1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
8 | * |
7 | This program is free software; you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
12 | * option) any later version. |
11 | |
13 | * |
12 | This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
16 | |
18 | * |
17 | You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
20 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * <http://www.gnu.org/licenses/>. |
20 | |
22 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
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24 | #define ALLOWED_COMBINATION |
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25 | |
25 | |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 | * It is useful for finding bugs in the treasures file. Since it only |
27 | * It is useful for finding bugs in the treasures file. Since it only |
28 | * slows the startup some (and not actual game play), it is by default |
28 | * slows the startup some (and not actual game play), it is by default |
29 | * left on |
29 | * left on |
30 | */ |
30 | */ |
31 | #define TREASURE_DEBUG |
31 | #define TREASURE_DEBUG |
32 | |
32 | |
33 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
33 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
34 | |
34 | |
35 | /* #define TREASURE_VERBOSE */ |
35 | //#define TREASURE_VERBOSE |
36 | |
36 | |
37 | #include <global.h> |
37 | #include <global.h> |
38 | #include <treasure.h> |
38 | #include <treasure.h> |
39 | #include <funcpoint.h> |
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40 | #include <loader.h> |
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41 | |
39 | |
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40 | #include <flat_hash_map.hpp> |
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41 | |
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42 | // used only by treasure.C, does not handle null arch ptrs |
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43 | #define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name) |
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44 | |
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45 | extern char *spell_mapping[]; |
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46 | |
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47 | static treasurelist *first_treasurelist; |
42 | |
48 | |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 | extern char *spell_mapping[]; |
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45 | |
50 | |
46 | /* |
51 | typedef ska::flat_hash_map< |
47 | * Initialize global archtype pointers: |
52 | const char *, |
48 | */ |
53 | treasurelist *, |
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54 | str_hash, |
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55 | str_equal, |
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56 | slice_allocator< std::pair<const char *const, treasurelist *> > |
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57 | > tl_map_t; |
49 | |
58 | |
50 | void |
59 | static tl_map_t tl_map; |
51 | init_archetype_pointers () |
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52 | { |
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53 | int prev_warn = warn_archetypes; |
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54 | |
60 | |
55 | warn_archetypes = 1; |
61 | //TODO: class method |
56 | if (ring_arch == NULL) |
62 | static void free_treasurestruct (treasure *t); // bleh desu |
57 | ring_arch = archetype::find ("ring"); |
63 | static void |
58 | if (amulet_arch == NULL) |
64 | clear (treasurelist *tl) |
59 | amulet_arch = archetype::find ("amulet"); |
65 | { |
60 | if (staff_arch == NULL) |
66 | if (tl->items) |
61 | staff_arch = archetype::find ("staff"); |
67 | { |
62 | if (crown_arch == NULL) |
68 | free_treasurestruct (tl->items); |
63 | crown_arch = archetype::find ("crown"); |
69 | tl->items = 0; |
64 | warn_archetypes = prev_warn; |
70 | } |
65 | } |
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66 | |
71 | |
67 | /* |
72 | tl->total_chance = 0; |
68 | * Allocate and return the pointer to an empty treasurelist structure. |
73 | } |
69 | */ |
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70 | |
74 | |
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75 | /* |
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76 | * Searches for the given treasurelist |
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77 | */ |
71 | static treasurelist * |
78 | treasurelist * |
72 | get_empty_treasurelist (void) |
79 | treasurelist::find (const char *name) |
73 | { |
80 | { |
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81 | if (!name) |
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82 | return 0; |
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83 | |
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84 | auto (i, tl_map.find (name)); |
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85 | |
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86 | if (i == tl_map.end ()) |
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87 | return 0; |
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88 | |
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89 | return i->second; |
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90 | } |
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91 | |
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92 | /* |
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93 | * Searches for the given treasurelist in the globally linked list |
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94 | * of treasurelists which has been built by load_treasures(). |
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95 | */ |
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96 | treasurelist * |
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97 | treasurelist::get (const char *name) |
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98 | { |
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99 | treasurelist *tl = find (name); |
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100 | |
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101 | if (!tl) |
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102 | { |
74 | return new treasurelist; |
103 | tl = new treasurelist; |
75 | } |
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76 | |
104 | |
77 | /* |
105 | tl->name = name; |
78 | * Allocate and return the pointer to an empty treasure structure. |
106 | tl->next = first_treasurelist; |
79 | */ |
107 | first_treasurelist = tl; |
80 | //TODO: make this a constructor |
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81 | static treasure * |
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82 | get_empty_treasure (void) |
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83 | { |
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84 | treasure *t = new treasure; |
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85 | |
108 | |
86 | t->chance = 100; |
109 | tl_map.insert (std::make_pair (tl->name, tl)); |
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110 | } |
87 | |
111 | |
88 | return t; |
112 | return tl; |
89 | } |
113 | } |
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114 | |
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115 | #ifdef TREASURE_DEBUG |
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116 | /* recursived checks the linked list. Treasurelist is passed only |
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117 | * so that the treasure name can be printed out |
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118 | */ |
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119 | static void |
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120 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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121 | { |
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122 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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123 | 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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124 | |
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125 | if (t->next) |
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126 | check_treasurelist (t->next, tl); |
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127 | |
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128 | if (t->next_yes) |
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129 | check_treasurelist (t->next_yes, tl); |
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130 | |
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131 | if (t->next_no) |
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132 | check_treasurelist (t->next_no, tl); |
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133 | } |
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134 | #endif |
90 | |
135 | |
91 | /* |
136 | /* |
92 | * Reads the lib/treasure file from disk, and parses the contents |
137 | * Reads the lib/treasure file from disk, and parses the contents |
93 | * into an internal treasure structure (very linked lists) |
138 | * into an internal treasure structure (very linked lists) |
94 | */ |
139 | */ |
95 | |
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96 | static treasure * |
140 | static treasure * |
97 | load_treasure (FILE * fp, int *line) |
141 | read_treasure (object_thawer &f) |
98 | { |
142 | { |
99 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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100 | treasure *t = get_empty_treasure (); |
143 | treasure *t = new treasure; |
101 | int value; |
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102 | |
144 | |
103 | nroftreasures++; |
145 | 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 | |
146 | |
108 | if (*buf == '#') |
147 | for (;;) |
109 | continue; |
148 | { |
110 | if ((cp = strchr (buf, '\n')) != NULL) |
149 | coroapi::cede_to_tick (); |
111 | *cp = '\0'; |
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112 | cp = buf; |
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113 | while (isspace (*cp)) /* Skip blanks */ |
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114 | cp++; |
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115 | |
150 | |
116 | if (sscanf (cp, "arch %s", variable)) |
151 | 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 | } |
152 | { |
121 | else if (sscanf (cp, "list %s", variable)) |
153 | case KW_arch: |
122 | t->name = variable; |
154 | t->item = archetype::find (f.get_str ()); |
123 | else if (sscanf (cp, "change_name %s", variable)) |
155 | |
124 | t->change_arch.name = variable; |
156 | if (!t->item) |
125 | else if (sscanf (cp, "change_title %s", variable)) |
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126 | t->change_arch.title = variable; |
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127 | else if (sscanf (cp, "change_slaying %s", variable)) |
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128 | t->change_arch.slaying = variable; |
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129 | else if (sscanf (cp, "chance %d", &value)) |
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130 | t->chance = (uint8) value; |
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131 | else if (sscanf (cp, "nrof %d", &value)) |
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132 | t->nrof = (uint16) value; |
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133 | else if (sscanf (cp, "magic %d", &value)) |
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134 | t->magic = (uint8) value; |
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135 | else if (!strcmp (cp, "yes")) |
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136 | t->next_yes = load_treasure (fp, line); |
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137 | else if (!strcmp (cp, "no")) |
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138 | t->next_no = load_treasure (fp, line); |
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139 | else if (!strcmp (cp, "end")) |
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140 | return t; |
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141 | else if (!strcmp (cp, "more")) |
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142 | { |
157 | { |
143 | t->next = load_treasure (fp, line); |
158 | f.parse_warn ("treasure references unknown archetype"); |
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159 | t->item = archetype::empty; |
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160 | } |
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161 | |
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162 | break; |
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163 | |
