1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #define ALLOWED_COMBINATION |
25 | #define ALLOWED_COMBINATION |
25 | |
26 | |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 | * It is useful for finding bugs in the treasures file. Since it only |
28 | * It is useful for finding bugs in the treasures file. Since it only |
… | |
… | |
156 | * so that the treasure name can be printed out |
157 | * so that the treasure name can be printed out |
157 | */ |
158 | */ |
158 | static void |
159 | static void |
159 | check_treasurelist (const treasure *t, const treasurelist * tl) |
160 | check_treasurelist (const treasure *t, const treasurelist * tl) |
160 | { |
161 | { |
161 | if (t->item == NULL && t->name == NULL) |
|
|
162 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
|
|
163 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
162 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
164 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
163 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
165 | /* find_treasurelist will print out its own error message */ |
164 | /* find_treasurelist will print out its own error message */ |
166 | if (t->name && *t->name) |
165 | if (t->name && *t->name) |
167 | (void) find_treasurelist (t->name); |
166 | find_treasurelist (t->name); |
168 | if (t->next) |
167 | if (t->next) |
169 | check_treasurelist (t->next, tl); |
168 | check_treasurelist (t->next, tl); |
170 | if (t->next_yes) |
169 | if (t->next_yes) |
171 | check_treasurelist (t->next_yes, tl); |
170 | check_treasurelist (t->next_yes, tl); |
172 | if (t->next_no) |
171 | if (t->next_no) |
… | |
… | |
292 | * this is the original object, or if this is an object that should be created |
291 | * this is the original object, or if this is an object that should be created |
293 | * by another object. |
292 | * by another object. |
294 | */ |
293 | */ |
295 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
294 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
296 | { |
295 | { |
297 | op->x = creator->x; |
|
|
298 | op->y = creator->y; |
|
|
299 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
296 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
300 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
297 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
301 | } |
298 | } |
302 | else |
299 | else |
303 | { |
300 | { |
304 | op = insert_ob_in_ob (op, creator); |
301 | op = creator->insert (op); |
305 | |
302 | |
306 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
303 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
307 | monster_check_apply (creator, op); |
304 | monster_check_apply (creator, op); |
308 | |
305 | |
309 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
306 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
… | |
… | |
334 | void |
331 | void |
335 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
332 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
336 | { |
333 | { |
337 | object *tmp; |
334 | object *tmp; |
338 | |
335 | |
339 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
336 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
340 | { |
337 | { |
341 | if (t->name) |
338 | if (t->name) |
342 | { |
339 | { |
343 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
340 | if (difficulty >= t->magic) |
344 | { |
341 | { |
345 | treasurelist *tl = find_treasurelist (t->name); |
342 | treasurelist *tl = find_treasurelist (t->name); |
346 | if (tl) |
343 | if (tl) |
347 | create_treasure (tl, op, flag, difficulty, tries); |
344 | create_treasure (tl, op, flag, difficulty, tries); |
348 | } |
345 | } |
349 | } |
346 | } |
350 | else |
347 | else |
351 | { |
348 | { |
352 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
349 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
353 | { |
350 | { |
354 | tmp = arch_to_object (t->item); |
351 | tmp = arch_to_object (t->item); |
355 | if (t->nrof && tmp->nrof <= 1) |
352 | if (t->nrof && tmp->nrof <= 1) |
356 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
353 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
354 | |
357 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
355 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
358 | change_treasure (t, tmp); |
356 | change_treasure (t, tmp); |
359 | put_treasure (tmp, op, flag); |
357 | put_treasure (tmp, op, flag); |
360 | } |
358 | } |
361 | } |
359 | } |
… | |
… | |
369 | if (t->next != NULL) |
367 | if (t->next != NULL) |
370 | create_all_treasures (t->next, op, flag, difficulty, tries); |
368 | create_all_treasures (t->next, op, flag, difficulty, tries); |
371 | } |
369 | } |
372 | |
370 | |
373 | void |
371 | void |
374 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
372 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
375 | { |
373 | { |
376 | int value = RANDOM () % tl->total_chance; |
374 | int value = rndm (tl->total_chance); |
377 | treasure *t; |
375 | treasure *t; |
378 | |
376 | |
379 | if (tries++ > 100) |
377 | if (tries++ > 100) |
380 | { |
378 | { |
381 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
379 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
… | |
… | |
397 | return; |
395 | return; |
398 | } |
396 | } |
399 | |
397 | |
400 | if (t->name) |
398 | if (t->name) |
401 | { |
399 | { |
402 | if (!strcmp (t->name, "NONE")) |
|
|
403 | return; |
|
|
404 | |
|
|
405 | if (difficulty >= t->magic) |
400 | if (difficulty >= t->magic) |
406 | { |
401 | { |
407 | treasurelist *tl = find_treasurelist (t->name); |
402 | treasurelist *tl = find_treasurelist (t->name); |
408 | if (tl) |
403 | if (tl) |
409 | create_treasure (tl, op, flag, difficulty, tries); |
404 | create_treasure (tl, op, flag, difficulty, tries); |
… | |
… | |
412 | create_one_treasure (tl, op, flag, difficulty, tries); |
407 | create_one_treasure (tl, op, flag, difficulty, tries); |
