1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
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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 | |
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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> |
38 | #include <funcpoint.h> |
40 | #include <loader.h> |
39 | #include <loader.h> |
41 | |
40 | |
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41 | extern char *spell_mapping[]; |
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42 | |
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43 | static treasurelist *first_treasurelist; |
42 | |
44 | |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 | extern char *spell_mapping[]; |
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45 | |
46 | |
46 | /* |
47 | typedef std::tr1::unordered_map< |
47 | * Initialize global archtype pointers: |
48 | const char *, |
48 | */ |
49 | treasurelist *, |
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50 | str_hash, |
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51 | str_equal, |
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52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
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53 | true |
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54 | > tl_map_t; |
49 | |
55 | |
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56 | static tl_map_t tl_map; |
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57 | |
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58 | /* |
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59 | * Searches for the given treasurelist |
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60 | */ |
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61 | treasurelist * |
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62 | treasurelist::find (const char *name) |
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63 | { |
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64 | if (!name) |
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65 | return 0; |
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66 | |
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67 | auto (i, tl_map.find (name)); |
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68 | |
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69 | if (i == tl_map.end ()) |
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70 | return 0; |
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71 | |
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72 | return i->second; |
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73 | } |
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74 | |
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75 | /* |
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76 | * Searches for the given treasurelist in the globally linked list |
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77 | * of treasurelists which has been built by load_treasures(). |
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78 | */ |
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79 | treasurelist * |
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80 | treasurelist::get (const char *name) |
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81 | { |
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82 | treasurelist *tl = find (name); |
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83 | |
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84 | if (!tl) |
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85 | { |
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86 | tl = new treasurelist; |
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87 | |
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88 | tl->name = name; |
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89 | tl->next = first_treasurelist; |
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90 | first_treasurelist = tl; |
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91 | |
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92 | tl_map.insert (std::make_pair (tl->name, tl)); |
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93 | } |
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94 | |
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95 | return tl; |
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96 | } |
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97 | |
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98 | //TODO: class method |
50 | void |
99 | void |
51 | init_archetype_pointers () |
100 | clear (treasurelist *tl) |
52 | { |
101 | { |
53 | int prev_warn = warn_archetypes; |
102 | if (tl->items) |
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103 | { |
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104 | free_treasurestruct (tl->items); |
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105 | tl->items = 0; |
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106 | } |
54 | |
107 | |
55 | warn_archetypes = 1; |
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56 | if (ring_arch == NULL) |
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57 | ring_arch = archetype::find ("ring"); |
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58 | if (amulet_arch == NULL) |
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59 | amulet_arch = archetype::find ("amulet"); |
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60 | if (staff_arch == NULL) |
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61 | staff_arch = archetype::find ("staff"); |
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62 | if (crown_arch == NULL) |
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63 | crown_arch = archetype::find ("crown"); |
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64 | warn_archetypes = prev_warn; |
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65 | } |
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66 | |
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67 | /* |
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68 | * Allocate and return the pointer to an empty treasurelist structure. |
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69 | */ |
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70 | |
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71 | static treasurelist * |
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72 | get_empty_treasurelist (void) |
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73 | { |
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74 | return new treasurelist; |
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75 | } |
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76 | |
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77 | /* |
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78 | * Allocate and return the pointer to an empty treasure structure. |
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79 | */ |
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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 | |
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86 | t->chance = 100; |
108 | tl->total_chance = 0; |
87 | |
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88 | return t; |
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89 | } |
109 | } |
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110 | |
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111 | #ifdef TREASURE_DEBUG |
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112 | /* recursived checks the linked list. Treasurelist is passed only |
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113 | * so that the treasure name can be printed out |
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114 | */ |
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115 | static void |
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116 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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117 | { |
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118 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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119 | 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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120 | |
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121 | if (t->next) |
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122 | check_treasurelist (t->next, tl); |
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123 | |
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124 | if (t->next_yes) |
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125 | check_treasurelist (t->next_yes, tl); |
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126 | |
