1012 | |
1020 | |
1013 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
1021 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1014 | SET_FLAG (op, FLAG_CURSED); |
1022 | SET_FLAG (op, FLAG_CURSED); |
1015 | |
1023 | |
1016 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1024 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1017 | |
1025 | |
1018 | if (op->type != RING) /* Amulets have only one ability */ |
1026 | if (op->type != RING) /* Amulets have only one ability */ |
1019 | break; |
1027 | break; |
1020 | |
1028 | |
1021 | if (!(RANDOM () % 4)) |
1029 | if (!(rndm (4))) |
1022 | { |
1030 | { |
1023 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1031 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1024 | |
1032 | |
1025 | if (d > 0) |
1033 | if (d > 0) |
1026 | op->value *= 3; |
1034 | op->value *= 3; |
1027 | |
1035 | |
1028 | set_ring_bonus (op, d); |
1036 | set_ring_bonus (op, d); |
1029 | |
1037 | |
1030 | if (!(RANDOM () % 4)) |
1038 | if (!(rndm (4))) |
1031 | { |
1039 | { |
1032 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1040 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1033 | |
1041 | |
1034 | if (d > 0) |
1042 | if (d > 0) |
1035 | op->value *= 5; |
1043 | op->value *= 5; |
1036 | set_ring_bonus (op, d); |
1044 | set_ring_bonus (op, d); |
1037 | } |
1045 | } |
1038 | } |
1046 | } |
1039 | |
1047 | |
1040 | if (GET_ANIM_ID (op)) |
1048 | if (GET_ANIM_ID (op)) |
1041 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1049 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1042 | |
1050 | |
1043 | break; |
1051 | break; |
1044 | |
1052 | |
1045 | case BOOK: |
1053 | case BOOK: |
1046 | /* Is it an empty book?, if yes lets make a special· |
1054 | /* Is it an empty book?, if yes lets make a special· |
1047 | * msg for it, and tailor its properties based on the· |
1055 | * msg for it, and tailor its properties based on the· |
1048 | * creator and/or map level we found it on. |
1056 | * creator and/or map level we found it on. |
1049 | */ |
1057 | */ |
1050 | if (!op->msg && RANDOM () % 10) |
1058 | if (!op->msg && rndm (10)) |
1051 | { |
1059 | { |
1052 | /* set the book level properly */ |
1060 | /* set the book level properly */ |
1053 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1061 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1054 | { |
1062 | { |
1055 | if (op->map && op->map->difficulty) |
1063 | if (op->map && op->map->difficulty) |
1056 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1064 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1057 | else |
1065 | else |
1058 | op->level = RANDOM () % 20 + 1; |
1066 | op->level = rndm (20) + 1; |
1059 | } |
1067 | } |
1060 | else |
1068 | else |
1061 | op->level = RANDOM () % creator->level; |
1069 | op->level = rndm (creator->level); |
1062 | |
1070 | |
1063 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1071 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1064 | /* books w/ info are worth more! */ |
1072 | /* books w/ info are worth more! */ |
1065 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1073 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1066 | /* creator related stuff */ |
1074 | /* creator related stuff */ |
… | |
… | |
1165 | */ |
1173 | */ |
1166 | |
1174 | |
1167 | /* |
1175 | /* |
1168 | * Allocate and return the pointer to an empty artifactlist structure. |
1176 | * Allocate and return the pointer to an empty artifactlist structure. |
1169 | */ |
1177 | */ |
1170 | |
|
|
1171 | static artifactlist * |
1178 | static artifactlist * |
1172 | get_empty_artifactlist (void) |
1179 | get_empty_artifactlist (void) |
1173 | { |
1180 | { |
1174 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1181 | artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); |
1175 | |
1182 | |
1176 | if (tl == NULL) |
1183 | if (al == NULL) |
1177 | fatal (OUT_OF_MEMORY); |