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164 | case KW_list: f.get (t->name); break; |
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165 | case KW_change_name: f.get (t->change_arch.name); break; |
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166 | case KW_change_title: f.get (t->change_arch.title); break; |
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167 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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168 | case KW_chance: f.get (t->chance); break; |
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169 | case KW_nrof: f.get (t->nrof); break; |
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170 | case KW_magic: f.get (t->magic); break; |
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171 | |
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172 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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173 | case KW_no: t->next_no = read_treasure (f); continue; |
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174 | |
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175 | case KW_end: |
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176 | f.next (); |
144 | return t; |
177 | return t; |
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178 | |
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179 | case KW_more: |
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180 | t->next = read_treasure (f); |
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181 | return t; |
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182 | |
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183 | default: |
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184 | if (!f.parse_error ("treasurelist", t->name)) |
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185 | goto error; |
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186 | |
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187 | return t; |
145 | } |
188 | } |
146 | else |
189 | |
147 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
190 | f.next (); |
148 | } |
191 | } |
149 | LOG (llevError, "treasure lacks 'end'.\n"); |
192 | |
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193 | // not reached |
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194 | |
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195 | error: |
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196 | delete t; |
150 | return t; |
197 | return 0; |
151 | } |
198 | } |
152 | |
199 | |
153 | #ifdef TREASURE_DEBUG |
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154 | |
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155 | /* recursived checks the linked list. Treasurelist is passed only |
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156 | * so that the treasure name can be printed out |
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157 | */ |
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158 | static void |
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159 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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160 | { |
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161 | if (t->item == NULL && t->name == NULL) |
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162 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
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163 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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164 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
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165 | /* find_treasurelist will print out its own error message */ |
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166 | if (t->name && *t->name) |
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167 | (void) find_treasurelist (t->name); |
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168 | if (t->next) |
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169 | check_treasurelist (t->next, tl); |
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170 | if (t->next_yes) |
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171 | check_treasurelist (t->next_yes, tl); |
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172 | if (t->next_no) |
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173 | check_treasurelist (t->next_no, tl); |
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174 | } |
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175 | #endif |
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176 | |
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177 | /* |
200 | /* |
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(). |
201 | * Each treasure is parsed with the help of load_treasure(). |
180 | */ |
202 | */ |
181 | |
203 | treasurelist * |
182 | void |
204 | treasurelist::read (object_thawer &f) |
183 | load_treasures (void) |
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184 | { |
205 | { |
185 | FILE *fp; |
206 | 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 | |
207 | |
191 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
208 | bool one = f.kw == KW_treasureone; |
192 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
209 | treasurelist *tl = treasurelist::get (f.get_str ()); |
193 | { |
210 | clear (tl); |
194 | LOG (llevError, "Can't open treasure file.\n"); |
211 | tl->items = read_treasure (f); |
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212 | if (!tl->items) |
195 | return; |
213 | 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 | |
214 | |
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. |
215 | /* 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 |
216 | * Add up the chance total, and check to make sure the yes & no |
217 | * fields of the treasures are not being used. |
217 | * fields of the treasures are not being used. |
218 | */ |
218 | */ |
219 | if (!strncmp (buf, "treasureone", 11)) |
219 | if (one) |
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220 | { |
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221 | for (treasure *t = tl->items; t; t = t->next) |
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222 | { |
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223 | if (t->next_yes || t->next_no) |
220 | { |
224 | { |
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); |
225 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
227 | LOG (llevError, " the next_yes or next_no field is set\n"); |
226 | 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 | } |
227 | } |
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 | |
228 | |
239 | #ifdef TREASURE_DEBUG |
229 | tl->total_chance += t->chance; |
240 | /* Perform some checks on how valid the treasure data actually is. |
230 | } |
241 | * verify that list transitions work (ie, the list that it is supposed |
231 | } |
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 | |
232 | |
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; |
233 | return tl; |
271 | } |
234 | } |
272 | |
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273 | |
235 | |
274 | /* |
236 | /* |
275 | * Generates the objects specified by the given treasure. |
237 | * Generates the objects specified by the given treasure. |
276 | * It goes recursively through the rest of the linked list. |
238 | * It goes recursively through the rest of the linked list. |
277 | * If there is a certain percental chance for a treasure to be generated, |
239 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
283 | * start with equipment, but only their abilities). |
245 | * start with equipment, but only their abilities). |
284 | */ |
246 | */ |
285 | static void |
247 | static void |
286 | put_treasure (object *op, object *creator, int flags) |
248 | put_treasure (object *op, object *creator, int flags) |
287 | { |
249 | { |
288 | object *tmp; |
250 | if (flags & GT_ENVIRONMENT) |
289 | |
251 | { |
290 | /* Bit of a hack - spells should never be put onto the map. The entire |
252 | /* Bit of a hack - spells should never be put onto the map. The entire |
291 | * treasure stuff is a problem - there is no clear idea of knowing |
253 | * treasure stuff is a problem - there is no clear idea of knowing |
292 | * this is the original object, or if this is an object that should be created |
254 | * this is the original object, or if this is an object that should be created |
293 | * by another object. |
255 | * by another object. |
294 | */ |
256 | */ |
295 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
257 | //TODO: flag such as objects... as such (no drop, anybody?) |
296 | { |
258 | if (op->type == SPELL) |
297 | op->x = creator->x; |
259 | { |
298 | op->y = creator->y; |
260 | op->destroy (); |
299 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
261 | return; |
|
|
262 | } |
|
|
263 | |
|
|
264 | op->expand_tail (); |
|
|
265 | |
|
|
266 | if (!creator->is_on_map () |
|
|
267 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
|
|
268 | op->destroy (); |
|
|
269 | else |
|
|
270 | { |
|
|
271 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
300 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
272 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
273 | } |
301 | } |
274 | } |
302 | else |
275 | else |
303 | { |
276 | { |
304 | op = insert_ob_in_ob (op, creator); |
277 | op = creator->insert (op); |
305 | |
278 | |
306 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
279 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
307 | monster_check_apply (creator, op); |
280 | monster_check_apply (creator, op); |
308 | |
|
|
309 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
|
|
310 | esrv_send_item (tmp, op); |
|
|
311 | } |
281 | } |
312 | } |
282 | } |
313 | |
283 | |
314 | /* if there are change_xxx commands in the treasure, we include the changes |
284 | /* if there are change_xxx commands in the treasure, we include the changes |
315 | * in the generated object |
285 | * in the generated object |
… | |
… | |
329 | |
299 | |
330 | if (t->change_arch.slaying) |
300 | if (t->change_arch.slaying) |
331 | op->slaying = t->change_arch.slaying; |
301 | op->slaying = t->change_arch.slaying; |
332 | } |
302 | } |
333 | |
303 | |
334 | void |
304 | static void |
335 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
305 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
336 | { |
306 | { |
337 | object *tmp; |
|
|
338 | |
|
|
339 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
307 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
340 | { |
308 | { |
341 | if (t->name) |
309 | if (t->name) |
342 | { |
310 | { |
343 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
311 | if (difficulty >= t->magic) |
|
|
312 | if (treasurelist *tl = treasurelist::find (t->name)) |
|
|
313 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
314 | else |
|
|
315 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
316 | } |
|
|
317 | else |
|
|
318 | { |
|
|
319 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
344 | { |
320 | { |
345 | treasurelist *tl = find_treasurelist (t->name); |
321 | object *tmp = t->item->instance (); |
346 | if (tl) |
322 | |
347 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
348 | } |
|
|
349 | } |
|
|
350 | else |
|
|
351 | { |
|
|
352 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
|
|
353 | { |
|
|
354 | tmp = arch_to_object (t->item); |
|
|
355 | if (t->nrof && tmp->nrof <= 1) |
323 | if (t->nrof && tmp->nrof <= 1) |
356 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
324 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
325 | |
357 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
326 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
358 | change_treasure (t, tmp); |
327 | change_treasure (t, tmp); |
359 | put_treasure (tmp, op, flag); |
328 | put_treasure (tmp, op, flag); |
360 | } |
329 | } |
361 | } |
330 | } |
362 | |
331 | |
363 | if (t->next_yes != NULL) |
332 | if (t->next_yes) |
364 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
333 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
365 | } |
334 | } |
366 | else if (t->next_no != NULL) |
335 | else if (t->next_no) |
367 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
336 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
368 | |
337 | |
369 | if (t->next != NULL) |
338 | if (t->next) |
370 | create_all_treasures (t->next, op, flag, difficulty, tries); |
339 | create_all_treasures (t->next, op, flag, difficulty, tries); |
371 | } |
340 | } |
372 | |
341 | |
373 | void |
342 | static void |
374 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
343 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
375 | { |
344 | { |
376 | int value = RANDOM () % tl->total_chance; |