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127 | if (t->next_no) |
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128 | check_treasurelist (t->next_no, tl); |
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129 | } |
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130 | #endif |
90 | |
131 | |
91 | /* |
132 | /* |
92 | * Reads the lib/treasure file from disk, and parses the contents |
133 | * Reads the lib/treasure file from disk, and parses the contents |
93 | * into an internal treasure structure (very linked lists) |
134 | * into an internal treasure structure (very linked lists) |
94 | */ |
135 | */ |
95 | |
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96 | static treasure * |
136 | static treasure * |
97 | load_treasure (FILE * fp, int *line) |
137 | read_treasure (object_thawer &f) |
98 | { |
138 | { |
99 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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100 | treasure *t = get_empty_treasure (); |
139 | treasure *t = new treasure; |
101 | int value; |
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102 | |
140 | |
103 | nroftreasures++; |
141 | 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 | |
142 | |
108 | if (*buf == '#') |
143 | for (;;) |
109 | continue; |
144 | { |
110 | if ((cp = strchr (buf, '\n')) != NULL) |
145 | coroapi::cede_to_tick_every (10); |
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 | |
146 | |
116 | if (sscanf (cp, "arch %s", variable)) |
147 | 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 | } |
148 | { |
121 | else if (sscanf (cp, "list %s", variable)) |
149 | case KW_arch: |
122 | t->name = variable; |
150 | t->item = archetype::get (f.get_str ()); |
123 | else if (sscanf (cp, "change_name %s", variable)) |
151 | break; |
124 | t->change_arch.name = variable; |
152 | |
125 | else if (sscanf (cp, "change_title %s", variable)) |
153 | case KW_list: f.get (t->name); break; |
126 | t->change_arch.title = variable; |
154 | case KW_change_name: f.get (t->change_arch.name); break; |
127 | else if (sscanf (cp, "change_slaying %s", variable)) |
155 | case KW_change_title: f.get (t->change_arch.title); break; |
128 | t->change_arch.slaying = variable; |
156 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
129 | else if (sscanf (cp, "chance %d", &value)) |
157 | case KW_chance: f.get (t->chance); break; |
130 | t->chance = (uint8) value; |
158 | case KW_nrof: f.get (t->nrof); break; |
131 | else if (sscanf (cp, "nrof %d", &value)) |
159 | case KW_magic: f.get (t->magic); break; |
132 | t->nrof = (uint16) value; |
160 | |
133 | else if (sscanf (cp, "magic %d", &value)) |
161 | case KW_yes: t->next_yes = read_treasure (f); continue; |
134 | t->magic = (uint8) value; |
162 | case KW_no: t->next_no = read_treasure (f); continue; |
135 | else if (!strcmp (cp, "yes")) |
163 | |
136 | t->next_yes = load_treasure (fp, line); |
164 | case KW_end: |
137 | else if (!strcmp (cp, "no")) |
165 | f.next (); |
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 | { |
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143 | t->next = load_treasure (fp, line); |
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144 | return t; |
166 | return t; |
145 | } |
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146 | else |
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147 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
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148 | } |
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149 | LOG (llevError, "treasure lacks 'end'.\n"); |
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150 | return t; |
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151 | } |
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152 | |
167 | |
153 | #ifdef TREASURE_DEBUG |
168 | case KW_more: |
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169 | t->next = read_treasure (f); |
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170 | return t; |
154 | |
171 | |
155 | /* recursived checks the linked list. Treasurelist is passed only |
172 | default: |
156 | * so that the treasure name can be printed out |
173 | if (!f.parse_error ("treasurelist", t->name)) |
157 | */ |
174 | return 0; |
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 | |
175 | |
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176 | return t; |
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177 | } |
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178 | |
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179 | f.next (); |
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180 | } |
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181 | } |
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182 | |
177 | /* |
183 | /* |
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(). |
184 | * Each treasure is parsed with the help of load_treasure(). |
180 | */ |
185 | */ |
181 | |
186 | treasurelist * |
182 | void |
187 | treasurelist::read (object_thawer &f) |
183 | load_treasures (void) |
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184 | { |
188 | { |
185 | FILE *fp; |
189 | 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 | |
190 | |
191 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
191 | bool one = f.kw == KW_treasureone; |
192 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
192 | treasurelist *tl = treasurelist::get (f.get_str ()); |
193 | { |
193 | clear (tl); |
194 | LOG (llevError, "Can't open treasure file.\n"); |
194 | tl->items = read_treasure (f); |
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195 | if (!tl->items) |
195 | return; |
196 | 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 | |
197 | |
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. |
198 | /* 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 |
199 | * Add up the chance total, and check to make sure the yes & no |
217 | * fields of the treasures are not being used. |
200 | * fields of the treasures are not being used. |
218 | */ |
201 | */ |
219 | if (!strncmp (buf, "treasureone", 11)) |
202 | tl->total_chance = 0; |
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203 | |
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204 | if (one) |
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205 | { |
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206 | for (treasure *t = tl->items; t; t = t->next) |
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207 | { |
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208 | if (t->next_yes || t->next_no) |
220 | { |
209 | { |
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); |
210 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
227 | LOG (llevError, " the next_yes or next_no field is set\n"); |
211 | 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 | } |
212 | } |
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 | |
213 | |
239 | #ifdef TREASURE_DEBUG |
214 | tl->total_chance += t->chance; |
240 | /* Perform some checks on how valid the treasure data actually is. |
215 | } |
241 | * verify that list transitions work (ie, the list that it is supposed |
216 | } |
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 |
|
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248 | } |
|
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249 | |
217 | |
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 | |
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270 | return 0; |
218 | return tl; |
271 | } |
219 | } |
272 | |
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273 | |
220 | |
274 | /* |
221 | /* |
275 | * Generates the objects specified by the given treasure. |
222 | * Generates the objects specified by the given treasure. |
276 | * It goes recursively through the rest of the linked list. |
223 | * It goes recursively through the rest of the linked list. |
277 | * If there is a certain percental chance for a treasure to be generated, |
224 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
280 | * being generated. |
227 | * being generated. |
281 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
228 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
282 | * abilities. This is used by summon spells, thus no summoned monsters |
229 | * abilities. This is used by summon spells, thus no summoned monsters |
283 | * start with equipment, but only their abilities). |
230 | * start with equipment, but only their abilities). |
284 | */ |
231 | */ |
285 | |
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286 | |
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287 | static void |
232 | static void |
288 | put_treasure (object *op, object *creator, int flags) |
233 | put_treasure (object *op, object *creator, int flags) |
289 | { |