1184 | fatal (OUT_OF_MEMORY); |
1178 | tl->next = NULL; |
1185 | al->next = NULL; |
1179 | tl->items = NULL; |
1186 | al->items = NULL; |
1180 | tl->total_chance = 0; |
1187 | al->total_chance = 0; |
1181 | return tl; |
1188 | return al; |
1182 | } |
1189 | } |
1183 | |
1190 | |
1184 | /* |
1191 | /* |
1185 | * Allocate and return the pointer to an empty artifact structure. |
1192 | * Allocate and return the pointer to an empty artifact structure. |
1186 | */ |
1193 | */ |
1187 | |
|
|
1188 | static artifact * |
1194 | static artifact * |
1189 | get_empty_artifact (void) |
1195 | get_empty_artifact (void) |
1190 | { |
1196 | { |
1191 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1197 | artifact *a = (artifact *) malloc (sizeof (artifact)); |
1192 | |
1198 | |
1193 | if (t == NULL) |
1199 | if (a == NULL) |
1194 | fatal (OUT_OF_MEMORY); |
1200 | fatal (OUT_OF_MEMORY); |
|
|
1201 | |
1195 | t->item = NULL; |
1202 | a->item = NULL; |
1196 | t->next = NULL; |
1203 | a->next = NULL; |
1197 | t->chance = 0; |
1204 | a->chance = 0; |
1198 | t->difficulty = 0; |
1205 | a->difficulty = 0; |
1199 | t->allowed = NULL; |
1206 | a->allowed = NULL; |
1200 | return t; |
1207 | return a; |
1201 | } |
1208 | } |
1202 | |
1209 | |
1203 | /* |
1210 | /* |
1204 | * Searches the artifact lists and returns one that has the same type |
1211 | * Searches the artifact lists and returns one that has the same type |
1205 | * of objects on it. |
1212 | * of objects on it. |
1206 | */ |
1213 | */ |
1207 | |
|
|
1208 | artifactlist * |
1214 | artifactlist * |
1209 | find_artifactlist (int type) |
1215 | find_artifactlist (int type) |
1210 | { |
1216 | { |
1211 | artifactlist *al; |
1217 | artifactlist *al; |
1212 | |
1218 | |
1213 | for (al = first_artifactlist; al != NULL; al = al->next) |
1219 | for (al = first_artifactlist; al; al = al->next) |
1214 | if (al->type == type) |
1220 | if (al->type == type) |
1215 | return al; |
1221 | return al; |
|
|
1222 | |
1216 | return NULL; |
1223 | return 0; |
1217 | } |
1224 | } |
1218 | |
1225 | |
1219 | /* |
1226 | /* |
1220 | * For debugging purposes. Dumps all tables. |
1227 | * For debugging purposes. Dumps all tables. |
1221 | */ |
1228 | */ |
1222 | |
|
|
1223 | void |
1229 | void |
1224 | dump_artifacts (void) |
1230 | dump_artifacts (void) |
1225 | { |
1231 | { |
1226 | artifactlist *al; |
1232 | artifactlist *al; |
1227 | artifact *art; |
1233 | artifact *art; |
… | |
… | |
1234 | for (art = al->items; art != NULL; art = art->next) |
1240 | for (art = al->items; art != NULL; art = art->next) |
1235 | { |
1241 | { |
1236 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1242 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1237 | if (art->allowed != NULL) |
1243 | if (art->allowed != NULL) |
1238 | { |
1244 | { |
1239 | fprintf (logfile, "\tAllowed combinations:"); |
1245 | fprintf (logfile, "\tallowed combinations:"); |
1240 | for (next = art->allowed; next != NULL; next = next->next) |
1246 | for (next = art->allowed; next != NULL; next = next->next) |
1241 | fprintf (logfile, "%s,", &next->name); |
1247 | fprintf (logfile, "%s,", &next->name); |
1242 | fprintf (logfile, "\n"); |
1248 | fprintf (logfile, "\n"); |
1243 | } |
1249 | } |
1244 | } |
1250 | } |
… | |
… | |
1255 | treasurelist *tl; |
1261 | treasurelist *tl; |
1256 | int i; |
1262 | int i; |
1257 | |
1263 | |
1258 | if (depth > 100) |
1264 | if (depth > 100) |
1259 | return; |
1265 | return; |
1260 | while (t != NULL) |
1266 | while (t) |
1261 | { |
1267 | { |
1262 | if (t->name != NULL) |
1268 | if (t->name) |
1263 | { |
1269 | { |
1264 | for (i = 0; i < depth; i++) |
1270 | for (i = 0; i < depth; i++) |
1265 | fprintf (logfile, " "); |
1271 | fprintf (logfile, " "); |
1266 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1272 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1267 | tl = find_treasurelist (t->name); |