345 | int value = rndm (tl->total_chance); |
377 | treasure *t; |
346 | treasure *t; |
378 | |
347 | |
379 | if (tries++ > 100) |
348 | if (tries++ > 100) |
380 | { |
349 | { |
381 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
350 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
382 | return; |
351 | return; |
383 | } |
352 | } |
384 | |
353 | |
385 | for (t = tl->items; t != NULL; t = t->next) |
354 | for (t = tl->items; t; t = t->next) |
386 | { |
355 | { |
387 | value -= t->chance; |
356 | value -= t->chance; |
388 | |
357 | |
389 | if (value < 0) |
358 | if (value < 0) |
390 | break; |
359 | break; |
391 | } |
360 | } |
392 | |
361 | |
393 | if (!t || value >= 0) |
362 | if (!t || value >= 0) |
394 | { |
|
|
395 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
363 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
396 | abort (); |
|
|
397 | return; |
|
|
398 | } |
|
|
399 | |
364 | |
400 | if (t->name) |
365 | if (t->name) |
401 | { |
366 | { |
402 | if (!strcmp (t->name, "NONE")) |
|
|
403 | return; |
|
|
404 | |
|
|
405 | if (difficulty >= t->magic) |
367 | if (difficulty >= t->magic) |
406 | { |
368 | { |
407 | treasurelist *tl = find_treasurelist (t->name); |
369 | treasurelist *tl = treasurelist::find (t->name); |
408 | if (tl) |
370 | if (tl) |
409 | create_treasure (tl, op, flag, difficulty, tries); |
371 | create_treasure (tl, op, flag, difficulty, tries); |
410 | } |
372 | } |
411 | else if (t->nrof) |
373 | else if (t->nrof) |
412 | create_one_treasure (tl, op, flag, difficulty, tries); |
374 | create_one_treasure (tl, op, flag, difficulty, tries); |
413 | |
|
|
414 | return; |
|
|
415 | } |
375 | } |
416 | |
|
|
417 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
376 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
418 | { |
377 | { |
419 | object *tmp = arch_to_object (t->item); |
378 | if (object *tmp = t->item->instance ()) |
420 | |
379 | { |
421 | if (!tmp) |
|
|
422 | return; |
|
|
423 | |
|
|
424 | if (t->nrof && tmp->nrof <= 1) |
380 | if (t->nrof && tmp->nrof <= 1) |
425 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
381 | tmp->nrof = rndm (t->nrof) + 1; |
426 | |
382 | |
427 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
383 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
428 | change_treasure (t, tmp); |
384 | change_treasure (t, tmp); |
429 | put_treasure (tmp, op, flag); |
385 | put_treasure (tmp, op, flag); |
|
|
386 | } |
430 | } |
387 | } |
|
|
388 | } |
|
|
389 | |
|
|
390 | void |
|
|
391 | object::create_treasure (treasurelist *tl, int flags) |
|
|
392 | { |
|
|
393 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
431 | } |
394 | } |
432 | |
395 | |
433 | /* This calls the appropriate treasure creation function. tries is passed |
396 | /* This calls the appropriate treasure creation function. tries is passed |
434 | * to determine how many list transitions or attempts to create treasure |
397 | * to determine how many list transitions or attempts to create treasure |
435 | * have been made. It is really in place to prevent infinite loops with |
398 | * have been made. It is really in place to prevent infinite loops with |
436 | * list transitions, or so that excessively good treasure will not be |
399 | * list transitions, or so that excessively good treasure will not be |
437 | * created on weak maps, because it will exceed the number of allowed tries |
400 | * created on weak maps, because it will exceed the number of allowed tries |
438 | * to do that. |
401 | * to do that. |
439 | */ |
402 | */ |
440 | void |
403 | void |
441 | create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) |
404 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
442 | { |
405 | { |
|
|
406 | // empty treasurelists are legal |
|
|
407 | if (!tl->items) |
|
|
408 | return; |
443 | |
409 | |
444 | if (tries++ > 100) |
410 | if (tries++ > 100) |
445 | { |
411 | { |
446 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
412 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
447 | return; |
413 | return; |
448 | } |
414 | } |
|
|
415 | |
|
|
416 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
417 | { |
|
|
418 | // do not generate items when there already is something above the object |
|
|
419 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
420 | return; |
|
|
421 | |
|
|
422 | flag |= GT_ENVIRONMENT; |
|
|
423 | } |
|
|
424 | |
449 | if (t->total_chance) |
425 | if (tl->total_chance) |
450 | create_one_treasure (t, op, flag, difficulty, tries); |
426 | create_one_treasure (tl, op, flag, difficulty, tries); |
451 | else |
427 | else |
452 | create_all_treasures (t->items, op, flag, difficulty, tries); |
428 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
453 | } |
429 | } |
454 | |
430 | |
455 | /* This is similar to the old generate treasure function. However, |
431 | /* This is similar to the old generate treasure function. However, |
456 | * it instead takes a treasurelist. It is really just a wrapper around |
432 | * it instead takes a treasurelist. It is really just a wrapper around |
457 | * create_treasure. We create a dummy object that the treasure gets |
433 | * create_treasure. We create a dummy object that the treasure gets |
458 | * inserted into, and then return that treausre |
434 | * inserted into, and then return that treausre |
459 | */ |
435 | */ |
460 | object * |
436 | object * |
461 | generate_treasure (treasurelist *t, int difficulty) |
437 | generate_treasure (treasurelist *tl, int difficulty) |
462 | { |
438 | { |
463 | difficulty = clamp (difficulty, 1, settings.max_level); |
439 | difficulty = clamp (difficulty, 1, settings.max_level); |
464 | |
440 | |
465 | object *ob = object::create (), *tmp; |
441 | object *ob = object::create (); |
466 | |
442 | |
467 | create_treasure (t, ob, 0, difficulty, 0); |
443 | create_treasure (tl, ob, 0, difficulty, 0); |
468 | |
444 | |
469 | /* Don't want to free the object we are about to return */ |
445 | /* Don't want to free the object we are about to return */ |
470 | tmp = ob->inv; |
446 | object *tmp = ob->inv; |
471 | if (tmp != NULL) |
447 | if (tmp) |
472 | tmp->remove (); |
448 | tmp->remove (); |
473 | |
449 | |
474 | if (ob->inv) |
450 | if (ob->inv) |
475 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
451 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
476 | |
452 | |
477 | ob->destroy (); |
453 | ob->destroy (); |
|
|
454 | |
478 | return tmp; |
455 | return tmp; |
479 | } |
456 | } |
480 | |
457 | |
481 | /* |
458 | /* |
482 | * This is a new way of calculating the chance for an item to have |
459 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
484 | * The array has two arguments, the difficulty of the level, and the |
461 | * The array has two arguments, the difficulty of the level, and the |
485 | * magical bonus "wanted". |
462 | * magical bonus "wanted". |
486 | */ |
463 | */ |
487 | |
464 | |
488 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
465 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
489 | |
|
|
490 | /*chance of magic difficulty*/ |
466 | // chance of magic difficulty |
491 | |
|
|
492 | /* +0 +1 +2 +3 +4 */ |
467 | // +0 +1 +2 +3 +4 |
493 | {95, 2, 2, 1, 0}, /*1 */ |
468 | {95, 2, 2, 1, 0}, // 1 |
494 | {92, 5, 2, 1, 0}, /*2 */ |
469 | {92, 5, 2, 1, 0}, // 2 |
495 | {85, 10, 4, 1, 0}, /*3 */ |
470 | {85, 10, 4, 1, 0}, // 3 |
496 | {80, 14, 4, 2, 0}, /*4 */ |
471 | {80, 14, 4, 2, 0}, // 4 |
497 | {75, 17, 5, 2, 1}, /*5 */ |
472 | {75, 17, 5, 2, 1}, // 5 |
498 | {70, 18, 8, 3, 1}, /*6 */ |
473 | {70, 18, 8, 3, 1}, // 6 |
499 | {65, 21, 10, 3, 1}, /*7 */ |
474 | {65, 21, 10, 3, 1}, // 7 |
500 | {60, 22, 12, 4, 2}, /*8 */ |
475 | {60, 22, 12, 4, 2}, // 8 |
501 | {55, 25, 14, 4, 2}, /*9 */ |
476 | {55, 25, 14, 4, 2}, // 9 |
502 | {50, 27, 16, 5, 2}, /*10 */ |
477 | {50, 27, 16, 5, 2}, // 10 |
503 | {45, 28, 18, 6, 3}, /*11 */ |
478 | {45, 28, 18, 6, 3}, // 11 |
504 | {42, 28, 20, 7, 3}, /*12 */ |
479 | {42, 28, 20, 7, 3}, // 12 |
505 | {40, 27, 21, 8, 4}, /*13 */ |
480 | {40, 27, 21, 8, 4}, // 13 |
506 | {38, 25, 22, 10, 5}, /*14 */ |
481 | {38, 25, 22, 10, 5}, // 14 |
507 | {36, 23, 23, 12, 6}, /*15 */ |
482 | {36, 23, 23, 12, 6}, // 15 |
508 | {33, 21, 24, 14, 8}, /*16 */ |
483 | {33, 21, 24, 14, 8}, // 16 |
509 | {31, 19, 25, 16, 9}, /*17 */ |
484 | {31, 19, 25, 16, 9}, // 17 |
510 | {27, 15, 30, 18, 10}, /*18 */ |
485 | {27, 15, 30, 18, 10}, // 18 |
511 | {20, 12, 30, 25, 13}, /*19 */ |
486 | {20, 12, 30, 25, 13}, // 19 |
512 | {15, 10, 28, 30, 17}, /*20 */ |
487 | {15, 10, 28, 30, 17}, // 20 |
513 | {13, 9, 27, 28, 23}, /*21 */ |
488 | {13, 9, 27, 28, 23}, // 21 |
514 | {10, 8, 25, 28, 29}, /*22 */ |
489 | {10, 8, 25, 28, 29}, // 22 |
515 | {8, 7, 23, 26, 36}, /*23 */ |
490 | { 8, 7, 23, 26, 36}, // 23 |
516 | {6, 6, 20, 22, 46}, /*24 */ |
491 | { 6, 6, 20, 22, 46}, // 24 |
517 | {4, 5, 17, 18, 56}, /*25 */ |
492 | { 4, 5, 17, 18, 56}, // 25 |
518 | {2, 4, 12, 14, 68}, /*26 */ |
493 | { 2, 4, 12, 14, 68}, // 26 |
519 | {0, 3, 7, 10, 80}, /*27 */ |
494 | { 0, 3, 7, 10, 80}, // 27 |
520 | {0, 0, 3, 7, 90}, /*28 */ |
495 | { 0, 0, 3, 7, 90}, // 28 |
521 | {0, 0, 0, 3, 97}, /*29 */ |
496 | { 0, 0, 0, 3, 97}, // 29 |
522 | {0, 0, 0, 0, 100}, /*30 */ |
497 | { 0, 0, 0, 0, 100}, // 30 |
523 | {0, 0, 0, 0, 100}, /*31 */ |
498 | { 0, 0, 0, 0, 100}, // 31 |
524 | }; |
499 | }; |
525 | |
500 | |
526 | |
|
|
527 | /* calculate the appropriate level for wands staves and scrolls. |
501 | /* calculate the appropriate level for wands staves and scrolls. |
528 | * This code presumes that op has had its spell object created (in op->inv) |
502 | * This code presumes that op has had its spell object created (in op->inv) |
529 | * |
503 | * |
530 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
504 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
531 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
505 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
532 | */ |
506 | */ |
533 | |
507 | static int |
534 | int |
|
|
535 | level_for_item (const object *op, int difficulty) |
508 | level_for_item (const object *op, int difficulty) |
536 | { |
509 | { |
537 | int olevel = 0; |
|
|
538 | |
|
|
539 | if (!op->inv) |
510 | if (!op->inv) |
540 | { |
511 | { |
541 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
512 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
542 | return 0; |
513 | return 0; |
543 | } |
514 | } |
544 | |
515 | |
545 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
516 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
546 | |
517 | |
547 | if (olevel <= 0) |
518 | if (olevel <= 0) |
548 | olevel = rndm (1, MIN (op->inv->level, 1)); |
519 | olevel = rndm (1, op->inv->level); |
549 | |
520 | |
550 | if (olevel > MAXLEVEL) |
521 | return min (olevel, MAXLEVEL_TREASURE); |
551 | olevel = MAXLEVEL; |
|
|
552 | |
|
|
553 | return olevel; |
|
|
554 | } |
522 | } |
555 | |
523 | |
556 | /* |
524 | /* |
557 | * Based upon the specified difficulty and upon the difftomagic_list array, |
525 | * Based upon the specified difficulty and upon the difftomagic_list array, |
558 | * a random magical bonus is returned. This is used when determine |
526 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
561 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
529 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
562 | * Scaling difficulty by max_level, as difficulty is a level and not some |
530 | * Scaling difficulty by max_level, as difficulty is a level and not some |
563 | * weird integer between 1-31. |
531 | * weird integer between 1-31. |
564 | * |
532 | * |
565 | */ |
533 | */ |
566 | |
534 | static int |
567 | int |
|
|
568 | magic_from_difficulty (int difficulty) |
535 | magic_from_difficulty (int difficulty) |
569 | { |
536 | { |
570 | int percent = 0, magic = 0; |
|
|
571 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
537 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
538 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
572 | |
539 | |
573 | scaled_diff--; |
540 | int percent = rndm (100); |
|
|
541 | int magic; |
574 | |
542 | |
575 | if (scaled_diff < 0) |
|
|
576 | scaled_diff = 0; |
|
|
577 | |
|
|
578 | if (scaled_diff >= DIFFLEVELS) |
|
|
579 | scaled_diff = DIFFLEVELS - 1; |
|
|
580 | |
|
|
581 | percent = RANDOM () % 100; |
|
|
582 | |
|
|
583 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
543 | for (magic = 0; magic <= MAXMAGIC; magic++) |
584 | { |
544 | { |
585 | percent -= difftomagic_list[scaled_diff][magic]; |
545 | percent -= difftomagic_list[scaled_diff][magic]; |
586 | |
546 | |
587 | if (percent < 0) |
547 | if (percent < 0) |
588 | break; |
548 | break; |
589 | } |
549 | } |
590 | |
550 | |
591 | if (magic == (MAXMAGIC + 1)) |
551 | if (magic > MAXMAGIC) |
592 | { |
552 | { |
593 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