234 | { |
290 | object *tmp; |
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291 | |
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292 | /* Bit of a hack - spells should never be put onto the map. The entire |
235 | /* 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 |
236 | * 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 |
237 | * this is the original object, or if this is an object that should be created |
295 | * by another object. |
238 | * by another object. |
296 | */ |
239 | */ |
297 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
240 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
298 | { |
241 | { |
299 | op->x = creator->x; |
242 | op->expand_tail (); |
300 | op->y = creator->y; |
243 | |
|
|
244 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
|
|
245 | op->destroy (); |
|
|
246 | else |
|
|
247 | { |
301 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
248 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
302 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
249 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
250 | } |
303 | } |
251 | } |
304 | else |
252 | else |
305 | { |
253 | { |
306 | op = insert_ob_in_ob (op, creator); |
254 | op = creator->insert (op); |
|
|
255 | |
307 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
256 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
308 | monster_check_apply (creator, op); |
257 | monster_check_apply (creator, op); |
309 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
258 | |
|
|
259 | if (flags & GT_UPDATE_INV) |
|
|
260 | if (object *tmp = creator->in_player ()) |
310 | esrv_send_item (tmp, op); |
261 | esrv_send_item (tmp, op); |
311 | } |
262 | } |
312 | } |
263 | } |
313 | |
264 | |
314 | /* if there are change_xxx commands in the treasure, we include the changes |
265 | /* if there are change_xxx commands in the treasure, we include the changes |
315 | * in the generated object |
266 | * in the generated object |
… | |
… | |
329 | |
280 | |
330 | if (t->change_arch.slaying) |
281 | if (t->change_arch.slaying) |
331 | op->slaying = t->change_arch.slaying; |
282 | op->slaying = t->change_arch.slaying; |
332 | } |
283 | } |
333 | |
284 | |
334 | void |
285 | static void |
335 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
286 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
336 | { |
287 | { |
337 | object *tmp; |
|
|
338 | |
|
|
339 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
288 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
340 | { |
289 | { |
341 | if (t->name) |
290 | if (t->name) |
342 | { |
291 | { |
343 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
292 | if (difficulty >= t->magic) |
|
|
293 | if (treasurelist *tl = treasurelist::find (t->name)) |
344 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
294 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
295 | else |
|
|
296 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
345 | } |
297 | } |
346 | else |
298 | else |
347 | { |
299 | { |
348 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
300 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
349 | { |
301 | { |
350 | tmp = arch_to_object (t->item); |
302 | object *tmp = arch_to_object (t->item); |
|
|
303 | |
351 | if (t->nrof && tmp->nrof <= 1) |
304 | if (t->nrof && tmp->nrof <= 1) |
352 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
305 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
306 | |
353 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
307 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
354 | change_treasure (t, tmp); |
308 | change_treasure (t, tmp); |
355 | put_treasure (tmp, op, flag); |
309 | put_treasure (tmp, op, flag); |
356 | } |
310 | } |
357 | } |
311 | } |
358 | |
312 | |
359 | if (t->next_yes != NULL) |
313 | if (t->next_yes) |
360 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
314 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
361 | } |
315 | } |
362 | else if (t->next_no != NULL) |
316 | else if (t->next_no) |
363 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
317 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
364 | |
318 | |
365 | if (t->next != NULL) |
319 | if (t->next) |
366 | create_all_treasures (t->next, op, flag, difficulty, tries); |
320 | create_all_treasures (t->next, op, flag, difficulty, tries); |
367 | } |
321 | } |
368 | |
322 | |
369 | void |
323 | static void |
370 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
324 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
371 | { |
325 | { |
372 | int value = RANDOM () % tl->total_chance; |
326 | int value = rndm (tl->total_chance); |
373 | treasure *t; |
327 | treasure *t; |
374 | |
328 | |
375 | if (tries++ > 100) |
329 | if (tries++ > 100) |
376 | { |
330 | { |
377 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
331 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
378 | return; |
332 | return; |
379 | } |
333 | } |
380 | |
334 | |
381 | for (t = tl->items; t != NULL; t = t->next) |
335 | for (t = tl->items; t; t = t->next) |
382 | { |
336 | { |
383 | value -= t->chance; |
337 | value -= t->chance; |
384 | |
338 | |
385 | if (value < 0) |
339 | if (value < 0) |
386 | break; |
340 | break; |
387 | } |
341 | } |
388 | |
342 | |
389 | if (!t || value >= 0) |
343 | if (!t || value >= 0) |
390 | { |
|
|
391 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
344 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
392 | abort (); |
|
|
393 | return; |
|
|
394 | } |
|
|
395 | |
345 | |
396 | if (t->name) |
346 | if (t->name) |
397 | { |
347 | { |
398 | if (!strcmp (t->name, "NONE")) |
|
|
399 | return; |
|
|
400 | |
|
|
401 | if (difficulty >= t->magic) |
348 | if (difficulty >= t->magic) |
|
|
349 | { |
|
|
350 | treasurelist *tl = treasurelist::find (t->name); |
|
|
351 | if (tl) |
402 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
352 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
353 | } |
403 | else if (t->nrof) |
354 | else if (t->nrof) |
404 | create_one_treasure (tl, op, flag, difficulty, tries); |
355 | create_one_treasure (tl, op, flag, difficulty, tries); |
405 | |
|
|
406 | return; |
|
|
407 | } |
356 | } |
408 | |
|
|
409 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
357 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
410 | { |
358 | { |
411 | object *tmp = arch_to_object (t->item); |
359 | if (object *tmp = arch_to_object (t->item)) |
412 | |
360 | { |
413 | if (!tmp) |
|
|
414 | return; |
|
|
415 | |
|
|
416 | if (t->nrof && tmp->nrof <= 1) |
361 | if (t->nrof && tmp->nrof <= 1) |
417 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
362 | tmp->nrof = rndm (t->nrof) + 1; |
418 | |
363 | |
419 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
364 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
420 | change_treasure (t, tmp); |
365 | change_treasure (t, tmp); |
421 | put_treasure (tmp, op, flag); |
366 | put_treasure (tmp, op, flag); |
|
|
367 | } |
422 | } |
368 | } |
423 | } |
369 | } |
424 | |
370 | |
425 | /* This calls the appropriate treasure creation function. tries is passed |
371 | /* This calls the appropriate treasure creation function. tries is passed |
426 | * to determine how many list transitions or attempts to create treasure |
372 | * to determine how many list transitions or attempts to create treasure |
… | |
… | |
428 | * list transitions, or so that excessively good treasure will not be |
374 | * 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 |
375 | * created on weak maps, because it will exceed the number of allowed tries |
430 | * to do that. |
376 | * to do that. |
431 | */ |
377 | */ |
432 | void |
378 | void |
433 | create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) |
379 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
434 | { |
380 | { |
|
|
381 | // empty treasurelists are legal |
|
|
382 | if (!tl->items) |
|
|
383 | return; |
435 | |
384 | |
436 | if (tries++ > 100) |
385 | if (tries++ > 100) |
437 | { |
386 | { |
438 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
387 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
439 | return; |
388 | return; |
440 | } |
389 | } |
|
|
390 | |
441 | if (t->total_chance) |
391 | if (tl->total_chance) |
442 | create_one_treasure (t, op, flag, difficulty, tries); |
392 | create_one_treasure (tl, op, flag, difficulty, tries); |
443 | else |
393 | else |
444 | create_all_treasures (t->items, op, flag, difficulty, tries); |
394 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
445 | } |
395 | } |
446 | |
396 | |
447 | /* This is similar to the old generate treasure function. However, |
397 | /* This is similar to the old generate treasure function. However, |
448 | * it instead takes a treasurelist. It is really just a wrapper around |