1273 | tl = find_treasurelist (t->name); |
|
|
1274 | if (tl) |
1268 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1275 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1269 | for (i = 0; i < depth; i++) |
1276 | for (i = 0; i < depth; i++) |
1270 | fprintf (logfile, " "); |
1277 | fprintf (logfile, " "); |
1271 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1278 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1272 | } |
1279 | } |
1273 | else |
1280 | else |
1274 | { |
1281 | { |
1275 | for (i = 0; i < depth; i++) |
1282 | for (i = 0; i < depth; i++) |
1276 | fprintf (logfile, " "); |
1283 | fprintf (logfile, " "); |
1277 | if (t->item->clone.type == FLESH) |
1284 | if (t->item && t->item->clone.type == FLESH) |
1278 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1285 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1279 | else |
1286 | else |
1280 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1287 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1281 | } |
1288 | } |
|
|
1289 | |
1282 | if (t->next_yes != NULL) |
1290 | if (t->next_yes) |
1283 | { |
1291 | { |
1284 | for (i = 0; i < depth; i++) |
1292 | for (i = 0; i < depth; i++) |
1285 | fprintf (logfile, " "); |
1293 | fprintf (logfile, " "); |
1286 | fprintf (logfile, " (if yes)\n"); |
1294 | fprintf (logfile, " (if yes)\n"); |
1287 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1295 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1288 | } |
1296 | } |
|
|
1297 | |
1289 | if (t->next_no != NULL) |
1298 | if (t->next_no) |
1290 | { |
1299 | { |
1291 | for (i = 0; i < depth; i++) |
1300 | for (i = 0; i < depth; i++) |
1292 | fprintf (logfile, " "); |
1301 | fprintf (logfile, " "); |
1293 | fprintf (logfile, " (if no)\n"); |
1302 | fprintf (logfile, " (if no)\n"); |
1294 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1303 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1295 | } |
1304 | } |
|
|
1305 | |
1296 | t = t->next; |
1306 | t = t->next; |
1297 | } |
1307 | } |
1298 | } |
1308 | } |
1299 | |
1309 | |
1300 | /* |
1310 | /* |
… | |
… | |
1308 | archetype *at; |
1318 | archetype *at; |
1309 | int found; |
1319 | int found; |
1310 | |
1320 | |
1311 | found = 0; |
1321 | found = 0; |
1312 | fprintf (logfile, "\n"); |
1322 | fprintf (logfile, "\n"); |
|
|
1323 | |
1313 | for (at = first_archetype; at != NULL; at = at->next) |
1324 | for (at = first_archetype; at != NULL; at = at->next) |
1314 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1325 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1315 | { |
1326 | { |
1316 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1327 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1317 | if (at->clone.randomitems != NULL) |
1328 | if (at->clone.randomitems != NULL) |
1318 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1329 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1319 | else |
1330 | else |
1320 | fprintf (logfile, "(nothing)\n"); |
1331 | fprintf (logfile, "(nothing)\n"); |
|
|
1332 | |
1321 | fprintf (logfile, "\n"); |
1333 | fprintf (logfile, "\n"); |
1322 | found++; |
1334 | found++; |
1323 | } |
1335 | } |
|
|
1336 | |
1324 | if (found == 0) |
1337 | if (found == 0) |
1325 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1338 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1326 | } |
1339 | } |
1327 | |
1340 | |
1328 | /* |
1341 | /* |
1329 | * Builds up the lists of artifacts from the file in the libdir. |
1342 | * Builds up the lists of artifacts from the file in the libdir. |
1330 | */ |
1343 | */ |
1331 | |
|
|
1332 | void |
1344 | void |
1333 | init_artifacts (void) |
1345 | init_artifacts (void) |
1334 | { |
1346 | { |
1335 | static int has_been_inited = 0; |
1347 | static int has_been_inited = 0; |
1336 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1348 | char filename[MAX_BUF]; |
1337 | artifact *art = NULL; |