553 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
594 | magic = 0; |
554 | magic = 0; |
595 | } |
555 | } |
596 | |
556 | |
597 | magic = (RANDOM () % 3) ? magic : -magic; |
557 | magic = (rndm (3)) ? magic : -magic; |
598 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
558 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
599 | |
559 | |
600 | return magic; |
560 | return magic; |
601 | } |
561 | } |
602 | |
562 | |
… | |
… | |
604 | * Sets magical bonus in an object, and recalculates the effect on |
564 | * Sets magical bonus in an object, and recalculates the effect on |
605 | * the armour variable, and the effect on speed of armour. |
565 | * the armour variable, and the effect on speed of armour. |
606 | * This function doesn't work properly, should add use of archetypes |
566 | * This function doesn't work properly, should add use of archetypes |
607 | * to make it truly absolute. |
567 | * to make it truly absolute. |
608 | */ |
568 | */ |
609 | |
|
|
610 | void |
569 | void |
611 | set_abs_magic (object *op, int magic) |
570 | set_abs_magic (object *op, int magic) |
612 | { |
571 | { |
613 | if (!magic) |
572 | if (!magic) |
614 | return; |
573 | return; |
615 | |
574 | |
616 | op->magic = magic; |
575 | op->magic = magic; |
617 | if (op->arch) |
576 | if (op->arch) |
618 | { |
577 | { |
619 | if (op->type == ARMOUR) |
578 | if (op->type == ARMOUR) |
620 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
621 | |
580 | |
622 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
623 | magic = (-magic); |
582 | magic = (-magic); |
|
|
583 | |
624 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
584 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
625 | } |
585 | } |
626 | else |
586 | else |
627 | { |
587 | { |
628 | if (op->type == ARMOUR) |
588 | if (op->type == ARMOUR) |
629 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
589 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
590 | |
630 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
591 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
631 | magic = (-magic); |
592 | magic = (-magic); |
|
|
593 | |
632 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
594 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
633 | } |
595 | } |
634 | } |
596 | } |
635 | |
597 | |
636 | /* |
598 | /* |
… | |
… | |
639 | */ |
601 | */ |
640 | |
602 | |
641 | static void |
603 | static void |
642 | set_magic (int difficulty, object *op, int max_magic, int flags) |
604 | set_magic (int difficulty, object *op, int max_magic, int flags) |
643 | { |
605 | { |
644 | int i; |
|
|
645 | |
|
|
646 | i = magic_from_difficulty (difficulty); |
606 | int i = magic_from_difficulty (difficulty); |
|
|
607 | |
647 | if ((flags & GT_ONLY_GOOD) && i < 0) |
608 | if ((flags & GT_ONLY_GOOD) && i < 0) |
648 | i = -i; |
609 | i = -i; |
|
|
610 | |
649 | if (i > max_magic) |
611 | i = min (i, max_magic); |
650 | i = max_magic; |
612 | |
651 | set_abs_magic (op, i); |
613 | set_abs_magic (op, i); |
652 | if (i < 0) |
614 | if (i < 0) |
653 | SET_FLAG (op, FLAG_CURSED); |
615 | op->set_flag (FLAG_CURSED); |
654 | } |
616 | } |
655 | |
617 | |
656 | /* |
618 | /* |
657 | * Randomly adds one magical ability to the given object. |
619 | * Randomly adds one magical ability to the given object. |
658 | * Modified for Partial Resistance in many ways: |
620 | * Modified for Partial Resistance in many ways: |
659 | * 1) Since rings can have multiple bonuses, if the same bonus |
621 | * 1) Since rings can have multiple bonuses, if the same bonus |
660 | * is rolled again, increase it - the bonuses now stack with |
622 | * is rolled again, increase it - the bonuses now stack with |
661 | * other bonuses previously rolled and ones the item might natively have. |
623 | * other bonuses previously rolled and ones the item might natively have. |
662 | * 2) Add code to deal with new PR method. |
624 | * 2) Add code to deal with new PR method. |
663 | */ |
625 | */ |
664 | |
626 | static void |
665 | void |
|
|
666 | set_ring_bonus (object *op, int bonus) |
627 | set_ring_bonus (object *op, int bonus) |
667 | { |
628 | { |
668 | |
|
|
669 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
629 | int r = rndm (bonus > 0 ? 25 : 11); |
670 | |
630 | |
671 | if (op->type == AMULET) |
631 | if (op->type == AMULET) |
672 | { |
632 | if (!rndm (21)) |
673 | if (!(RANDOM () % 21)) |
633 | r = 20 + rndm (2); |
674 | r = 20 + RANDOM () % 2; |
634 | else if (rndm (2)) |
|
|
635 | r = 10; |
675 | else |
636 | else |
676 | { |
637 | r = 11 + rndm (9); |
677 | if (RANDOM () & 2) |
|
|
678 | r = 10; |
|
|
679 | else |
|
|
680 | r = 11 + RANDOM () % 9; |
|
|
681 | } |
|
|
682 | } |
|
|
683 | |
638 | |
684 | switch (r) |
639 | switch (r) |
685 | { |
640 | { |
686 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
641 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
687 | * bonuses and penalties will stack and add to existing values. |
642 | * bonuses and penalties will stack and add to existing values. |
688 | * of the item. |
643 | * of the item. |
689 | */ |
644 | */ |
690 | case 0: |
645 | case 0: |
691 | case 1: |
646 | case 1: |
692 | case 2: |
647 | case 2: |
693 | case 3: |
648 | case 3: |
694 | case 4: |
649 | case 4: |
695 | case 5: |
650 | case 5: |
696 | case 6: |
651 | case 6: |
697 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
652 | op->stats.stat (r) += bonus; |
698 | break; |
653 | break; |
699 | |
654 | |
700 | case 7: |
655 | case 7: |
701 | op->stats.dam += bonus; |
656 | op->stats.dam += bonus; |
702 | break; |
657 | break; |
… | |
… | |
722 | case 16: |
677 | case 16: |
723 | case 17: |
678 | case 17: |
724 | case 18: |
679 | case 18: |
725 | case 19: |
680 | case 19: |
726 | { |
681 | { |
727 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
682 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
728 | |
683 | |
729 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
684 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
730 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
685 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
731 | |
686 | |
732 | /* Cursed items need to have higher negative values to equal out with |
687 | /* Cursed items need to have higher negative values to equal out with |
733 | * positive values for how protections work out. Put another |
688 | * positive values for how protections work out. Put another |
734 | * little random element in since that they don't always end up with |
689 | * little random element in since that they don't always end up with |
735 | * even values. |
690 | * even values. |
736 | */ |
691 | */ |
737 | if (bonus < 0) |
692 | if (bonus < 0) |
738 | val = 2 * -val - RANDOM () % b; |
693 | val = 2 * -val - rndm (b); |
739 | if (val > 35) |
694 | |
740 | val = 35; /* Upper limit */ |
695 | val = min (35, val); /* Upper limit */ |
|
|
696 | |
741 | b = 0; |
697 | b = 0; |
|
|
698 | |
742 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
699 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
743 | { |
|
|
744 | resist = RANDOM () % num_resist_table; |
700 | resist = rndm (num_resist_table); |
745 | } |
701 | |
746 | if (b == 4) |
702 | if (b == 4) |
747 | return; /* Not able to find a free resistance */ |
703 | return; /* Not able to find a free resistance */ |
|
|
704 | |
748 | op->resist[resist_table[resist]] = val; |
705 | op->resist[resist_table[resist]] = val; |
749 | /* We should probably do something more clever here to adjust value |
706 | /* We should probably do something more clever here to adjust value |
750 | * based on how good a resistance we gave. |
707 | * based on how good a resistance we gave. |
751 | */ |
708 | */ |
752 | break; |
709 | break; |
753 | } |
710 | } |
754 | case 20: |
711 | case 20: |
755 | if (op->type == AMULET) |
712 | if (op->type == AMULET) |
756 | { |
713 | { |
757 | SET_FLAG (op, FLAG_REFL_SPELL); |
714 | op->set_flag (FLAG_REFL_SPELL); |
758 | op->value *= 11; |
715 | op->value *= 11; |
759 | } |
716 | } |
760 | else |
717 | else |
761 | { |
718 | { |
762 | op->stats.hp = 1; /* regenerate hit points */ |
719 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
765 | break; |
722 | break; |
766 | |
723 | |
767 | case 21: |
724 | case 21: |
768 | if (op->type == AMULET) |
725 | if (op->type == AMULET) |
769 | { |
726 | { |
770 | SET_FLAG (op, FLAG_REFL_MISSILE); |
727 | op->set_flag (FLAG_REFL_MISSILE); |
771 | op->value *= 9; |
728 | op->value *= 9; |
772 | } |
729 | } |
773 | else |
730 | else |
774 | { |
731 | { |
775 | op->stats.sp = 1; /* regenerate spell points */ |
732 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
777 | } |
734 | } |
778 | break; |
735 | break; |
779 | |
736 | |
780 | case 22: |
737 | case 22: |
781 | op->stats.exp += bonus; /* Speed! */ |
738 | op->stats.exp += bonus; /* Speed! */ |
782 | op->value = (op->value * 2) / 3; |
739 | op->value = op->value * 2 / 3; |
783 | break; |
740 | break; |
784 | } |
741 | } |
|
|
742 | |
785 | if (bonus > 0) |
743 | if (bonus > 0) |
786 | op->value *= 2 * bonus; |
744 | op->value = 2 * op->value * bonus; |
787 | else |
745 | else |
788 | op->value = -(op->value * 2 * bonus) / 3; |
746 | op->value = -2 * op->value * bonus / 3; |
789 | } |
747 | } |
790 | |
748 | |
791 | /* |
749 | /* |
792 | * get_magic(diff) will return a random number between 0 and 4. |
750 | * get_magic(diff) will return a random number between 0 and 4. |
793 | * diff can be any value above 2. The higher the diff-variable, the |
751 | * diff can be any value above 2. The higher the diff-variable, the |
794 | * higher is the chance of returning a low number. |
752 | * higher is the chance of returning a low number. |
795 | * It is only used in fix_generated_treasure() to set bonuses on |
753 | * It is only used in fix_generated_treasure() to set bonuses on |
796 | * rings and amulets. |
754 | * rings and amulets. |
797 | * Another scheme is used to calculate the magic of weapons and armours. |
755 | * Another scheme is used to calculate the magic of weapons and armours. |
798 | */ |
756 | */ |
799 | |
757 | static int |
800 | int |
|
|
801 | get_magic (int diff) |
758 | get_magic (int diff) |
802 | { |
759 | { |
803 | int i; |
760 | diff = min (3, diff); |
804 | |
761 | |
805 | if (diff < 3) |
|
|
806 | diff = 3; |
|
|
807 | for (i = 0; i < 4; i++) |
762 | for (int i = 0; i < 4; i++) |
808 | if (RANDOM () % diff) |
763 | if (rndm (diff)) |
809 | return i; |
764 | return i; |
|
|
765 | |
810 | return 4; |
766 | return 4; |
811 | } |
767 | } |
812 | |
768 | |
|
|
769 | /* special_potion() - so that old potion code is still done right. */ |
|
|
770 | static int |
|
|
771 | special_potion (object *op) |
|
|
772 | { |
|
|
773 | if (op->attacktype) |
|
|
774 | return 1; |
|
|
775 | |
|
|
776 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
777 | return 1; |
|
|
778 | |
|
|
779 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
780 | if (op->resist[i]) |
|
|
781 | return 1; |
|
|
782 | |
|
|
783 | return 0; |
|
|
784 | } |
|
|
785 | |
|
|
786 | static double |
|
|
787 | value_factor_from_spell_item (object *spell, object *item) |
|
|
788 | { |
|
|
789 | double factor = |
|
|
790 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
791 | * spell->level, 1.5); |
|
|
792 | |
|
|
793 | if (item) // this if for: wands/staffs/rods: |
|
|
794 | { |
|
|
795 | /* Old crossfire comment ahead: |
|
|
796 | * Add 50 to both level an divisor to keep prices a little more |
|
|
797 | * reasonable. Otherwise, a high level version of a low level |
|
|
798 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
799 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
800 | */ |
|
|
801 | |
|
|
802 | factor *= item->level + 50; |
|
|
803 | factor /= item->inv->level + 50; |
|
|
804 | } |
|
|
805 | |
|
|
806 | return factor; |
|
|
807 | } |
|
|
808 | |
813 | #define DICE2 (get_magic(2)==2?2:1) |
809 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
814 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
810 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
815 | |
811 | |
816 | /* |
812 | /* |
817 | * fix_generated_item(): This is called after an item is generated, in |
813 | * fix_generated_item(): This is called after an item is generated, in |
818 | * order to set it up right. This produced magical bonuses, puts spells |
814 | * order to set it up right. This produced magical bonuses, puts spells |
819 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
815 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
820 | */ |
816 | */ |
821 | |
817 | |
822 | /* 4/28/96 added creator object from which op may now inherit properties based on |
818 | /* 4/28/96 added creator object from which op may now inherit properties based on |
823 | * op->type. Right now, which stuff the creator passes on is object type |