398 | * it instead takes a treasurelist. It is really just a wrapper around |
449 | * create_treasure. We create a dummy object that the treasure gets |
399 | * create_treasure. We create a dummy object that the treasure gets |
450 | * inserted into, and then return that treausre |
400 | * inserted into, and then return that treausre |
451 | */ |
401 | */ |
452 | object * |
402 | object * |
453 | generate_treasure (treasurelist * t, int difficulty) |
403 | generate_treasure (treasurelist *tl, int difficulty) |
454 | { |
404 | { |
455 | object *ob = get_object (), *tmp; |
405 | difficulty = clamp (difficulty, 1, settings.max_level); |
456 | |
406 | |
|
|
407 | object *ob = object::create (); |
|
|
408 | |
457 | create_treasure (t, ob, 0, difficulty, 0); |
409 | create_treasure (tl, ob, 0, difficulty, 0); |
458 | |
410 | |
459 | /* Don't want to free the object we are about to return */ |
411 | /* Don't want to free the object we are about to return */ |
460 | tmp = ob->inv; |
412 | object *tmp = ob->inv; |
461 | if (tmp != NULL) |
413 | if (tmp) |
462 | tmp->remove (); |
414 | tmp->remove (); |
463 | |
415 | |
464 | if (ob->inv) |
416 | if (ob->inv) |
465 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
417 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
466 | |
418 | |
467 | ob->destroy (0); |
419 | ob->destroy (); |
468 | return tmp; |
420 | return tmp; |
469 | } |
421 | } |
470 | |
422 | |
471 | /* |
423 | /* |
472 | * This is a new way of calculating the chance for an item to have |
424 | * 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 |
426 | * The array has two arguments, the difficulty of the level, and the |
475 | * magical bonus "wanted". |
427 | * magical bonus "wanted". |
476 | */ |
428 | */ |
477 | |
429 | |
478 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
430 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
479 | |
|
|
480 | /*chance of magic difficulty*/ |
431 | // chance of magic difficulty |
481 | |
|
|
482 | /* +0 +1 +2 +3 +4 */ |
432 | // +0 +1 +2 +3 +4 |
483 | {95, 2, 2, 1, 0}, /*1 */ |
433 | {95, 2, 2, 1, 0}, // 1 |
484 | {92, 5, 2, 1, 0}, /*2 */ |
434 | {92, 5, 2, 1, 0}, // 2 |
485 | {85, 10, 4, 1, 0}, /*3 */ |
435 | {85, 10, 4, 1, 0}, // 3 |
486 | {80, 14, 4, 2, 0}, /*4 */ |
436 | {80, 14, 4, 2, 0}, // 4 |
487 | {75, 17, 5, 2, 1}, /*5 */ |
437 | {75, 17, 5, 2, 1}, // 5 |
488 | {70, 18, 8, 3, 1}, /*6 */ |
438 | {70, 18, 8, 3, 1}, // 6 |
489 | {65, 21, 10, 3, 1}, /*7 */ |
439 | {65, 21, 10, 3, 1}, // 7 |
490 | {60, 22, 12, 4, 2}, /*8 */ |
440 | {60, 22, 12, 4, 2}, // 8 |
491 | {55, 25, 14, 4, 2}, /*9 */ |
441 | {55, 25, 14, 4, 2}, // 9 |
492 | {50, 27, 16, 5, 2}, /*10 */ |
442 | {50, 27, 16, 5, 2}, // 10 |
493 | {45, 28, 18, 6, 3}, /*11 */ |
443 | {45, 28, 18, 6, 3}, // 11 |
494 | {42, 28, 20, 7, 3}, /*12 */ |
444 | {42, 28, 20, 7, 3}, // 12 |
495 | {40, 27, 21, 8, 4}, /*13 */ |
445 | {40, 27, 21, 8, 4}, // 13 |
496 | {38, 25, 22, 10, 5}, /*14 */ |
446 | {38, 25, 22, 10, 5}, // 14 |
497 | {36, 23, 23, 12, 6}, /*15 */ |
447 | {36, 23, 23, 12, 6}, // 15 |
498 | {33, 21, 24, 14, 8}, /*16 */ |
448 | {33, 21, 24, 14, 8}, // 16 |
499 | {31, 19, 25, 16, 9}, /*17 */ |
449 | {31, 19, 25, 16, 9}, // 17 |
500 | {27, 15, 30, 18, 10}, /*18 */ |
450 | {27, 15, 30, 18, 10}, // 18 |
501 | {20, 12, 30, 25, 13}, /*19 */ |
451 | {20, 12, 30, 25, 13}, // 19 |
502 | {15, 10, 28, 30, 17}, /*20 */ |
452 | {15, 10, 28, 30, 17}, // 20 |
503 | {13, 9, 27, 28, 23}, /*21 */ |
453 | {13, 9, 27, 28, 23}, // 21 |
504 | {10, 8, 25, 28, 29}, /*22 */ |
454 | {10, 8, 25, 28, 29}, // 22 |
505 | {8, 7, 23, 26, 36}, /*23 */ |
455 | { 8, 7, 23, 26, 36}, // 23 |
506 | {6, 6, 20, 22, 46}, /*24 */ |
456 | { 6, 6, 20, 22, 46}, // 24 |
507 | {4, 5, 17, 18, 56}, /*25 */ |
457 | { 4, 5, 17, 18, 56}, // 25 |
508 | {2, 4, 12, 14, 68}, /*26 */ |
458 | { 2, 4, 12, 14, 68}, // 26 |
509 | {0, 3, 7, 10, 80}, /*27 */ |
459 | { 0, 3, 7, 10, 80}, // 27 |
510 | {0, 0, 3, 7, 90}, /*28 */ |
460 | { 0, 0, 3, 7, 90}, // 28 |
511 | {0, 0, 0, 3, 97}, /*29 */ |
461 | { 0, 0, 0, 3, 97}, // 29 |
512 | {0, 0, 0, 0, 100}, /*30 */ |
462 | { 0, 0, 0, 0, 100}, // 30 |
513 | {0, 0, 0, 0, 100}, /*31 */ |
463 | { 0, 0, 0, 0, 100}, // 31 |
514 | }; |
464 | }; |
515 | |
|
|
516 | |
465 | |
517 | /* calculate the appropriate level for wands staves and scrolls. |
466 | /* calculate the appropriate level for wands staves and scrolls. |
518 | * This code presumes that op has had its spell object created (in op->inv) |
467 | * This code presumes that op has had its spell object created (in op->inv) |
519 | * |
468 | * |
520 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
469 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
521 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
470 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
522 | */ |
471 | */ |
523 | |
|
|
524 | int |
472 | int |
525 | level_for_item (const object *op, int difficulty) |
473 | level_for_item (const object *op, int difficulty) |
526 | { |
474 | { |
527 | int olevel = 0; |
475 | int olevel = 0; |
528 | |
476 | |
… | |
… | |
551 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
499 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
552 | * Scaling difficulty by max_level, as difficulty is a level and not some |
500 | * Scaling difficulty by max_level, as difficulty is a level and not some |
553 | * weird integer between 1-31. |
501 | * weird integer between 1-31. |
554 | * |
502 | * |
555 | */ |
503 | */ |
556 | |
|
|
557 | int |
504 | int |
558 | magic_from_difficulty (int difficulty) |
505 | magic_from_difficulty (int difficulty) |
559 | { |
506 | { |
560 | int percent = 0, magic = 0; |
507 | int percent = 0, magic = 0; |
561 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
508 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
… | |
… | |
566 | scaled_diff = 0; |
513 | scaled_diff = 0; |
567 | |
514 | |
568 | if (scaled_diff >= DIFFLEVELS) |
515 | if (scaled_diff >= DIFFLEVELS) |
569 | scaled_diff = DIFFLEVELS - 1; |
516 | scaled_diff = DIFFLEVELS - 1; |
570 | |
517 | |
571 | percent = RANDOM () % 100; |
518 | percent = rndm (100); |
572 | |
519 | |
573 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
520 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
574 | { |
521 | { |
575 | percent -= difftomagic_list[scaled_diff][magic]; |
522 | percent -= difftomagic_list[scaled_diff][magic]; |
576 | |
523 | |
… | |
… | |
582 | { |
529 | { |
583 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
530 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
584 | magic = 0; |
531 | magic = 0; |
585 | } |
532 | } |
586 | |
533 | |
587 | magic = (RANDOM () % 3) ? magic : -magic; |
534 | magic = (rndm (3)) ? magic : -magic; |
588 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
535 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
589 | |
536 | |
590 | return magic; |
537 | return magic; |
591 | } |
538 | } |
592 | |
539 | |
… | |
… | |
607 | if (op->arch) |
554 | if (op->arch) |
608 | { |
555 | { |
609 | if (op->type == ARMOUR) |
556 | if (op->type == ARMOUR) |
610 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
557 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
611 | |
558 | |
612 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
559 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
613 | magic = (-magic); |
560 | magic = (-magic); |
614 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
561 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
615 | } |
562 | } |
616 | else |
563 | else |
617 | { |
564 | { |
618 | if (op->type == ARMOUR) |
565 | if (op->type == ARMOUR) |
619 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
566 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
620 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
567 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
621 | magic = (-magic); |
568 | magic = (-magic); |
622 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
569 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
623 | } |
570 | } |
624 | } |
571 | } |
625 | |
572 | |
… | |
… | |
649 | * 1) Since rings can have multiple bonuses, if the same bonus |
596 | * 1) Since rings can have multiple bonuses, if the same bonus |
650 | * is rolled again, increase it - the bonuses now stack with |
597 | * is rolled again, increase it - the bonuses now stack with |
651 | * other bonuses previously rolled and ones the item might natively have. |
598 | * other bonuses previously rolled and ones the item might natively have. |
652 | * 2) Add code to deal with new PR method. |
599 | * 2) Add code to deal with new PR method. |
653 | */ |
600 | */ |
654 | |
|
|
655 | void |
601 | void |
656 | set_ring_bonus (object *op, int bonus) |
602 | set_ring_bonus (object *op, int bonus) |
657 | { |
603 | { |
658 | |
604 | |