1349 | artifact *art = NULL; |
1338 | linked_char *tmp; |
|
|
1339 | int value; |
|
|
1340 | artifactlist *al; |
1350 | artifactlist *al; |
1341 | |
1351 | |
1342 | if (has_been_inited) |
1352 | if (has_been_inited) |
1343 | return; |
1353 | return; |
1344 | else |
1354 | else |
1345 | has_been_inited = 1; |
1355 | has_been_inited = 1; |
1346 | |
1356 | |
1347 | sprintf (filename, "%s/artifacts", settings.datadir); |
1357 | sprintf (filename, "%s/artifacts", settings.datadir); |
1348 | object_thawer thawer (filename); |
1358 | object_thawer f (filename); |
1349 | |
1359 | |
1350 | if (!thawer) |
1360 | if (!f) |
1351 | return; |
1361 | return; |
1352 | |
1362 | |
1353 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1363 | f.next (); |
1354 | { |
|
|
1355 | if (*buf == '#') |
|
|
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 | |
1364 | |
1365 | if (!strncmp (cp, "Allowed", 7)) |
1365 | for (;;) |
|
|
1366 | { |
|
|
1367 | switch (f.kw) |
1366 | { |
1368 | { |
|
|
1369 | case KW_allowed: |
1367 | if (art == NULL) |
1370 | if (!art) |
|
|
1371 | { |
|
|
1372 | art = get_empty_artifact (); |
|
|
1373 | nrofartifacts++; |
|
|
1374 | } |
|
|
1375 | |
1368 | { |
1376 | { |
1369 | art = get_empty_artifact (); |
1377 | if (!strcmp (f.get_str (), "all")) |
1370 | nrofartifacts++; |
1378 | break; |
|
|
1379 | |
|
|
1380 | char *next, *cp = f.get_str (); |
|
|
1381 | |
|
|
1382 | do |
|
|
1383 | { |
|
|
1384 | nrofallowedstr++; |
|
|
1385 | |
|
|
1386 | if ((next = strchr (cp, ','))) |
|
|
1387 | *next++ = '\0'; |
|
|
1388 | |
|
|
1389 | linked_char *tmp = new linked_char; |
|
|
1390 | |
|
|
1391 | tmp->name = cp; |
|
|
1392 | tmp->next = art->allowed; |
|
|
1393 | art->allowed = tmp; |
|
|
1394 | } |
|
|
1395 | while ((cp = next)); |
1371 | } |
1396 | } |
1372 | cp = strchr (cp, ' ') + 1; |
1397 | break; |
1373 | if (!strcmp (cp, "all")) |
1398 | |
|
|
1399 | case KW_chance: |
|
|
1400 | f.get (art->chance); |
|
|
1401 | break; |
|
|
1402 | |
|
|
1403 | case KW_difficulty: |
|
|
1404 | f.get (art->difficulty); |
|
|
1405 | break; |
|
|
1406 | |
|
|
1407 | case KW_object: |
|
|
1408 | { |
|
|
1409 | art->item = object::create (); |
|
|
1410 | |
|
|
1411 | if (!art->item->parse_kv (f)) |
|
|
1412 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1413 | |
|
|
1414 | al = find_artifactlist (art->item->type); |
|
|
1415 | |
|
|
1416 | if (!al) |
|
|
1417 | { |
|
|
1418 | al = get_empty_artifactlist (); |
|
|
1419 | al->type = art->item->type; |
|
|
1420 | al->next = first_artifactlist; |
|
|
1421 | first_artifactlist = al; |
|
|
1422 | } |
|
|
1423 | |
|
|
1424 | art->next = al->items; |
|
|
1425 | al->items = art; |
|
|
1426 | art = 0; |
|
|
1427 | } |
1374 | continue; |
1428 | continue; |
1375 | |
1429 | |
1376 | do |
1430 | case KW_EOF: |
|
|
1431 | goto done; |
|
|
1432 | |
|
|
1433 | default: |
|
|
1434 | if (!f.parse_error ("artifacts file")) |
|
|
1435 | cleanup ("artifacts file required"); |
1377 | { |
1436 | 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 | { |
1437 | } |
1395 | art->item = get_object (); |
|
|
1396 | |
1438 | |
1397 | if (!load_object (thawer, art->item, 0)) |
1439 | 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 | } |
1440 | } |
1416 | |
1441 | |
|
|
1442 | done: |
1417 | for (al = first_artifactlist; al != NULL; al = al->next) |
1443 | for (al = first_artifactlist; al; al = al->next) |
1418 | { |
1444 | { |
1419 | for (art = al->items; art != NULL; art = art->next) |
1445 | for (art = al->items; art; art = art->next) |
1420 | { |
1446 | { |
1421 | if (!art->chance) |
1447 | if (!art->chance) |
1422 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1448 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1423 | else |
1449 | else |
1424 | al->total_chance += art->chance; |
1450 | al->total_chance += art->chance; |
… | |
… | |