819 | * op->type. Right now, which stuff the creator passes on is object type |
824 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
820 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
825 | * way to do this? b.t. */ |
821 | * way to do this? b.t. */ |
826 | |
822 | |
827 | /* |
823 | /* |
828 | * ! (flags & GT_ENVIRONMENT): |
824 | * ! (flags & GT_ENVIRONMENT): |
829 | * Automatically calls fix_flesh_item(). |
825 | * Automatically calls fix_flesh_item(). |
… | |
… | |
833 | * value. |
829 | * value. |
834 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
830 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
835 | * a working object - don't change magic, value, etc, but set it material |
831 | * a working object - don't change magic, value, etc, but set it material |
836 | * type as appropriate, for objects that need spell objects, set those, etc |
832 | * type as appropriate, for objects that need spell objects, set those, etc |
837 | */ |
833 | */ |
838 | |
|
|
839 | void |
834 | void |
840 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
835 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
841 | { |
836 | { |
842 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
837 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
843 | |
838 | |
… | |
… | |
848 | save_item_power = op->item_power; |
843 | save_item_power = op->item_power; |
849 | op->item_power = 0; |
844 | op->item_power = 0; |
850 | |
845 | |
851 | if (op->randomitems && op->type != SPELL) |
846 | if (op->randomitems && op->type != SPELL) |
852 | { |
847 | { |
853 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
848 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
854 | if (!op->inv) |
|
|
855 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
856 | |
|
|
857 | /* So the treasure doesn't get created again */ |
849 | /* So the treasure doesn't get created again */ |
858 | op->randomitems = NULL; |
850 | op->randomitems = 0; |
859 | } |
851 | } |
860 | |
852 | |
861 | if (difficulty < 1) |
853 | max_it (difficulty, 1); |
862 | difficulty = 1; |
|
|
863 | |
854 | |
864 | if (INVOKE_OBJECT (ADD_BONUS, op, |
855 | if (INVOKE_OBJECT (ADD_BONUS, op, |
865 | ARG_OBJECT (creator != op ? creator : 0), |
856 | ARG_OBJECT (creator != op ? creator : 0), |
866 | ARG_INT (difficulty), ARG_INT (max_magic), |
857 | ARG_INT (difficulty), ARG_INT (max_magic), |
867 | ARG_INT (flags))) |
858 | ARG_INT (flags))) |
868 | return; |
859 | return; |
869 | |
860 | |
870 | if (!(flags & GT_MINIMAL)) |
861 | if (!(flags & GT_MINIMAL)) |
871 | { |
862 | { |
872 | if (op->arch == crown_arch) |
863 | if (IS_ARCH (op->arch, crown)) |
873 | { |
864 | { |
874 | set_magic (difficulty, op, max_magic, flags); |
865 | set_magic (difficulty, op, max_magic, flags); |
875 | num_enchantments = calc_item_power (op, 1); |
866 | num_enchantments = calc_item_power (op, 1); |
876 | generate_artifact (op, difficulty); |
867 | generate_artifact (op, difficulty); |
877 | } |
868 | } |
… | |
… | |
880 | if (!op->magic && max_magic) |
871 | if (!op->magic && max_magic) |
881 | set_magic (difficulty, op, max_magic, flags); |
872 | set_magic (difficulty, op, max_magic, flags); |
882 | |
873 | |
883 | num_enchantments = calc_item_power (op, 1); |
874 | num_enchantments = calc_item_power (op, 1); |
884 | |
875 | |
885 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
876 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
886 | * used for shop_floors or treasures */ |
877 | || op->type == HORN |
|
|
878 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
887 | generate_artifact (op, difficulty); |
879 | generate_artifact (op, difficulty); |
888 | } |
880 | } |
889 | |
881 | |
890 | /* Object was made an artifact. Calculate its item_power rating. |
882 | /* Object was made an artifact. Calculate its item_power rating. |
891 | * the item_power in the object is what the artfiact adds. |
883 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
925 | * again below */ |
917 | * again below */ |
926 | } |
918 | } |
927 | } |
919 | } |
928 | |
920 | |
929 | /* materialtype modifications. Note we allow this on artifacts. */ |
921 | /* materialtype modifications. Note we allow this on artifacts. */ |
930 | set_materialname (op, difficulty, NULL); |
922 | select_material (op, difficulty); |
931 | |
923 | |
932 | if (flags & GT_MINIMAL) |
924 | if (flags & GT_MINIMAL) |
933 | { |
925 | { |
934 | if (op->type == POTION) |
926 | if (op->type == POTION) |
935 | /* Handle healing and magic power potions */ |
927 | /* Handle healing and magic power potions */ |
936 | if (op->stats.sp && !op->randomitems) |
928 | if (op->stats.sp && !op->randomitems) |
937 | { |
929 | { |
938 | object *tmp; |
|
|
939 | |
|
|
940 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
930 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
941 | insert_ob_in_ob (tmp, op); |
931 | insert_ob_in_ob (tmp, op); |
942 | op->stats.sp = 0; |
932 | op->stats.sp = 0; |
943 | } |
933 | } |
944 | } |
934 | } |
945 | else if (!op->title) /* Only modify object if not special */ |
935 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
948 | case WEAPON: |
938 | case WEAPON: |
949 | case ARMOUR: |
939 | case ARMOUR: |
950 | case SHIELD: |
940 | case SHIELD: |
951 | case HELMET: |
941 | case HELMET: |
952 | case CLOAK: |
942 | case CLOAK: |
953 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
943 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
954 | set_ring_bonus (op, -DICE2); |
944 | set_ring_bonus (op, -DICE2); |
955 | break; |
945 | break; |
956 | |
946 | |
957 | case BRACERS: |
947 | case BRACERS: |
958 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
948 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
959 | { |
949 | { |
960 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
950 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
961 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
951 | if (!op->flag [FLAG_CURSED]) |
962 | op->value *= 3; |
952 | op->value *= 3; |
963 | } |
953 | } |
964 | break; |
954 | break; |
965 | |
955 | |
966 | case POTION: |
956 | case POTION: |
967 | { |
957 | { |
968 | int too_many_tries = 0, is_special = 0; |
958 | int too_many_tries = 0; |
969 | |
959 | |
970 | /* Handle healing and magic power potions */ |
960 | /* Handle healing and magic power potions */ |
971 | if (op->stats.sp && !op->randomitems) |
961 | if (op->stats.sp && !op->randomitems) |
972 | { |
962 | { |
973 | object *tmp; |
|
|
974 | |
|
|
975 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
963 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
976 | insert_ob_in_ob (tmp, op); |
964 | insert_ob_in_ob (tmp, op); |
977 | op->stats.sp = 0; |
965 | op->stats.sp = 0; |
978 | } |
966 | } |
979 | |
967 | |
980 | while (!(is_special = special_potion (op)) && !op->inv) |
968 | while (!special_potion (op) && !op->inv) |
981 | { |
969 | { |
982 | generate_artifact (op, difficulty); |
970 | generate_artifact (op, difficulty); |
983 | if (too_many_tries++ > 10) |
971 | if (too_many_tries++ > 10) |
984 | break; |
972 | break; |
985 | } |
973 | } |
… | |
… | |
988 | * since the value set on those is already correct. |
976 | * since the value set on those is already correct. |
989 | */ |
977 | */ |
990 | if (op->inv && op->randomitems) |
978 | if (op->inv && op->randomitems) |
991 | { |
979 | { |
992 | /* value multiplier is same as for scrolls */ |
980 | /* value multiplier is same as for scrolls */ |
993 | op->value = (op->value * op->inv->value); |
981 | op->value *= op->inv->value; |
994 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
982 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
995 | } |
983 | } |
996 | else |
984 | else |
997 | { |
985 | { |
998 | op->name = "potion"; |
986 | op->name = shstr_potion; |
999 | op->name_pl = "potions"; |
987 | op->name_pl = shstr_potions; |
1000 | } |
988 | } |
1001 | |
989 | |
1002 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
990 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
1003 | SET_FLAG (op, FLAG_CURSED); |
991 | op->set_flag (FLAG_CURSED); |
|
|
992 | |
1004 | break; |
993 | break; |
1005 | } |
994 | } |
1006 | |
995 | |
1007 | case AMULET: |
996 | case AMULET: |
1008 | if (op->arch == amulet_arch) |
997 | if (IS_ARCH (op->arch, amulet)) |
1009 | op->value *= 5; /* Since it's not just decoration */ |
998 | op->value *= 5; /* Since it's not just decoration */ |
1010 | |
999 | |
1011 | case RING: |
1000 | case RING: |
1012 | if (op->arch == NULL) |
|
|
1013 | { |
|
|
1014 | op->destroy (); |
|
|
1015 | op = 0; |
|
|
1016 | break; |
|
|
1017 | } |
|
|
1018 | |
|
|
1019 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1001 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1020 | break; |
1002 | break; |
1021 | |
1003 | |
1022 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
1004 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1023 | SET_FLAG (op, FLAG_CURSED); |
1005 | op->set_flag (FLAG_CURSED); |
1024 | |
1006 | |
1025 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1007 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
1026 | |
1008 | |
1027 | if (op->type != RING) /* Amulets have only one ability */ |
1009 | if (op->type != RING) /* Amulets have only one ability */ |
1028 | break; |
1010 | break; |
1029 | |
1011 | |
1030 | if (!(RANDOM () % 4)) |
1012 | if (!rndm (4)) |
1031 | { |
1013 | { |
1032 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1014 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1033 | |
1015 | |
1034 | if (d > 0) |
1016 | if (d > 0) |
1035 | op->value *= 3; |
1017 | op->value *= 3; |
1036 | |
1018 | |
1037 | set_ring_bonus (op, d); |
1019 | set_ring_bonus (op, d); |
1038 | |
1020 | |
1039 | if (!(RANDOM () % 4)) |
1021 | if (!rndm (4)) |
1040 | { |
1022 | { |
1041 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1023 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1042 | |
1024 | |
1043 | if (d > 0) |
1025 | if (d > 0) |
1044 | op->value *= 5; |
1026 | op->value *= 5; |
|
|
1027 | |
1045 | set_ring_bonus (op, d); |
1028 | set_ring_bonus (op, d); |
1046 | } |
1029 | } |
1047 | } |
1030 | } |
1048 | |
1031 | |
1049 | if (GET_ANIM_ID (op)) |
1032 | if (op->animation_id) |
1050 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1033 | op->set_anim_frame (rndm (op->anim_frames ())); |
1051 | |
1034 | |
1052 | break; |
1035 | break; |
1053 | |
1036 | |
1054 | case BOOK: |
1037 | case BOOK: |
1055 | /* Is it an empty book?, if yes lets make a special· |
1038 | /* Is it an empty book?, if yes lets make a special· |
1056 | * msg for it, and tailor its properties based on the· |
1039 | * msg for it, and tailor its properties based on the· |
1057 | * creator and/or map level we found it on. |
1040 | * creator and/or map level we found it on. |
1058 | */ |
1041 | */ |
1059 | if (!op->msg && RANDOM () % 10) |
1042 | if (!op->msg && rndm (10)) |
1060 | { |
1043 | { |
1061 | /* set the book level properly */ |
1044 | /* set the book level properly */ |
1062 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1045 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1063 | { |
1046 | { |
1064 | if (op->map && op->map->difficulty) |
1047 | if (op->map && op->map->difficulty) |
1065 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1048 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1066 | else |
1049 | else |
1067 | op->level = RANDOM () % 20 + 1; |
1050 | op->level = rndm (20) + 1; |
1068 | } |
1051 | } |
1069 | else |
1052 | else |
1070 | op->level = RANDOM () % creator->level; |
1053 | op->level = rndm (creator->level); |
1071 | |
1054 | |
1072 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1055 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1073 | /* books w/ info are worth more! */ |
1056 | /* books w/ info are worth more! */ |
1074 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1057 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1075 | /* creator related stuff */ |
|
|
1076 | |
|
|
1077 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1078 | * set - we don't want to set no pick in that case. |
|
|
1079 | */ |
|
|
1080 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1081 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1082 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1083 | op->slaying = creator->slaying; |
|
|
1084 | |
1058 | |
1085 | /* add exp so reading it gives xp (once) */ |
1059 | /* add exp so reading it gives xp (once) */ |
1086 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1060 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1087 | } |
1061 | } |
|
|
1062 | |
|
|
1063 | /* creator related stuff */ |
|
|
1064 | |
|
|
1065 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1066 | * set - we don't want to set no pick in that case. |
|
|
1067 | */ |
|
|