659 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
605 | int r = rndm (bonus > 0 ? 25 : 11); |
660 | |
606 | |
661 | if (op->type == AMULET) |
607 | if (op->type == AMULET) |
662 | { |
608 | { |
663 | if (!(RANDOM () % 21)) |
609 | if (!(rndm (21))) |
664 | r = 20 + RANDOM () % 2; |
610 | r = 20 + rndm (2); |
665 | else |
611 | else |
666 | { |
612 | { |
667 | if (RANDOM () & 2) |
613 | if (rndm (2)) |
668 | r = 10; |
614 | r = 10; |
669 | else |
615 | else |
670 | r = 11 + RANDOM () % 9; |
616 | r = 11 + rndm (9); |
671 | } |
617 | } |
672 | } |
618 | } |
673 | |
619 | |
674 | switch (r) |
620 | switch (r) |
675 | { |
621 | { |
… | |
… | |
712 | case 16: |
658 | case 16: |
713 | case 17: |
659 | case 17: |
714 | case 18: |
660 | case 18: |
715 | case 19: |
661 | case 19: |
716 | { |
662 | { |
717 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
663 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
718 | |
664 | |
719 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
665 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
720 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
666 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
721 | |
667 | |
722 | /* Cursed items need to have higher negative values to equal out with |
668 | /* Cursed items need to have higher negative values to equal out with |
723 | * positive values for how protections work out. Put another |
669 | * positive values for how protections work out. Put another |
724 | * little random element in since that they don't always end up with |
670 | * little random element in since that they don't always end up with |
725 | * even values. |
671 | * even values. |
726 | */ |
672 | */ |
727 | if (bonus < 0) |
673 | if (bonus < 0) |
728 | val = 2 * -val - RANDOM () % b; |
674 | val = 2 * -val - rndm (b); |
729 | if (val > 35) |
675 | if (val > 35) |
730 | val = 35; /* Upper limit */ |
676 | val = 35; /* Upper limit */ |
731 | b = 0; |
677 | b = 0; |
|
|
678 | |
732 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
679 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
733 | { |
|
|
734 | resist = RANDOM () % num_resist_table; |
680 | resist = rndm (num_resist_table); |
735 | } |
681 | |
736 | if (b == 4) |
682 | if (b == 4) |
737 | return; /* Not able to find a free resistance */ |
683 | return; /* Not able to find a free resistance */ |
|
|
684 | |
738 | op->resist[resist_table[resist]] = val; |
685 | op->resist[resist_table[resist]] = val; |
739 | /* We should probably do something more clever here to adjust value |
686 | /* We should probably do something more clever here to adjust value |
740 | * based on how good a resistance we gave. |
687 | * based on how good a resistance we gave. |
741 | */ |
688 | */ |
742 | break; |
689 | break; |
… | |
… | |
770 | case 22: |
717 | case 22: |
771 | op->stats.exp += bonus; /* Speed! */ |
718 | op->stats.exp += bonus; /* Speed! */ |
772 | op->value = (op->value * 2) / 3; |
719 | op->value = (op->value * 2) / 3; |
773 | break; |
720 | break; |
774 | } |
721 | } |
|
|
722 | |
775 | if (bonus > 0) |
723 | if (bonus > 0) |
776 | op->value *= 2 * bonus; |
724 | op->value *= 2 * bonus; |
777 | else |
725 | else |
778 | op->value = -(op->value * 2 * bonus) / 3; |
726 | op->value = -(op->value * 2 * bonus) / 3; |
779 | } |
727 | } |
… | |
… | |
784 | * higher is the chance of returning a low number. |
732 | * higher is the chance of returning a low number. |
785 | * It is only used in fix_generated_treasure() to set bonuses on |
733 | * It is only used in fix_generated_treasure() to set bonuses on |
786 | * rings and amulets. |
734 | * rings and amulets. |
787 | * Another scheme is used to calculate the magic of weapons and armours. |
735 | * Another scheme is used to calculate the magic of weapons and armours. |
788 | */ |
736 | */ |
789 | |
|
|
790 | int |
737 | int |
791 | get_magic (int diff) |
738 | get_magic (int diff) |
792 | { |
739 | { |
793 | int i; |
740 | int i; |
794 | |
741 | |
795 | if (diff < 3) |
742 | if (diff < 3) |
796 | diff = 3; |
743 | diff = 3; |
|
|
744 | |
797 | for (i = 0; i < 4; i++) |
745 | for (i = 0; i < 4; i++) |
798 | if (RANDOM () % diff) |
746 | if (rndm (diff)) |
799 | return i; |
747 | return i; |
|
|
748 | |
800 | return 4; |
749 | return 4; |
801 | } |
750 | } |
802 | |
751 | |
803 | #define DICE2 (get_magic(2)==2?2:1) |
752 | #define DICE2 (get_magic(2)==2?2:1) |
804 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
753 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
805 | |
754 | |
806 | /* |
755 | /* |
807 | * fix_generated_item(): This is called after an item is generated, in |
756 | * 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 |
757 | * order to set it up right. This produced magical bonuses, puts spells |
809 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
758 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
… | |
… | |
823 | * value. |
772 | * value. |
824 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
773 | * 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 |
774 | * 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 |
775 | * type as appropriate, for objects that need spell objects, set those, etc |
827 | */ |
776 | */ |
828 | |
|
|
829 | void |
777 | void |
830 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
778 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
831 | { |
779 | { |
832 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
780 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
833 | |
781 | |
… | |
… | |
838 | save_item_power = op->item_power; |
786 | save_item_power = op->item_power; |
839 | op->item_power = 0; |
787 | op->item_power = 0; |
840 | |
788 | |
841 | if (op->randomitems && op->type != SPELL) |
789 | if (op->randomitems && op->type != SPELL) |
842 | { |
790 | { |
843 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
791 | 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 */ |
792 | /* So the treasure doesn't get created again */ |
848 | op->randomitems = NULL; |
793 | op->randomitems = 0; |
849 | } |
794 | } |
850 | |
795 | |
851 | if (difficulty < 1) |
796 | if (difficulty < 1) |
852 | difficulty = 1; |
797 | difficulty = 1; |
853 | |
798 | |
… | |
… | |
870 | if (!op->magic && max_magic) |
815 | if (!op->magic && max_magic) |
871 | set_magic (difficulty, op, max_magic, flags); |
816 | set_magic (difficulty, op, max_magic, flags); |
872 | |
817 | |
873 | num_enchantments = calc_item_power (op, 1); |
818 | num_enchantments = calc_item_power (op, 1); |
874 | |
819 | |
875 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
820 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
|
|
821 | || op->type == HORN |
|
|
822 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
876 | * used for shop_floors or treasures */ |
823 | * used for shop_floors or treasures */ |
877 | generate_artifact (op, difficulty); |
824 | generate_artifact (op, difficulty); |
878 | } |
825 | } |
879 | |
826 | |
880 | /* Object was made an artifact. Calculate its item_power rating. |
827 | /* Object was made an artifact. Calculate its item_power rating. |
… | |
… | |
938 | case WEAPON: |
885 | case WEAPON: |
939 | case ARMOUR: |
886 | case ARMOUR: |
940 | case SHIELD: |
887 | case SHIELD: |
941 | case HELMET: |
888 | case HELMET: |
942 | case CLOAK: |
889 | case CLOAK: |
943 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
890 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
944 | set_ring_bonus (op, -DICE2); |
891 | set_ring_bonus (op, -DICE2); |
945 | break; |
892 | break; |
946 | |
893 | |
947 | case BRACERS: |
894 | case BRACERS: |
948 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
895 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
949 | { |
896 | { |
950 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
897 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
951 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
898 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
952 | op->value *= 3; |
899 | op->value *= 3; |
953 | } |
900 | } |
… | |
… | |
979 | */ |
926 | */ |
980 | if (op->inv && op->randomitems) |
927 | if (op->inv && op->randomitems) |
981 | { |
928 | { |
982 | /* value multiplier is same as for scrolls */ |
929 | /* value multiplier is same as for scrolls */ |
983 | op->value = (op->value * op->inv->value); |
930 | op->value = (op->value * op->inv->value); |
984 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
931 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
985 | } |
932 | } |
986 | else |
933 | else |
987 | { |
934 | { |
988 | op->name = "potion"; |
935 | op->name = "potion"; |
989 | op->name_pl = "potions"; |
936 | op->name_pl = "potions"; |
990 | } |
937 | } |
991 | |
938 | |
992 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