1489 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1515 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1490 | /* so artifacts will join */ |
1516 | /* so artifacts will join */ |
1491 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1517 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1492 | op->speed = 0.0; |
1518 | op->speed = 0.0; |
1493 | |
1519 | |
1494 | update_ob_speed (op); |
1520 | op->set_speed (op->speed); |
1495 | } |
1521 | } |
1496 | |
1522 | |
1497 | if (change->nrof) |
1523 | if (change->nrof) |
1498 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1524 | op->nrof = rndm (change->nrof) + 1; |
1499 | |
1525 | |
1500 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1526 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1501 | op->stats.wc += change->stats.wc; |
1527 | op->stats.wc += change->stats.wc; |
1502 | op->stats.ac += change->stats.ac; |
1528 | op->stats.ac += change->stats.ac; |
1503 | |
1529 | |
… | |
… | |
1511 | { |
1537 | { |
1512 | object *tmp_obj; |
1538 | object *tmp_obj; |
1513 | |
1539 | |
1514 | /* Remove any spells this object currently has in it */ |
1540 | /* Remove any spells this object currently has in it */ |
1515 | while (op->inv) |
1541 | while (op->inv) |
1516 | { |
|
|
1517 | tmp_obj = op->inv; |
|
|
1518 | tmp_obj->remove (); |
|
|
1519 | tmp_obj->destroy (0); |
1542 | op->inv->destroy (); |
1520 | } |
|
|
1521 | |
1543 | |
1522 | tmp_obj = arch_to_object (change->other_arch); |
1544 | tmp_obj = arch_to_object (change->other_arch); |
1523 | insert_ob_in_ob (tmp_obj, op); |
1545 | insert_ob_in_ob (tmp_obj, op); |
1524 | } |
1546 | } |
1525 | /* No harm setting this for potions/horns */ |
1547 | /* No harm setting this for potions/horns */ |
… | |
… | |
1610 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1632 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1611 | } |
1633 | } |
1612 | |
1634 | |
1613 | op->value *= change->value; |
1635 | op->value *= change->value; |
1614 | |
1636 | |
1615 | if (change->material) |
1637 | if (change->materials) |
1616 | op->material = change->material; |
1638 | op->materials = change->materials; |
1617 | |
1639 | |
1618 | if (change->materialname) |
1640 | if (change->materialname) |
1619 | op->materialname = change->materialname; |
1641 | op->materialname = change->materialname; |
1620 | |
1642 | |
1621 | if (change->slaying) |
1643 | if (change->slaying) |
… | |
… | |
1715 | return; |
1737 | return; |
1716 | } |
1738 | } |
1717 | |
1739 | |
1718 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1740 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1719 | { |
1741 | { |
1720 | int roll = RANDOM () % al->total_chance; |
1742 | int roll = rndm (al->total_chance); |
1721 | |
1743 | |
1722 | for (art = al->items; art != NULL; art = art->next) |
1744 | for (art = al->items; art; art = art->next) |
1723 | { |
1745 | { |
1724 | roll -= art->chance; |
1746 | roll -= art->chance; |
1725 | if (roll < 0) |
1747 | if (roll < 0) |
1726 | break; |
1748 | break; |
1727 | } |
1749 | } |
… | |
… | |
1804 | /* special_potion() - so that old potion code is still done right. */ |
1826 | /* special_potion() - so that old potion code is still done right. */ |
1805 | |
1827 | |
1806 | int |
1828 | int |
1807 | special_potion (object *op) |
1829 | special_potion (object *op) |
1808 | { |
1830 | { |
1809 | |
|
|
1810 | int i; |
|
|
1811 | |
|
|
1812 | if (op->attacktype) |
1831 | if (op->attacktype) |
1813 | return 1; |
1832 | return 1; |
1814 | |
1833 | |
1815 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1834 | 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; |
1835 | return 1; |
1817 | |
1836 | |
1818 | for (i = 0; i < NROFATTACKS; i++) |
1837 | for (int i = 0; i < NROFATTACKS; i++) |
1819 | if (op->resist[i]) |
1838 | if (op->resist[i]) |
1820 | return 1; |
1839 | return 1; |
1821 | |
1840 | |
1822 | return 0; |
1841 | return 0; |
1823 | } |
1842 | } |