1068 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1069 | op->set_flag (FLAG_NO_PICK); |
|
|
1070 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1071 | op->slaying = creator->slaying; |
1088 | break; |
1072 | break; |
1089 | |
1073 | |
1090 | case SPELLBOOK: |
1074 | case SPELLBOOK: |
1091 | op->value = op->value * op->inv->value; |
1075 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1076 | |
1092 | /* add exp so learning gives xp */ |
1077 | /* add exp so learning gives xp */ |
1093 | op->level = op->inv->level; |
1078 | op->level = op->inv->level; |
1094 | op->stats.exp = op->value; |
1079 | op->stats.exp = op->value; |
1095 | break; |
1080 | break; |
1096 | |
1081 | |
… | |
… | |
1100 | * and reset nrof. |
1085 | * and reset nrof. |
1101 | */ |
1086 | */ |
1102 | op->stats.food = op->inv->nrof; |
1087 | op->stats.food = op->inv->nrof; |
1103 | op->nrof = 1; |
1088 | op->nrof = 1; |
1104 | /* If the spell changes by level, choose a random level |
1089 | /* If the spell changes by level, choose a random level |
1105 | * for it, and adjust price. If the spell doesn't |
1090 | * for it. |
1106 | * change by level, just set the wand to the level of |
|
|
1107 | * the spell, and value calculation is simpler. |
|
|
1108 | */ |
1091 | */ |
1109 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1092 | if (op->inv->duration_modifier |
1110 | { |
1093 | || op->inv->dam_modifier |
|
|
1094 | || op->inv->range_modifier) |
1111 | op->level = level_for_item (op, difficulty); |
1095 | op->level = level_for_item (op, difficulty); |
1112 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1113 | } |
|
|
1114 | else |
1096 | else |
1115 | { |
|
|
1116 | op->level = op->inv->level; |
1097 | op->level = op->inv->level; |
1117 | op->value = op->value * op->inv->value; |
1098 | |
1118 | } |
1099 | op->value *= value_factor_from_spell_item (op->inv, op); |
1119 | break; |
1100 | break; |
1120 | |
1101 | |
1121 | case ROD: |
1102 | case ROD: |
1122 | op->level = level_for_item (op, difficulty); |
1103 | op->level = level_for_item (op, difficulty); |
1123 | /* Add 50 to both level an divisor to keep prices a little more |
1104 | op->value *= value_factor_from_spell_item (op->inv, op); |
1124 | * reasonable. Otherwise, a high level version of a low level |
1105 | |
1125 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1126 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1127 | */ |
|
|
1128 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1129 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1106 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1130 | if (op->stats.maxhp) |
1107 | if (op->stats.maxhp) |
1131 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1108 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1132 | else |
1109 | else |
1133 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1110 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1134 | |
1111 | |
1135 | op->stats.hp = op->stats.maxhp; |
1112 | op->stats.hp = op->stats.maxhp; |
1136 | break; |
1113 | break; |
1137 | |
1114 | |
1138 | case SCROLL: |
1115 | case SCROLL: |
1139 | op->level = level_for_item (op, difficulty); |
1116 | op->level = level_for_item (op, difficulty); |
1140 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1117 | op->value *= value_factor_from_spell_item (op->inv, op); |
1141 | |
1118 | |
1142 | /* add exp so reading them properly gives xp */ |
1119 | /* add exp so reading them properly gives xp */ |
1143 | op->stats.exp = op->value / 5; |
1120 | op->stats.exp = op->value / 5; |
1144 | op->nrof = op->inv->nrof; |
1121 | op->nrof = op->inv->nrof; |
1145 | break; |
1122 | break; |
… | |
… | |
1153 | break; |
1130 | break; |
1154 | } /* switch type */ |
1131 | } /* switch type */ |
1155 | |
1132 | |
1156 | if (flags & GT_STARTEQUIP) |
1133 | if (flags & GT_STARTEQUIP) |
1157 | { |
1134 | { |
1158 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1135 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1159 | SET_FLAG (op, FLAG_STARTEQUIP); |
1136 | op->set_flag (FLAG_STARTEQUIP); |
1160 | else if (op->type != MONEY) |
1137 | else if (op->type != MONEY) |
1161 | op->value = 0; |
1138 | op->value = 0; |
1162 | } |
1139 | } |
1163 | |
1140 | |
1164 | if (!(flags & GT_ENVIRONMENT)) |
1141 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1174 | */ |
1151 | */ |
1175 | |
1152 | |
1176 | /* |
1153 | /* |
1177 | * Allocate and return the pointer to an empty artifactlist structure. |
1154 | * Allocate and return the pointer to an empty artifactlist structure. |
1178 | */ |
1155 | */ |
1179 | |
|
|
1180 | static artifactlist * |
1156 | static artifactlist * |
1181 | get_empty_artifactlist (void) |
1157 | get_empty_artifactlist () |
1182 | { |
1158 | { |
1183 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1159 | return salloc0<artifactlist> (); |
1184 | |
|
|
1185 | if (tl == NULL) |
|
|
1186 | fatal (OUT_OF_MEMORY); |
|
|
1187 | tl->next = NULL; |
|
|
1188 | tl->items = NULL; |
|
|
1189 | tl->total_chance = 0; |
|
|
1190 | return tl; |
|
|
1191 | } |
1160 | } |
1192 | |
1161 | |
1193 | /* |
1162 | /* |
1194 | * Allocate and return the pointer to an empty artifact structure. |
1163 | * Allocate and return the pointer to an empty artifact structure. |
1195 | */ |
1164 | */ |
1196 | |
|
|
1197 | static artifact * |
1165 | static artifact * |
1198 | get_empty_artifact (void) |
1166 | get_empty_artifact () |
1199 | { |
1167 | { |
1200 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1168 | return salloc0<artifact> (); |
1201 | |
|
|
1202 | if (t == NULL) |
|
|
1203 | fatal (OUT_OF_MEMORY); |
|
|
1204 | t->item = NULL; |
|
|
1205 | t->next = NULL; |
|
|
1206 | t->chance = 0; |
|
|
1207 | t->difficulty = 0; |
|
|
1208 | t->allowed = NULL; |
|
|
1209 | return t; |
|
|
1210 | } |
1169 | } |
1211 | |
1170 | |
1212 | /* |
1171 | /* |
1213 | * Searches the artifact lists and returns one that has the same type |
1172 | * Searches the artifact lists and returns one that has the same type |
1214 | * of objects on it. |
1173 | * of objects on it. |
1215 | */ |
1174 | */ |
1216 | |
|
|
1217 | artifactlist * |
1175 | artifactlist * |
1218 | find_artifactlist (int type) |
1176 | find_artifactlist (int type) |
1219 | { |
1177 | { |
1220 | artifactlist *al; |
|
|
1221 | |
|
|
1222 | for (al = first_artifactlist; al != NULL; al = al->next) |
1178 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1223 | if (al->type == type) |
1179 | if (al->type == type) |
1224 | return al; |
1180 | return al; |
|
|
1181 | |
1225 | return NULL; |
1182 | return 0; |
1226 | } |
1183 | } |
1227 | |
1184 | |
1228 | /* |
1185 | /* |
1229 | * For debugging purposes. Dumps all tables. |
1186 | * Builds up the lists of artifacts from the file in the libdir. |
1230 | */ |
1187 | */ |
1231 | |
|
|
1232 | void |
1188 | void |
1233 | dump_artifacts (void) |
|
|
1234 | { |
|
|
1235 | artifactlist *al; |
|
|
1236 | artifact *art; |
|
|
1237 | linked_char *next; |
|
|
1238 | |
|
|
1239 | fprintf (logfile, "\n"); |
|
|
1240 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1241 | { |
|
|
1242 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1243 | for (art = al->items; art != NULL; art = art->next) |
|
|
1244 | { |
|
|
1245 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1246 | if (art->allowed != NULL) |
|
|
1247 | { |
|
|
1248 | fprintf (logfile, "\tAllowed combinations:"); |
|
|
1249 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1250 | fprintf (logfile, "%s,", &next->name); |
|
|
1251 | fprintf (logfile, "\n"); |
|
|
1252 | } |
|
|
1253 | } |
|
|
1254 | } |
|
|
1255 | fprintf (logfile, "\n"); |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | /* |
|
|
1259 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1260 | */ |
|
|
1261 | void |
|
|
1262 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1263 | { |
|
|
1264 | treasurelist *tl; |
|
|
1265 | int i; |
|
|
1266 | |
|
|
1267 | if (depth > 100) |
|
|
1268 | return; |
|
|
1269 | while (t != NULL) |
|
|
1270 | { |
|
|
1271 | if (t->name != NULL) |
|
|
1272 | { |
|
|
1273 | for (i = 0; i < depth; i++) |
|
|
1274 | fprintf (logfile, " "); |
|
|
1275 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1276 | tl = find_treasurelist (t->name); |
|
|
1277 | if (tl) |
|
|
1278 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1279 | for (i = 0; i < depth; i++) |
|
|
1280 | fprintf (logfile, " "); |
|
|
1281 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1282 | } |
|
|
1283 | else |
|
|
1284 | { |
|
|
1285 | for (i = 0; i < depth; i++) |
|
|
1286 | fprintf (logfile, " "); |
|
|
1287 | if (t->item->clone.type == FLESH) |
|
|
1288 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1289 | else |
|
|
1290 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1291 | } |
|
|
1292 | if (t->next_yes != NULL) |
|
|
1293 | { |
|
|
1294 | for (i = 0; i < depth; i++) |
|
|
1295 | fprintf (logfile, " "); |
|
|
1296 | fprintf (logfile, " (if yes)\n"); |
|
|
1297 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1298 | } |
|
|
1299 | if (t->next_no != NULL) |
|
|
1300 | { |
|
|
1301 | for (i = 0; i < depth; i++) |
|
|
1302 | fprintf (logfile, " "); |
|
|
1303 | fprintf (logfile, " (if no)\n"); |
|
|
1304 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1305 | } |
|
|
1306 | t = t->next; |
|
|
1307 | } |
|
|
1308 | } |
|
|
1309 | |
|
|
1310 | /* |
|
|
1311 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1312 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1313 | */ |
|
|
1314 | |
|
|
1315 | void |
|
|
1316 | dump_monster_treasure (const char *name) |
|
|
1317 | { |
|
|
1318 | archetype *at; |
|
|
1319 | int found; |
|
|
1320 | |
|
|
1321 | found = 0; |
|
|
1322 | fprintf (logfile, "\n"); |
|
|
1323 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1324 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1325 | { |
|
|
1326 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1327 | if (at->clone.randomitems != NULL) |
|
|
1328 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1329 | else |
|
|
1330 | fprintf (logfile, "(nothing)\n"); |
|
|
1331 | fprintf (logfile, "\n"); |
|
|
1332 | found++; |
|
|
1333 | } |
|
|
1334 | if (found == 0) |
|
|
1335 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1336 | } |
|
|
1337 | |
|
|
1338 | /* |
|
|
1339 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1340 | */ |
|
|
1341 | |
|
|
1342 | void |
|
|
1343 | init_artifacts (void) |
1189 | init_artifacts () |
1344 | { |
1190 | { |
1345 | static int has_been_inited = 0; |
1191 | static int has_been_inited = 0; |
1346 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
|
|
1347 | artifact *art = NULL; |
1192 | artifact *art = NULL; |
1348 | linked_char *tmp; |
|
|
1349 | int value; |
|
|
1350 | artifactlist *al; |
1193 | artifactlist *al; |
1351 | |
1194 | |
1352 | if (has_been_inited) |
1195 | if (has_been_inited) |
1353 | return; |
1196 | return; |
1354 | else |
1197 | else |
1355 | has_been_inited = 1; |
1198 | has_been_inited = 1; |
1356 | |
1199 | |
1357 | sprintf (filename, "%s/artifacts", settings.datadir); |
1200 | object_thawer f (settings.datadir, "artifacts"); |
1358 | object_thawer thawer (filename); |
|
|
1359 | |
1201 | |
1360 | if (!thawer) |
1202 | if (!f) |
1361 | return; |
1203 | return; |
1362 | |
1204 | |
1363 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1205 | for (;;) |
1364 | { |
1206 | { |
1365 | if (*buf == '#') |
1207 | switch (f.kw) |
1366 | continue; |
|
|
1367 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1368 | *cp = '\0'; |
|
|
1369 | cp = buf; |
|
|
1370 | while (*cp == ' ') /* Skip blanks */ |
|
|
1371 | cp++; |
|
|
1372 | if (*cp == '\0') |
|
|
1373 | continue; |
|
|
1374 | |
|
|
1375 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1376 | { |
1208 | { |
|
|
1209 | case KW_allowed: |
1377 | if (art == NULL) |
1210 | if (!art) |
|
|
1211 | art = get_empty_artifact (); |
|
|
1212 | |
1378 | { |
1213 | { |
1379 | art = get_empty_artifact (); |
1214 | if (!strcmp (f.get_str (), "all")) |
1380 | nrofartifacts++; |
1215 | break; |
|
|
1216 | |
|
|
1217 | const char *cp = f.get_str (); |
|
|
1218 | char *next; |
|
|
1219 | do |
|
|
1220 | { |
|
|
1221 | if ((next = (char *)strchr (cp, ','))) |
|
|
1222 | *next++ = '\0'; |
|
|
1223 | |
|
|
1224 | linked_char *tmp = new linked_char; |
|
|
1225 | |
|
|
1226 | tmp->name = cp; |
|
|
1227 | tmp->next = art->allowed; |
|
|
1228 | art->allowed = tmp; |
|
|
1229 | } |
|
|
1230 | while ((cp = next)); |
1381 | } |
1231 | } |
1382 | cp = strchr (cp, ' ') + 1; |
1232 | break; |
1383 | if (!strcmp (cp, "all")) |
1233 | |
|
|
1234 | case KW_chance: |
|
|
1235 | f.get (art->chance); |
|
|
1236 | break; |
|
|
1237 | |
|
|
1238 | case KW_difficulty: |
|
|
1239 | f.get (art->difficulty); |
|
|
1240 | break; |
|
|
1241 | |
|
|
1242 | case KW_object: |
|
|
1243 | { |
|
|
1244 | art->item = object::create (); |