939 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
993 | SET_FLAG (op, FLAG_CURSED); |
940 | SET_FLAG (op, FLAG_CURSED); |
994 | break; |
941 | break; |
995 | } |
942 | } |
996 | |
943 | |
997 | case AMULET: |
944 | case AMULET: |
… | |
… | |
999 | op->value *= 5; /* Since it's not just decoration */ |
946 | op->value *= 5; /* Since it's not just decoration */ |
1000 | |
947 | |
1001 | case RING: |
948 | case RING: |
1002 | if (op->arch == NULL) |
949 | if (op->arch == NULL) |
1003 | { |
950 | { |
1004 | op->remove (); |
|
|
1005 | op->destroy (0); |
951 | op->destroy (); |
1006 | op = NULL; |
952 | op = 0; |
1007 | break; |
953 | break; |
1008 | } |
954 | } |
1009 | |
955 | |
1010 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
956 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1011 | break; |
957 | break; |
1012 | |
958 | |
1013 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
959 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1014 | SET_FLAG (op, FLAG_CURSED); |
960 | SET_FLAG (op, FLAG_CURSED); |
1015 | |
961 | |
1016 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
962 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1017 | |
963 | |
1018 | if (op->type != RING) /* Amulets have only one ability */ |
964 | if (op->type != RING) /* Amulets have only one ability */ |
1019 | break; |
965 | break; |
1020 | |
966 | |
1021 | if (!(RANDOM () % 4)) |
967 | if (!(rndm (4))) |
1022 | { |
968 | { |
1023 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
969 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1024 | |
970 | |
1025 | if (d > 0) |
971 | if (d > 0) |
1026 | op->value *= 3; |
972 | op->value *= 3; |
1027 | |
973 | |
1028 | set_ring_bonus (op, d); |
974 | set_ring_bonus (op, d); |
1029 | |
975 | |
1030 | if (!(RANDOM () % 4)) |
976 | if (!(rndm (4))) |
1031 | { |
977 | { |
1032 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
978 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1033 | |
979 | |
1034 | if (d > 0) |
980 | if (d > 0) |
1035 | op->value *= 5; |
981 | op->value *= 5; |
1036 | set_ring_bonus (op, d); |
982 | set_ring_bonus (op, d); |
1037 | } |
983 | } |
1038 | } |
984 | } |
1039 | |
985 | |
1040 | if (GET_ANIM_ID (op)) |
986 | if (GET_ANIM_ID (op)) |
1041 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
987 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1042 | |
988 | |
1043 | break; |
989 | break; |
1044 | |
990 | |
1045 | case BOOK: |
991 | case BOOK: |
1046 | /* Is it an empty book?, if yes lets make a special· |
992 | /* Is it an empty book?, if yes lets make a special· |
1047 | * msg for it, and tailor its properties based on the· |
993 | * msg for it, and tailor its properties based on the· |
1048 | * creator and/or map level we found it on. |
994 | * creator and/or map level we found it on. |
1049 | */ |
995 | */ |
1050 | if (!op->msg && RANDOM () % 10) |
996 | if (!op->msg && rndm (10)) |
1051 | { |
997 | { |
1052 | /* set the book level properly */ |
998 | /* set the book level properly */ |
1053 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
999 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1054 | { |
1000 | { |
1055 | if (op->map && op->map->difficulty) |
1001 | if (op->map && op->map->difficulty) |
1056 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1002 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1057 | else |
1003 | else |
1058 | op->level = RANDOM () % 20 + 1; |
1004 | op->level = rndm (20) + 1; |
1059 | } |
1005 | } |
1060 | else |
1006 | else |
1061 | op->level = RANDOM () % creator->level; |
1007 | op->level = rndm (creator->level); |
1062 | |
1008 | |
1063 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1009 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1064 | /* books w/ info are worth more! */ |
1010 | /* books w/ info are worth more! */ |
1065 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1011 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1066 | /* creator related stuff */ |
1012 | /* creator related stuff */ |
… | |
… | |
1165 | */ |
1111 | */ |
1166 | |
1112 | |
1167 | /* |
1113 | /* |
1168 | * Allocate and return the pointer to an empty artifactlist structure. |
1114 | * Allocate and return the pointer to an empty artifactlist structure. |
1169 | */ |
1115 | */ |
1170 | |
|
|
1171 | static artifactlist * |
1116 | static artifactlist * |
1172 | get_empty_artifactlist (void) |
1117 | get_empty_artifactlist (void) |
1173 | { |
1118 | { |
1174 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1119 | 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 | } |
1120 | } |
1183 | |
1121 | |
1184 | /* |
1122 | /* |
1185 | * Allocate and return the pointer to an empty artifact structure. |
1123 | * Allocate and return the pointer to an empty artifact structure. |
1186 | */ |
1124 | */ |
1187 | |
|
|
1188 | static artifact * |
1125 | static artifact * |
1189 | get_empty_artifact (void) |
1126 | get_empty_artifact (void) |
1190 | { |
1127 | { |
1191 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1128 | 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 | } |
1129 | } |
1202 | |
1130 | |
1203 | /* |
1131 | /* |
1204 | * Searches the artifact lists and returns one that has the same type |
1132 | * Searches the artifact lists and returns one that has the same type |
1205 | * of objects on it. |
1133 | * of objects on it. |
1206 | */ |
1134 | */ |
1207 | |
|
|
1208 | artifactlist * |
1135 | artifactlist * |
1209 | find_artifactlist (int type) |
1136 | find_artifactlist (int type) |
1210 | { |
1137 | { |
1211 | artifactlist *al; |
|
|
1212 | |
|
|
1213 | for (al = first_artifactlist; al != NULL; al = al->next) |
1138 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1214 | if (al->type == type) |
1139 | if (al->type == type) |
1215 | return al; |
1140 | return al; |
|
|
1141 | |
1216 | return NULL; |
1142 | return 0; |
1217 | } |
1143 | } |
1218 | |
1144 | |
1219 | /* |
1145 | /* |
1220 | * For debugging purposes. Dumps all tables. |
1146 | * For debugging purposes. Dumps all tables. |
1221 | */ |
1147 | */ |
1222 | |
|
|
1223 | void |
1148 | void |
1224 | dump_artifacts (void) |
1149 | dump_artifacts (void) |
1225 | { |
1150 | { |
1226 | artifactlist *al; |
1151 | artifactlist *al; |
1227 | artifact *art; |
1152 | artifact *art; |
… | |
… | |
1234 | for (art = al->items; art != NULL; art = art->next) |
1159 | for (art = al->items; art != NULL; art = art->next) |
1235 | { |
1160 | { |
1236 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1161 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1237 | if (art->allowed != NULL) |
1162 | if (art->allowed != NULL) |
1238 | { |
1163 | { |
1239 | fprintf (logfile, "\tAllowed combinations:"); |
1164 | fprintf (logfile, "\tallowed combinations:"); |
1240 | for (next = art->allowed; next != NULL; next = next->next) |
1165 | for (next = art->allowed; next != NULL; next = next->next) |
1241 | fprintf (logfile, "%s,", &next->name); |
1166 | fprintf (logfile, "%s,", &next->name); |
1242 | fprintf (logfile, "\n"); |
1167 | fprintf (logfile, "\n"); |
1243 | } |
1168 | } |
1244 | } |
1169 | } |
… | |
… | |
1255 | treasurelist *tl; |
1180 | treasurelist *tl; |
1256 | int i; |
1181 | int i; |
1257 | |
1182 | |
1258 | if (depth > 100) |
1183 | if (depth > 100) |
1259 | return; |
1184 | return; |
1260 | while (t != NULL) |
1185 | |
|
|
1186 | while (t) |
1261 | { |
1187 | { |
1262 | if (t->name != NULL) |
1188 | if (t->name) |
1263 | { |
1189 | { |
1264 | for (i = 0; i < depth; i++) |
1190 | for (i = 0; i < depth; i++) |
1265 | fprintf (logfile, " "); |
1191 | fprintf (logfile, " "); |
|
|
1192 | |
1266 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1193 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1194 | |
1267 | tl = find_treasurelist (t->name); |
1195 | tl = treasurelist::find (t->name); |
|
|
1196 | if (tl) |
1268 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1197 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1198 | |
1269 | for (i = 0; i < depth; i++) |
1199 | for (i = 0; i < depth; i++) |
1270 | fprintf (logfile, " "); |
1200 | fprintf (logfile, " "); |
|
|
1201 | |
1271 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1202 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1272 | } |
1203 | } |
1273 | else |
1204 | else |
1274 | { |
1205 | { |
1275 | for (i = 0; i < depth; i++) |
1206 | for (i = 0; i < depth; i++) |
1276 | fprintf (logfile, " "); |
1207 | fprintf (logfile, " "); |
|
|
1208 | |
1277 | if (t->item->clone.type == FLESH) |
1209 | if (t->item && t->item->clone.type == FLESH) |
1278 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1210 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1279 | else |
1211 | else |
1280 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1212 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1281 | } |