|
|
1245 | f.get (art->item->name); |
|
|
1246 | f.next (); |
|
|
1247 | |
|
|
1248 | if (!art->item->parse_kv (f)) |
|
|
1249 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1250 | |
|
|
1251 | al = find_artifactlist (art->item->type); |
|
|
1252 | |
|
|
1253 | if (!al) |
|
|
1254 | { |
|
|
1255 | al = get_empty_artifactlist (); |
|
|
1256 | al->type = art->item->type; |
|
|
1257 | al->next = first_artifactlist; |
|
|
1258 | first_artifactlist = al; |
|
|
1259 | } |
|
|
1260 | |
|
|
1261 | art->next = al->items; |
|
|
1262 | al->items = art; |
|
|
1263 | art = 0; |
|
|
1264 | } |
1384 | continue; |
1265 | continue; |
1385 | |
1266 | |
1386 | do |
1267 | case KW_EOF: |
|
|
1268 | goto done; |
|
|
1269 | |
|
|
1270 | default: |
|
|
1271 | if (!f.parse_error ("artifacts file")) |
|
|
1272 | cleanup ("artifacts file required"); |
1387 | { |
1273 | break; |
1388 | nrofallowedstr++; |
|
|
1389 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1390 | *(next++) = '\0'; |
|
|
1391 | tmp = new linked_char; |
|
|
1392 | |
|
|
1393 | tmp->name = cp; |
|
|
1394 | tmp->next = art->allowed; |
|
|
1395 | art->allowed = tmp; |
|
|
1396 | } |
|
|
1397 | while ((cp = next) != NULL); |
|
|
1398 | } |
|
|
1399 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1400 | art->chance = (uint16) value; |
|
|
1401 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1402 | art->difficulty = (uint8) value; |
|
|
1403 | else if (!strncmp (cp, "Object", 6)) |
|
|
1404 | { |
1274 | } |
1405 | art->item = object::create (); |
|
|
1406 | |
1275 | |
1407 | if (!load_object (thawer, art->item, 0)) |
1276 | f.next (); |
1408 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1409 | |
|
|
1410 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1411 | al = find_artifactlist (art->item->type); |
|
|
1412 | if (al == NULL) |
|
|
1413 | { |
|
|
1414 | al = get_empty_artifactlist (); |
|
|
1415 | al->type = art->item->type; |
|
|
1416 | al->next = first_artifactlist; |
|
|
1417 | first_artifactlist = al; |
|
|
1418 | } |
|
|
1419 | art->next = al->items; |
|
|
1420 | al->items = art; |
|
|
1421 | art = NULL; |
|
|
1422 | } |
|
|
1423 | else |
|
|
1424 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1425 | } |
1277 | } |
1426 | |
1278 | |
|
|
1279 | done: |
1427 | for (al = first_artifactlist; al != NULL; al = al->next) |
1280 | for (al = first_artifactlist; al; al = al->next) |
1428 | { |
1281 | { |
|
|
1282 | al->total_chance = 0; |
|
|
1283 | |
1429 | for (art = al->items; art != NULL; art = art->next) |
1284 | for (art = al->items; art; art = art->next) |
1430 | { |
1285 | { |
1431 | if (!art->chance) |
1286 | if (!art->chance) |
1432 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1287 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1433 | else |
1288 | else |
1434 | al->total_chance += art->chance; |
1289 | al->total_chance += art->chance; |
1435 | } |
1290 | } |
1436 | #if 0 |
1291 | #if 0 |
1437 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1292 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1438 | #endif |
1293 | #endif |
1439 | } |
1294 | } |
1440 | |
|
|
1441 | LOG (llevDebug, "done.\n"); |
|
|
1442 | } |
1295 | } |
1443 | |
|
|
1444 | |
1296 | |
1445 | /* |
1297 | /* |
1446 | * Used in artifact generation. The bonuses of the first object |
1298 | * Used in artifact generation. The bonuses of the first object |
1447 | * is modified by the bonuses of the second object. |
1299 | * is modified by the bonuses of the second object. |
1448 | */ |
1300 | */ |
1449 | |
|
|
1450 | void |
1301 | void |
1451 | add_abilities (object *op, object *change) |
1302 | add_abilities (object *op, object *change) |
1452 | { |
1303 | { |
1453 | int i, tmp; |
|
|
1454 | |
|
|
1455 | if (change->face != blank_face) |
1304 | if (change->face != blank_face) |
1456 | { |
|
|
1457 | #ifdef TREASURE_VERBOSE |
|
|
1458 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
|
|
1459 | #endif |
|
|
1460 | op->face = change->face; |
1305 | op->face = change->face; |
1461 | } |
|
|
1462 | |
1306 | |
1463 | for (i = 0; i < NUM_STATS; i++) |
1307 | for (int i = 0; i < NUM_STATS; i++) |
1464 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1308 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1465 | |
1309 | |
1466 | op->attacktype |= change->attacktype; |
1310 | op->attacktype |= change->attacktype; |
1467 | op->path_attuned |= change->path_attuned; |
1311 | op->path_attuned |= change->path_attuned; |
1468 | op->path_repelled |= change->path_repelled; |
1312 | op->path_repelled |= change->path_repelled; |
1469 | op->path_denied |= change->path_denied; |
1313 | op->path_denied |= change->path_denied; |
1470 | op->move_type |= change->move_type; |
1314 | op->move_type |= change->move_type; |
1471 | op->stats.luck += change->stats.luck; |
1315 | op->stats.luck += change->stats.luck; |
1472 | |
1316 | |
1473 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1317 | static const struct copyflags : object::flags_t |
1474 | SET_FLAG (op, FLAG_CURSED); |
1318 | { |
1475 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1319 | copyflags () |
1476 | SET_FLAG (op, FLAG_DAMNED); |
1320 | { |
1477 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1321 | set (FLAG_CURSED); |
|
|
1322 | set (FLAG_DAMNED); |
|
|
1323 | set (FLAG_LIFESAVE); |
|
|
1324 | set (FLAG_REFL_SPELL); |
|
|
1325 | set (FLAG_STEALTH); |
|
|
1326 | set (FLAG_XRAYS); |
|
|
1327 | set (FLAG_BLIND); |
|
|
1328 | set (FLAG_SEE_IN_DARK); |
|
|
1329 | set (FLAG_REFL_MISSILE); |
|
|
1330 | set (FLAG_MAKE_INVIS); |
|
|
1331 | } |
|
|
1332 | } copyflags; |
|
|
1333 | |
|
|
1334 | // we might want to just copy, but or'ing is what the original code did |
|
|
1335 | op->flag |= change->flag & copyflags; |
|
|
1336 | |
|
|
1337 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1478 | set_abs_magic (op, -op->magic); |
1338 | set_abs_magic (op, -op->magic); |
1479 | |
1339 | |
1480 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1340 | if (change->flag [FLAG_STAND_STILL]) |
1481 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1482 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1483 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1484 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1485 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1486 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1487 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1488 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1489 | SET_FLAG (op, FLAG_BLIND); |
|
|
1490 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1491 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1492 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1493 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1494 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1495 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1496 | |
|
|
1497 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1498 | { |
1341 | { |
1499 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1342 | op->clr_flag (FLAG_ANIMATE); |
|
|
1343 | |
1500 | /* so artifacts will join */ |
1344 | /* so artifacts will join */ |
1501 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1345 | if (!op->flag [FLAG_ALIVE]) |
1502 | op->speed = 0.0; |
1346 | op->speed = 0.; |
1503 | |
1347 | |
1504 | update_ob_speed (op); |
1348 | op->set_speed (op->speed); |
1505 | } |
1349 | } |
1506 | |
1350 | |
1507 | if (change->nrof) |
1351 | if (change->nrof) |
1508 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1352 | op->nrof = rndm (change->nrof) + 1; |
1509 | |
1353 | |
1510 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1354 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1511 | op->stats.wc += change->stats.wc; |
1355 | op->stats.wc += change->stats.wc; |
1512 | op->stats.ac += change->stats.ac; |
1356 | op->stats.ac += change->stats.ac; |
1513 | |
1357 | |
1514 | if (change->other_arch) |
1358 | if (change->other_arch) |
1515 | { |
1359 | { |
1516 | /* Basically, for horns & potions, the other_arch field is the spell |
1360 | /* Basically, for horns & potions, the other_arch field is the spell |
1517 | * to cast. So convert that to into a spell and put it into |
1361 | * to cast. So convert that to into a spell and put it into |
1518 | * this object. |
1362 | * this object. |
1519 | */ |
1363 | */ |
1520 | if (op->type == HORN || op->type == POTION) |
1364 | if (op->type == HORN || op->type == POTION) |
1521 | { |
1365 | { |
1522 | object *tmp_obj; |
|
|
1523 | |
|
|
1524 | /* Remove any spells this object currently has in it */ |
1366 | /* Remove any spells this object currently has in it */ |
1525 | while (op->inv) |
|
|
1526 | op->inv->destroy (); |
1367 | op->destroy_inv (false); |
1527 | |
1368 | |
1528 | tmp_obj = arch_to_object (change->other_arch); |
1369 | object *tmp = change->other_arch->instance (); |
1529 | insert_ob_in_ob (tmp_obj, op); |
1370 | insert_ob_in_ob (tmp, op); |
1530 | } |
1371 | } |
|
|
1372 | |
1531 | /* No harm setting this for potions/horns */ |
1373 | /* No harm setting this for potions/horns */ |
1532 | op->other_arch = change->other_arch; |
1374 | op->other_arch = change->other_arch; |
1533 | } |
1375 | } |
1534 | |
1376 | |
1535 | if (change->stats.hp < 0) |
1377 | if (change->stats.hp < 0) |
… | |
… | |
1551 | op->stats.maxsp = -change->stats.maxsp; |
1393 | op->stats.maxsp = -change->stats.maxsp; |
1552 | else |
1394 | else |
1553 | op->stats.maxsp += change->stats.maxsp; |
1395 | op->stats.maxsp += change->stats.maxsp; |
1554 | |
1396 | |
1555 | if (change->stats.food < 0) |
1397 | if (change->stats.food < 0) |
1556 | op->stats.food = -(change->stats.food); |
1398 | op->stats.food = -change->stats.food; |
1557 | else |
1399 | else |
1558 | op->stats.food += change->stats.food; |
1400 | op->stats.food += change->stats.food; |
1559 | |
1401 | |
1560 | if (change->level < 0) |
1402 | if (change->level < 0) |
1561 | op->level = -(change->level); |
1403 | op->level = -change->level; |
1562 | else |
1404 | else |
1563 | op->level += change->level; |
1405 | op->level += change->level; |
1564 | |
1406 | |
1565 | if (change->gen_sp_armour < 0) |
1407 | if (change->gen_sp_armour < 0) |
1566 | op->gen_sp_armour = -(change->gen_sp_armour); |
1408 | op->gen_sp_armour = -change->gen_sp_armour; |
1567 | else |
1409 | else |
1568 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1410 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1569 | |
1411 | |
1570 | op->item_power = change->item_power; |
1412 | op->item_power = change->item_power; |
1571 | |
1413 | |
1572 | for (i = 0; i < NROFATTACKS; i++) |
1414 | for (int i = 0; i < NROFATTACKS; i++) |
1573 | if (change->resist[i]) |
|
|
1574 | op->resist[i] += change->resist[i]; |
1415 | op->resist[i] += change->resist[i]; |
1575 | |
1416 | |
1576 | if (change->stats.dam) |
1417 | if (change->stats.dam) |
1577 | { |
1418 | { |
1578 | if (change->stats.dam < 0) |
1419 | if (change->stats.dam < 0) |
1579 | op->stats.dam = (-change->stats.dam); |
1420 | op->stats.dam = -change->stats.dam; |
1580 | else if (op->stats.dam) |
1421 | else if (op->stats.dam) |
1581 | { |
1422 | { |
1582 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1423 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1424 | |
1583 | if (tmp == op->stats.dam) |
1425 | if (tmp == op->stats.dam) |
1584 | { |
1426 | { |
1585 | if (change->stats.dam < 10) |
1427 | if (change->stats.dam < 10) |
1586 | op->stats.dam--; |
1428 | op->stats.dam--; |
1587 | else |
1429 | else |
… | |
… | |
1593 | } |
1435 | } |
1594 | |
1436 | |
1595 | if (change->weight) |
1437 | if (change->weight) |
1596 | { |
1438 | { |
1597 | if (change->weight < 0) |
1439 | if (change->weight < 0) |
1598 | op->weight = (-change->weight); |
1440 | op->weight = -change->weight; |
1599 | else |
1441 | else |
1600 | op->weight = (op->weight * (change->weight)) / 100; |
1442 | op->weight = op->weight * change->weight / 100; |
1601 | } |
1443 | } |
1602 | |
1444 | |
1603 | if (change->last_sp) |
1445 | if (change->last_sp) |
1604 | { |
1446 | { |
1605 | if (change->last_sp < 0) |
1447 | if (change->last_sp < 0) |
1606 | op->last_sp = (-change->last_sp); |
1448 | op->last_sp = -change->last_sp; |
1607 | else |
1449 | else |
1608 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1450 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1609 | } |
1451 | } |
1610 | |
1452 | |
1611 | if (change->gen_sp_armour) |
1453 | if (change->gen_sp_armour) |
1612 | { |
1454 | { |
1613 | if (change->gen_sp_armour < 0) |
1455 | if (change->gen_sp_armour < 0) |
1614 | op->gen_sp_armour = (-change->gen_sp_armour); |
1456 | op->gen_sp_armour = -change->gen_sp_armour; |
1615 | else |
1457 | else |
1616 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1458 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1617 | } |
1459 | } |
1618 | |