1213 | } |
|
|
1214 | |
1282 | if (t->next_yes != NULL) |
1215 | if (t->next_yes) |
1283 | { |
1216 | { |
1284 | for (i = 0; i < depth; i++) |
1217 | for (i = 0; i < depth; i++) |
1285 | fprintf (logfile, " "); |
1218 | fprintf (logfile, " "); |
|
|
1219 | |
1286 | fprintf (logfile, " (if yes)\n"); |
1220 | fprintf (logfile, " (if yes)\n"); |
1287 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1221 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1288 | } |
1222 | } |
|
|
1223 | |
1289 | if (t->next_no != NULL) |
1224 | if (t->next_no) |
1290 | { |
1225 | { |
1291 | for (i = 0; i < depth; i++) |
1226 | for (i = 0; i < depth; i++) |
1292 | fprintf (logfile, " "); |
1227 | fprintf (logfile, " "); |
|
|
1228 | |
1293 | fprintf (logfile, " (if no)\n"); |
1229 | fprintf (logfile, " (if no)\n"); |
1294 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1230 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1295 | } |
1231 | } |
|
|
1232 | |
1296 | t = t->next; |
1233 | t = t->next; |
1297 | } |
1234 | } |
1298 | } |
1235 | } |
1299 | |
1236 | |
1300 | /* |
1237 | /* |
1301 | * For debugging purposes. Dumps all treasures for a given monster. |
1238 | * For debugging purposes. Dumps all treasures for a given monster. |
1302 | * Created originally by Raphael Quinet for debugging the alchemy code. |
1239 | * Created originally by Raphael Quinet for debugging the alchemy code. |
1303 | */ |
1240 | */ |
1304 | |
|
|
1305 | void |
1241 | void |
1306 | dump_monster_treasure (const char *name) |
1242 | dump_monster_treasure (const char *name) |
1307 | { |
1243 | { |
1308 | archetype *at; |
1244 | archetype *at; |
1309 | int found; |
1245 | int found; |
1310 | |
1246 | |
1311 | found = 0; |
1247 | found = 0; |
1312 | fprintf (logfile, "\n"); |
1248 | fprintf (logfile, "\n"); |
|
|
1249 | |
1313 | for (at = first_archetype; at != NULL; at = at->next) |
1250 | for (at = first_archetype; at != NULL; at = at->next) |
1314 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1251 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1315 | { |
1252 | { |
1316 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1253 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1317 | if (at->clone.randomitems != NULL) |
1254 | if (at->clone.randomitems != NULL) |
1318 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1255 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1319 | else |
1256 | else |
1320 | fprintf (logfile, "(nothing)\n"); |
1257 | fprintf (logfile, "(nothing)\n"); |
|
|
1258 | |
1321 | fprintf (logfile, "\n"); |
1259 | fprintf (logfile, "\n"); |
1322 | found++; |
1260 | found++; |
1323 | } |
1261 | } |
|
|
1262 | |
1324 | if (found == 0) |
1263 | if (found == 0) |
1325 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1264 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1326 | } |
1265 | } |
1327 | |
1266 | |
1328 | /* |
1267 | /* |
1329 | * Builds up the lists of artifacts from the file in the libdir. |
1268 | * Builds up the lists of artifacts from the file in the libdir. |
1330 | */ |
1269 | */ |
1331 | |
|
|
1332 | void |
1270 | void |
1333 | init_artifacts (void) |
1271 | init_artifacts (void) |
1334 | { |
1272 | { |
1335 | static int has_been_inited = 0; |
1273 | static int has_been_inited = 0; |
1336 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1274 | char filename[MAX_BUF]; |
1337 | artifact *art = NULL; |
1275 | artifact *art = NULL; |
1338 | linked_char *tmp; |
|
|
1339 | int value; |
|
|
1340 | artifactlist *al; |
1276 | artifactlist *al; |
1341 | |
1277 | |
1342 | if (has_been_inited) |
1278 | if (has_been_inited) |
1343 | return; |
1279 | return; |
1344 | else |
1280 | else |
1345 | has_been_inited = 1; |
1281 | has_been_inited = 1; |
1346 | |
1282 | |
1347 | sprintf (filename, "%s/artifacts", settings.datadir); |
1283 | sprintf (filename, "%s/artifacts", settings.datadir); |
1348 | object_thawer thawer (filename); |
1284 | object_thawer f (filename); |
1349 | |
1285 | |
1350 | if (!thawer) |
1286 | if (!f) |
1351 | return; |
1287 | return; |
1352 | |
1288 | |
1353 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1289 | 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 | |
1290 | |
1365 | if (!strncmp (cp, "Allowed", 7)) |
1291 | for (;;) |
|
|
1292 | { |
|
|
1293 | switch (f.kw) |
1366 | { |
1294 | { |
|
|
1295 | case KW_allowed: |
1367 | if (art == NULL) |
1296 | if (!art) |
|
|
1297 | art = get_empty_artifact (); |
|
|
1298 | |
1368 | { |
1299 | { |
1369 | art = get_empty_artifact (); |
1300 | if (!strcmp (f.get_str (), "all")) |
1370 | nrofartifacts++; |
1301 | break; |
|
|
1302 | |
|
|
1303 | char *next, *cp = f.get_str (); |
|
|
1304 | |
|
|
1305 | do |
|
|
1306 | { |
|
|
1307 | if ((next = strchr (cp, ','))) |
|
|
1308 | *next++ = '\0'; |
|
|
1309 | |
|
|
1310 | linked_char *tmp = new linked_char; |
|
|
1311 | |
|
|
1312 | tmp->name = cp; |
|
|
1313 | tmp->next = art->allowed; |
|
|
1314 | art->allowed = tmp; |
|
|
1315 | } |
|
|
1316 | while ((cp = next)); |
1371 | } |
1317 | } |
1372 | cp = strchr (cp, ' ') + 1; |
1318 | break; |
1373 | if (!strcmp (cp, "all")) |
1319 | |
|
|
1320 | case KW_chance: |
|
|
1321 | f.get (art->chance); |
|
|
1322 | break; |
|
|
1323 | |
|
|
1324 | case KW_difficulty: |
|
|
1325 | f.get (art->difficulty); |
|
|
1326 | break; |
|
|
1327 | |
|
|
1328 | case KW_object: |
|
|
1329 | { |
|
|
1330 | art->item = object::create (); |
|
|
1331 | f.get (art->item->name); |
|
|
1332 | f.next (); |
|
|
1333 | |
|
|
1334 | if (!art->item->parse_kv (f)) |
|
|
1335 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1336 | |
|
|
1337 | al = find_artifactlist (art->item->type); |
|
|
1338 | |
|
|
1339 | if (!al) |
|
|
1340 | { |
|
|
1341 | al = get_empty_artifactlist (); |
|
|
1342 | al->type = art->item->type; |
|
|
1343 | al->next = first_artifactlist; |
|
|
1344 | first_artifactlist = al; |
|
|
1345 | } |
|
|
1346 | |
|
|
1347 | art->next = al->items; |
|
|
1348 | al->items = art; |
|
|
1349 | art = 0; |
|
|
1350 | } |
1374 | continue; |
1351 | continue; |
1375 | |
1352 | |
1376 | do |
1353 | case KW_EOF: |
|
|
1354 | goto done; |
|
|
1355 | |
|
|
1356 | default: |
|
|
1357 | if (!f.parse_error ("artifacts file")) |
|
|
1358 | cleanup ("artifacts file required"); |
1377 | { |
1359 | 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 | { |
1360 | } |
1395 | art->item = get_object (); |
|
|
1396 | |
1361 | |
1397 | if (!load_object (thawer, art->item, 0)) |
1362 | 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 | } |
1363 | } |
1416 | |
1364 | |
|
|
1365 | done: |
1417 | for (al = first_artifactlist; al != NULL; al = al->next) |
1366 | for (al = first_artifactlist; al; al = al->next) |
1418 | { |
1367 | { |
|
|
1368 | al->total_chance = 0; |
|
|
1369 | |
1419 | for (art = al->items; art != NULL; art = art->next) |
1370 | for (art = al->items; art; art = art->next) |
1420 | { |
1371 | { |
1421 | if (!art->chance) |
1372 | if (!art->chance) |
1422 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1373 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1423 | else |
1374 | else |
1424 | al->total_chance += art->chance; |
1375 | al->total_chance += art->chance; |
… | |
… | |
1429 | } |
1380 | } |
1430 | |
1381 | |
1431 | LOG (llevDebug, "done.\n"); |
1382 | LOG (llevDebug, "done.\n"); |
1432 | } |
1383 | } |
1433 | |
1384 | |
1434 | |
|
|
1435 | /* |
1385 | /* |
1436 | * Used in artifact generation. The bonuses of the first object |
1386 | * Used in artifact generation. The bonuses of the first object |
1437 | * is modified by the bonuses of the second object. |
1387 | * is modified by the bonuses of the second object. |
1438 | */ |
1388 | */ |
1439 | |
|
|
1440 | void |
1389 | void |
1441 | add_abilities (object *op, object *change) |
1390 | add_abilities (object *op, object *change) |
1442 | { |
1391 | { |
1443 | int i, tmp; |
1392 | int i, tmp; |
1444 | |
1393 | |
1445 | if (change->face != blank_face) |
1394 | if (change->face != blank_face) |
1446 | { |
1395 | { |
1447 | #ifdef TREASURE_VERBOSE |
1396 | #ifdef TREASURE_VERBOSE |
1448 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1397 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1449 | #endif |
1398 | #endif |
1450 | op->face = change->face; |
1399 | op->face = change->face; |
1451 | } |
1400 | } |
1452 | |
1401 | |
1453 | for (i = 0; i < NUM_STATS; i++) |
1402 | for (i = 0; i < NUM_STATS; i++) |
… | |
… | |
1489 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1438 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1490 | /* so artifacts will join */ |
1439 | /* so artifacts will join */ |
1491 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1440 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1492 | op->speed = 0.0; |
1441 | op->speed = 0.0; |
1493 | |
1442 | |
1494 | update_ob_speed (op); |