1460 | |
1619 | op->value *= change->value; |
1461 | op->value *= change->value; |
1620 | |
1462 | |
1621 | if (change->material) |
1463 | if (change->materials) |
|
|
1464 | op->materials = change->materials; |
|
|
1465 | |
|
|
1466 | if (change->material != MATERIAL_NULL) |
1622 | op->material = change->material; |
1467 | op->material = change->material; |
1623 | |
|
|
1624 | if (change->materialname) |
|
|
1625 | op->materialname = change->materialname; |
|
|
1626 | |
1468 | |
1627 | if (change->slaying) |
1469 | if (change->slaying) |
1628 | op->slaying = change->slaying; |
1470 | op->slaying = change->slaying; |
1629 | |
1471 | |
1630 | if (change->race) |
1472 | if (change->race) |
… | |
… | |
1633 | if (change->msg) |
1475 | if (change->msg) |
1634 | op->msg = change->msg; |
1476 | op->msg = change->msg; |
1635 | } |
1477 | } |
1636 | |
1478 | |
1637 | static int |
1479 | static int |
1638 | legal_artifact_combination (object *op, artifact * art) |
1480 | legal_artifact_combination (object *op, artifact *art) |
1639 | { |
1481 | { |
1640 | int neg, success = 0; |
1482 | int neg, success = 0; |
1641 | linked_char *tmp; |
1483 | linked_char *tmp; |
1642 | const char *name; |
1484 | const char *name; |
1643 | |
1485 | |
1644 | if (art->allowed == (linked_char *) NULL) |
1486 | if (!art->allowed) |
1645 | return 1; /* Ie, "all" */ |
1487 | return 1; /* Ie, "all" */ |
|
|
1488 | |
1646 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1489 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1647 | { |
1490 | { |
1648 | #ifdef TREASURE_VERBOSE |
1491 | #ifdef TREASURE_VERBOSE |
1649 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1492 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1650 | #endif |
1493 | #endif |
1651 | if (*tmp->name == '!') |
1494 | if (*tmp->name == '!') |
1652 | name = tmp->name + 1, neg = 1; |
1495 | name = tmp->name + 1, neg = 1; |
1653 | else |
1496 | else |
1654 | name = tmp->name, neg = 0; |
1497 | name = tmp->name, neg = 0; |
1655 | |
1498 | |
1656 | /* If we match name, then return the opposite of 'neg' */ |
1499 | /* If we match name, then return the opposite of 'neg' */ |
1657 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1500 | if (!strcmp (name, op->arch->archname)) |
1658 | return !neg; |
1501 | return !neg; |
1659 | |
1502 | |
1660 | /* Set success as true, since if the match was an inverse, it means |
1503 | /* Set success as true, since if the match was an inverse, it means |
1661 | * everything is allowed except what we match |
1504 | * everything is allowed except what we match |
1662 | */ |
1505 | */ |
1663 | else if (neg) |
1506 | else if (neg) |
1664 | success = 1; |
1507 | success = 1; |
1665 | } |
1508 | } |
|
|
1509 | |
1666 | return success; |
1510 | return success; |
1667 | } |
1511 | } |
1668 | |
1512 | |
1669 | /* |
1513 | /* |
1670 | * Fixes the given object, giving it the abilities and titles |
1514 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1672 | */ |
1516 | */ |
1673 | |
1517 | |
1674 | void |
1518 | void |
1675 | give_artifact_abilities (object *op, object *artifct) |
1519 | give_artifact_abilities (object *op, object *artifct) |
1676 | { |
1520 | { |
1677 | char new_name[MAX_BUF]; |
1521 | op->title = format ("of %s", &artifct->name); |
1678 | |
1522 | |
1679 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1680 | op->title = new_name; |
|
|
1681 | add_abilities (op, artifct); /* Give out the bonuses */ |
1523 | add_abilities (op, artifct); /* Give out the bonuses */ |
1682 | |
1524 | |
1683 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1525 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1684 | { |
1526 | { |
1685 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1527 | char identified = op->flag [FLAG_IDENTIFIED]; |
1686 | |
1528 | |
1687 | SET_FLAG (op, FLAG_IDENTIFIED); |
1529 | op->set_flag (FLAG_IDENTIFIED); |
1688 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1530 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1689 | if (!identified) |
1531 | if (!identified) |
1690 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1532 | op->clr_flag (FLAG_IDENTIFIED); |
1691 | } |
1533 | } |
1692 | #endif |
1534 | #endif |
1693 | return; |
1535 | return; |
1694 | } |
1536 | } |
1695 | |
1537 | |
… | |
… | |
1705 | #define ARTIFACT_TRIES 2 |
1547 | #define ARTIFACT_TRIES 2 |
1706 | |
1548 | |
1707 | void |
1549 | void |
1708 | generate_artifact (object *op, int difficulty) |
1550 | generate_artifact (object *op, int difficulty) |
1709 | { |
1551 | { |
1710 | artifactlist *al; |
|
|
1711 | artifact *art; |
1552 | artifact *art; |
1712 | int i; |
|
|
1713 | |
1553 | |
1714 | al = find_artifactlist (op->type); |
1554 | artifactlist *al = find_artifactlist (op->type); |
1715 | |
1555 | |
1716 | if (al == NULL) |
1556 | if (al == NULL) |
1717 | { |
1557 | { |
1718 | #if 0 /* This is too verbose, usually */ |
1558 | #if 0 /* This is too verbose, usually */ |
1719 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1559 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1720 | #endif |
1560 | #endif |
1721 | return; |
1561 | return; |
1722 | } |
1562 | } |
1723 | |
1563 | |
1724 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1564 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1725 | { |
1565 | { |
1726 | int roll = RANDOM () % al->total_chance; |
1566 | int roll = rndm (al->total_chance); |
1727 | |
1567 | |
1728 | for (art = al->items; art != NULL; art = art->next) |
1568 | for (art = al->items; art; art = art->next) |
1729 | { |
1569 | { |
1730 | roll -= art->chance; |
1570 | roll -= art->chance; |
1731 | if (roll < 0) |
1571 | if (roll < 0) |
1732 | break; |
1572 | break; |
1733 | } |
1573 | } |
… | |
… | |
1737 | #if 1 |
1577 | #if 1 |
1738 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1578 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1739 | #endif |
1579 | #endif |
1740 | return; |
1580 | return; |
1741 | } |
1581 | } |
1742 | if (!strcmp (art->item->name, "NONE")) |
1582 | |
|
|
1583 | if (art->item->name == shstr_NONE) |
1743 | return; |
1584 | return; |
|
|
1585 | |
1744 | if (FABS (op->magic) < art->item->magic) |
1586 | if (fabs (op->magic) < art->item->magic) |
1745 | continue; /* Not magic enough to be this item */ |
1587 | continue; /* Not magic enough to be this item */ |
1746 | |
1588 | |
1747 | /* Map difficulty not high enough */ |
1589 | /* Map difficulty not high enough */ |
1748 | if (difficulty < art->difficulty) |
1590 | if (difficulty < art->difficulty) |
1749 | continue; |
1591 | continue; |
1750 | |
1592 | |
1751 | if (!legal_artifact_combination (op, art)) |
1593 | if (!legal_artifact_combination (op, art)) |
1752 | { |
1594 | { |
1753 | #ifdef TREASURE_VERBOSE |
1595 | #ifdef TREASURE_VERBOSE |
1754 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1596 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1755 | #endif |
1597 | #endif |
1756 | continue; |
1598 | continue; |
1757 | } |
1599 | } |
|
|
1600 | |
1758 | give_artifact_abilities (op, art->item); |
1601 | give_artifact_abilities (op, art->item); |
1759 | return; |
1602 | return; |
1760 | } |
1603 | } |
1761 | } |
1604 | } |
1762 | |
1605 | |
… | |
… | |
1766 | */ |
1609 | */ |
1767 | |
1610 | |
1768 | void |
1611 | void |
1769 | fix_flesh_item (object *item, object *donor) |
1612 | fix_flesh_item (object *item, object *donor) |
1770 | { |
1613 | { |
1771 | char tmpbuf[MAX_BUF]; |
|
|
1772 | int i; |
|
|
1773 | |
|
|
1774 | if (item->type == FLESH && donor) |
1614 | if (item->type == FLESH && donor) |
1775 | { |
1615 | { |
1776 | /* change the name */ |
1616 | /* change the name */ |
1777 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1617 | item->name = format ("%s's %s", &donor->name, &item->name); |
1778 | item->name = tmpbuf; |
|
|
1779 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1618 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1780 | item->name_pl = tmpbuf; |
|
|
1781 | |
1619 | |
1782 | /* weight is FLESH weight/100 * donor */ |
1620 | /* weight is FLESH weight/100 * donor */ |
1783 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1621 | item->weight = max (1, item->weight * donor->weight / 100); |
1784 | item->weight = 1; |
|
|
1785 | |
1622 | |
1786 | /* value is multiplied by level of donor */ |
1623 | /* value is multiplied by level of donor */ |
1787 | item->value *= isqrt (donor->level * 2); |
1624 | item->value *= isqrt (donor->level * 2); |
1788 | |
1625 | |
1789 | /* food value */ |
1626 | /* food value */ |
1790 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1627 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1791 | |
1628 | |
1792 | /* flesh items inherit some abilities of donor, but not |
1629 | /* flesh items inherit some abilities of donor, but not |
1793 | * full effect. |
1630 | * full effect. |
1794 | */ |
1631 | */ |
1795 | for (i = 0; i < NROFATTACKS; i++) |
1632 | for (int i = 0; i < NROFATTACKS; i++) |
1796 | item->resist[i] = donor->resist[i] / 2; |
1633 | item->resist[i] = donor->resist[i] / 2; |
1797 | |
1634 | |
1798 | /* item inherits donor's level (important for quezals) */ |
1635 | /* item inherits donor's level (important for quezals) */ |
1799 | item->level = donor->level; |
1636 | item->level = donor->level; |
1800 | |
1637 | |
1801 | /* if donor has some attacktypes, the flesh is poisonous */ |
1638 | /* if donor has some attacktypes, the flesh is poisonous */ |
1802 | if (donor->attacktype & AT_POISON) |
1639 | if (donor->attacktype & AT_POISON) |
1803 | item->type = POISON; |
1640 | item->type = POISON; |
|
|
1641 | |
1804 | if (donor->attacktype & AT_ACID) |
1642 | if (donor->attacktype & AT_ACID) |
1805 | item->stats.hp = -1 * item->stats.food; |
1643 | item->stats.hp = -item->stats.food; |
1806 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1807 | } |
|
|
1808 | } |
|
|
1809 | |
1644 | |
1810 | /* special_potion() - so that old potion code is still done right. */ |
1645 | item->set_flag (FLAG_NO_STEAL); |
1811 | |
1646 | } |
1812 | int |
|
|
1813 | special_potion (object *op) |
|
|
1814 | { |
|
|
1815 | |
|
|
1816 | int i; |
|
|
1817 | |
|
|
1818 | if (op->attacktype) |
|
|
1819 | return 1; |
|
|
1820 | |
|
|
1821 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1822 | return 1; |
|
|
1823 | |
|
|
1824 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1825 | if (op->resist[i]) |
|
|
1826 | return 1; |
|
|
1827 | |
|
|
1828 | return 0; |
|
|
1829 | } |
1647 | } |
1830 | |
1648 | |
1831 | void |
1649 | static void |
1832 | free_treasurestruct (treasure *t) |
1650 | free_treasurestruct (treasure *t) |
1833 | { |
1651 | { |
1834 | if (t->next) |
|
|
1835 | free_treasurestruct (t->next); |
1652 | if (t->next) free_treasurestruct (t->next); |
1836 | if (t->next_yes) |
|
|
1837 | free_treasurestruct (t->next_yes); |
1653 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1838 | if (t->next_no) |
|
|
1839 | free_treasurestruct (t->next_no); |
1654 | if (t->next_no) free_treasurestruct (t->next_no); |
1840 | |
1655 | |
1841 | delete t; |
1656 | delete t; |
1842 | } |
1657 | } |
1843 | |
1658 | |
1844 | void |
1659 | static void |
1845 | free_charlinks (linked_char *lc) |
1660 | free_charlinks (linked_char *lc) |
1846 | { |
1661 | { |
1847 | if (lc->next) |
1662 | if (lc->next) |
1848 | free_charlinks (lc->next); |
1663 | free_charlinks (lc->next); |
1849 | |
1664 | |
1850 | delete lc; |
1665 | delete lc; |
1851 | } |
1666 | } |
1852 | |
1667 | |
1853 | void |
1668 | static void |
1854 | free_artifact (artifact * at) |
1669 | free_artifact (artifact *at) |
1855 | { |
1670 | { |
1856 | if (at->next) |
|
|
1857 | free_artifact (at->next); |
1671 | if (at->next) free_artifact (at->next); |
1858 | |
|
|
1859 | if (at->allowed) |
|
|
1860 | free_charlinks (at->allowed); |
1672 | if (at->allowed) free_charlinks (at->allowed); |
1861 | |
1673 | |
1862 | at->item->destroy (1); |
1674 | at->item->destroy (); |
1863 | |
1675 | |
1864 | delete at; |
|
|
1865 | } |
|
|
1866 | |
|
|
1867 | void |
|
|
1868 | free_artifactlist (artifactlist * al) |
|
|
1869 | { |
|
|
1870 | artifactlist *nextal; |
|
|
1871 | |
|
|
1872 | for (al = first_artifactlist; al; al = nextal) |
|
|
1873 | { |
|
|
1874 | nextal = al->next; |
|
|
1875 | |
|
|
1876 | if (al->items) |
|
|
1877 | free_artifact (al->items); |
|
|
1878 | |
|
|
1879 | free (al); |
1676 | sfree (at); |
1880 | } |
|
|
1881 | } |
1677 | } |
1882 | |
1678 | |
1883 | void |
|
|
1884 | free_all_treasures (void) |
|
|
1885 | { |
|
|
1886 | treasurelist *tl, *next; |
|
|
1887 | |
|
|
1888 | |
|
|
1889 | for (tl = first_treasurelist; tl != NULL; tl = next) |
|
|
1890 | { |
|
|
1891 | next = tl->next; |
|
|
1892 | if (tl->items) |
|
|
1893 | free_treasurestruct (tl->items); |
|
|
1894 | delete tl; |
|
|
1895 | } |
|
|
1896 | free_artifactlist (first_artifactlist); |
|
|
1897 | } |
|
|