1443 | op->set_speed (op->speed); |
1495 | } |
1444 | } |
1496 | |
1445 | |
1497 | if (change->nrof) |
1446 | if (change->nrof) |
1498 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1447 | op->nrof = rndm (change->nrof) + 1; |
1499 | |
1448 | |
1500 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1449 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1501 | op->stats.wc += change->stats.wc; |
1450 | op->stats.wc += change->stats.wc; |
1502 | op->stats.ac += change->stats.ac; |
1451 | op->stats.ac += change->stats.ac; |
1503 | |
1452 | |
… | |
… | |
1511 | { |
1460 | { |
1512 | object *tmp_obj; |
1461 | object *tmp_obj; |
1513 | |
1462 | |
1514 | /* Remove any spells this object currently has in it */ |
1463 | /* Remove any spells this object currently has in it */ |
1515 | while (op->inv) |
1464 | while (op->inv) |
1516 | { |
|
|
1517 | tmp_obj = op->inv; |
|
|
1518 | tmp_obj->remove (); |
|
|
1519 | tmp_obj->destroy (0); |
1465 | op->inv->destroy (); |
1520 | } |
|
|
1521 | |
1466 | |
1522 | tmp_obj = arch_to_object (change->other_arch); |
1467 | tmp_obj = arch_to_object (change->other_arch); |
1523 | insert_ob_in_ob (tmp_obj, op); |
1468 | insert_ob_in_ob (tmp_obj, op); |
1524 | } |
1469 | } |
1525 | /* No harm setting this for potions/horns */ |
1470 | /* 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); |
1555 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1611 | } |
1556 | } |
1612 | |
1557 | |
1613 | op->value *= change->value; |
1558 | op->value *= change->value; |
1614 | |
1559 | |
1615 | if (change->material) |
1560 | if (change->materials) |
1616 | op->material = change->material; |
1561 | op->materials = change->materials; |
1617 | |
1562 | |
1618 | if (change->materialname) |
1563 | if (change->materialname) |
1619 | op->materialname = change->materialname; |
1564 | op->materialname = change->materialname; |
1620 | |
1565 | |
1621 | if (change->slaying) |
1566 | if (change->slaying) |
… | |
… | |
1627 | if (change->msg) |
1572 | if (change->msg) |
1628 | op->msg = change->msg; |
1573 | op->msg = change->msg; |
1629 | } |
1574 | } |
1630 | |
1575 | |
1631 | static int |
1576 | static int |
1632 | legal_artifact_combination (object *op, artifact * art) |
1577 | legal_artifact_combination (object *op, artifact *art) |
1633 | { |
1578 | { |
1634 | int neg, success = 0; |
1579 | int neg, success = 0; |
1635 | linked_char *tmp; |
1580 | linked_char *tmp; |
1636 | const char *name; |
1581 | const char *name; |
1637 | |
1582 | |
1638 | if (art->allowed == (linked_char *) NULL) |
1583 | if (!art->allowed) |
1639 | return 1; /* Ie, "all" */ |
1584 | return 1; /* Ie, "all" */ |
|
|
1585 | |
1640 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1586 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1641 | { |
1587 | { |
1642 | #ifdef TREASURE_VERBOSE |
1588 | #ifdef TREASURE_VERBOSE |
1643 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1589 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1644 | #endif |
1590 | #endif |
1645 | if (*tmp->name == '!') |
1591 | if (*tmp->name == '!') |
1646 | name = tmp->name + 1, neg = 1; |
1592 | name = tmp->name + 1, neg = 1; |
1647 | else |
1593 | else |
1648 | name = tmp->name, neg = 0; |
1594 | name = tmp->name, neg = 0; |
… | |
… | |
1655 | * everything is allowed except what we match |
1601 | * everything is allowed except what we match |
1656 | */ |
1602 | */ |
1657 | else if (neg) |
1603 | else if (neg) |
1658 | success = 1; |
1604 | success = 1; |
1659 | } |
1605 | } |
|
|
1606 | |
1660 | return success; |
1607 | return success; |
1661 | } |
1608 | } |
1662 | |
1609 | |
1663 | /* |
1610 | /* |
1664 | * Fixes the given object, giving it the abilities and titles |
1611 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1715 | return; |
1662 | return; |
1716 | } |
1663 | } |
1717 | |
1664 | |
1718 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1665 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1719 | { |
1666 | { |
1720 | int roll = RANDOM () % al->total_chance; |
1667 | int roll = rndm (al->total_chance); |
1721 | |
1668 | |
1722 | for (art = al->items; art != NULL; art = art->next) |
1669 | for (art = al->items; art; art = art->next) |
1723 | { |
1670 | { |
1724 | roll -= art->chance; |
1671 | roll -= art->chance; |
1725 | if (roll < 0) |
1672 | if (roll < 0) |
1726 | break; |
1673 | break; |
1727 | } |
1674 | } |
… | |
… | |
1743 | continue; |
1690 | continue; |
1744 | |
1691 | |
1745 | if (!legal_artifact_combination (op, art)) |
1692 | if (!legal_artifact_combination (op, art)) |
1746 | { |
1693 | { |
1747 | #ifdef TREASURE_VERBOSE |
1694 | #ifdef TREASURE_VERBOSE |
1748 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1695 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1749 | #endif |
1696 | #endif |
1750 | continue; |
1697 | continue; |
1751 | } |
1698 | } |
|
|
1699 | |
1752 | give_artifact_abilities (op, art->item); |
1700 | give_artifact_abilities (op, art->item); |
1753 | return; |
1701 | return; |
1754 | } |
1702 | } |
1755 | } |
1703 | } |
1756 | |
1704 | |
… | |
… | |
1800 | SET_FLAG (item, FLAG_NO_STEAL); |
1748 | SET_FLAG (item, FLAG_NO_STEAL); |
1801 | } |
1749 | } |
1802 | } |
1750 | } |
1803 | |
1751 | |
1804 | /* special_potion() - so that old potion code is still done right. */ |
1752 | /* special_potion() - so that old potion code is still done right. */ |
1805 | |
|
|
1806 | int |
1753 | int |
1807 | special_potion (object *op) |
1754 | special_potion (object *op) |
1808 | { |
1755 | { |
1809 | |
|
|
1810 | int i; |
|
|
1811 | |
|
|
1812 | if (op->attacktype) |
1756 | if (op->attacktype) |
1813 | return 1; |
1757 | return 1; |
1814 | |
1758 | |
1815 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1759 | 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; |
1760 | return 1; |
1817 | |
1761 | |
1818 | for (i = 0; i < NROFATTACKS; i++) |
1762 | for (int i = 0; i < NROFATTACKS; i++) |
1819 | if (op->resist[i]) |
1763 | if (op->resist[i]) |
1820 | return 1; |
1764 | return 1; |
1821 | |
1765 | |
1822 | return 0; |
1766 | return 0; |
1823 | } |
1767 | } |
1824 | |
1768 | |
1825 | void |
1769 | void |
1826 | free_treasurestruct (treasure *t) |
1770 | free_treasurestruct (treasure *t) |
1827 | { |
1771 | { |
1828 | if (t->next) |
|
|
1829 | free_treasurestruct (t->next); |
1772 | if (t->next) free_treasurestruct (t->next); |
1830 | if (t->next_yes) |
|
|
1831 | free_treasurestruct (t->next_yes); |
1773 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1832 | if (t->next_no) |
|
|
1833 | free_treasurestruct (t->next_no); |
1774 | if (t->next_no) free_treasurestruct (t->next_no); |
1834 | |
1775 | |
1835 | delete t; |
1776 | delete t; |
1836 | } |
1777 | } |
1837 | |
1778 | |
1838 | void |
1779 | void |
… | |
… | |
1843 | |
1784 | |
1844 | delete lc; |
1785 | delete lc; |
1845 | } |
1786 | } |
1846 | |
1787 | |
1847 | void |
1788 | void |
1848 | free_artifact (artifact * at) |
1789 | free_artifact (artifact *at) |
1849 | { |
1790 | { |
1850 | if (at->next) |
|
|
1851 | free_artifact (at->next); |
1791 | if (at->next) free_artifact (at->next); |
1852 | |
|
|
1853 | if (at->allowed) |
|
|
1854 | free_charlinks (at->allowed); |
1792 | if (at->allowed) free_charlinks (at->allowed); |
1855 | |
1793 | |
1856 | at->item->destroy (1); |
1794 | at->item->destroy (1); |
1857 | |
1795 | |
1858 | delete at; |
1796 | sfree (at); |
1859 | } |
1797 | } |
1860 | |
1798 | |
1861 | void |
1799 | void |
1862 | free_artifactlist (artifactlist * al) |
1800 | free_artifactlist (artifactlist *al) |
1863 | { |
1801 | { |
1864 | artifactlist *nextal; |
1802 | artifactlist *nextal; |
1865 | |
1803 | |
1866 | for (al = first_artifactlist; al; al = nextal) |
1804 | for (al = first_artifactlist; al; al = nextal) |
1867 | { |
1805 | { |
1868 | nextal = al->next; |
1806 | nextal = al->next; |
1869 | |
1807 | |
1870 | if (al->items) |
1808 | if (al->items) |
1871 | free_artifact (al->items); |
1809 | free_artifact (al->items); |
1872 | |
1810 | |
1873 | free (al); |
1811 | sfree (al); |
1874 | } |
1812 | } |
1875 | } |
1813 | } |
1876 | |
1814 | |
1877 | void |
1815 | void |
1878 | free_all_treasures (void) |
1816 | free_all_treasures (void) |
1879 | { |
1817 | { |
1880 | treasurelist *tl, *next; |
1818 | treasurelist *tl, *next; |
1881 | |
1819 | |
1882 | |
|
|
1883 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1820 | for (tl = first_treasurelist; tl; tl = next) |
1884 | { |
1821 | { |
|
|
1822 | clear (tl); |
|
|
1823 | |
1885 | next = tl->next; |
1824 | next = tl->next; |
1886 | if (tl->items) |
|
|
1887 | free_treasurestruct (tl->items); |
|
|
1888 | delete tl; |
1825 | delete tl; |
1889 | } |
1826 | } |
|
|
1827 | |
1890 | free_artifactlist (first_artifactlist); |
1828 | free_artifactlist (first_artifactlist); |
1891 | } |
1829 | } |