413 | |
408 | |
414 | return; |
409 | return; |
415 | } |
410 | } |
416 | |
411 | |
417 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
412 | if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
418 | { |
413 | { |
419 | object *tmp = arch_to_object (t->item); |
414 | object *tmp = arch_to_object (t->item); |
420 | |
415 | |
421 | if (!tmp) |
416 | if (!tmp) |
422 | return; |
417 | return; |
423 | |
418 | |
424 | if (t->nrof && tmp->nrof <= 1) |
419 | if (t->nrof && tmp->nrof <= 1) |
425 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
420 | tmp->nrof = rndm (t->nrof) + 1; |
426 | |
421 | |
427 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
422 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
428 | change_treasure (t, tmp); |
423 | change_treasure (t, tmp); |
429 | put_treasure (tmp, op, flag); |
424 | put_treasure (tmp, op, flag); |
430 | } |
425 | } |
… | |
… | |
436 | * list transitions, or so that excessively good treasure will not be |
431 | * 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 |
432 | * created on weak maps, because it will exceed the number of allowed tries |
438 | * to do that. |
433 | * to do that. |
439 | */ |
434 | */ |
440 | void |
435 | void |
441 | create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) |
436 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
442 | { |
437 | { |
443 | |
438 | |
444 | if (tries++ > 100) |
439 | if (tries++ > 100) |
445 | { |
440 | { |
446 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
441 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
447 | return; |
442 | return; |
448 | } |
443 | } |
449 | if (t->total_chance) |
444 | if (tl->total_chance) |
450 | create_one_treasure (t, op, flag, difficulty, tries); |
445 | create_one_treasure (tl, op, flag, difficulty, tries); |
451 | else |
446 | else |
452 | create_all_treasures (t->items, op, flag, difficulty, tries); |
447 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
453 | } |
448 | } |
454 | |
449 | |
455 | /* This is similar to the old generate treasure function. However, |
450 | /* This is similar to the old generate treasure function. However, |
456 | * it instead takes a treasurelist. It is really just a wrapper around |
451 | * it instead takes a treasurelist. It is really just a wrapper around |
457 | * create_treasure. We create a dummy object that the treasure gets |
452 | * create_treasure. We create a dummy object that the treasure gets |
458 | * inserted into, and then return that treausre |
453 | * inserted into, and then return that treausre |
459 | */ |
454 | */ |
460 | object * |
455 | object * |
461 | generate_treasure (treasurelist *t, int difficulty) |
456 | generate_treasure (treasurelist *tl, int difficulty) |
462 | { |
457 | { |
463 | difficulty = clamp (difficulty, 1, settings.max_level); |
458 | difficulty = clamp (difficulty, 1, settings.max_level); |
464 | |
459 | |
465 | object *ob = object::create (), *tmp; |
460 | object *ob = object::create (), *tmp; |
466 | |
461 | |
467 | create_treasure (t, ob, 0, difficulty, 0); |
462 | create_treasure (tl, ob, 0, difficulty, 0); |
468 | |
463 | |
469 | /* Don't want to free the object we are about to return */ |
464 | /* Don't want to free the object we are about to return */ |
470 | tmp = ob->inv; |
465 | tmp = ob->inv; |
471 | if (tmp != NULL) |
466 | if (tmp != NULL) |
472 | tmp->remove (); |
467 | tmp->remove (); |
… | |
… | |
576 | scaled_diff = 0; |
571 | scaled_diff = 0; |
577 | |
572 | |
578 | if (scaled_diff >= DIFFLEVELS) |
573 | if (scaled_diff >= DIFFLEVELS) |
579 | scaled_diff = DIFFLEVELS - 1; |
574 | scaled_diff = DIFFLEVELS - 1; |
580 | |
575 | |
581 | percent = RANDOM () % 100; |
576 | percent = rndm (100); |
582 | |
577 | |
583 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
578 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
584 | { |
579 | { |
585 | percent -= difftomagic_list[scaled_diff][magic]; |
580 | percent -= difftomagic_list[scaled_diff][magic]; |
586 | |
581 | |
… | |
… | |
592 | { |
587 | { |
593 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
588 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
594 | magic = 0; |
589 | magic = 0; |
595 | } |
590 | } |
596 | |
591 | |
597 | magic = (RANDOM () % 3) ? magic : -magic; |
592 | magic = (rndm (3)) ? magic : -magic; |
598 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
593 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
599 | |
594 | |
600 | return magic; |
595 | return magic; |
601 | } |
596 | } |
602 | |
597 | |
… | |
… | |
617 | if (op->arch) |
612 | if (op->arch) |
618 | { |
613 | { |
619 | if (op->type == ARMOUR) |
614 | if (op->type == ARMOUR) |
620 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
615 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
621 | |
616 | |
622 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
617 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
623 | magic = (-magic); |
618 | magic = (-magic); |
624 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
619 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
625 | } |
620 | } |
626 | else |
621 | else |
627 | { |
622 | { |
628 | if (op->type == ARMOUR) |
623 | if (op->type == ARMOUR) |
629 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
624 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
630 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
625 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
631 | magic = (-magic); |
626 | magic = (-magic); |
632 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
627 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
633 | } |
628 | } |
634 | } |
629 | } |
635 | |
630 | |
… | |
… | |
664 | |
659 | |
665 | void |
660 | void |
666 | set_ring_bonus (object *op, int bonus) |
661 | set_ring_bonus (object *op, int bonus) |
667 | { |
662 | { |
668 | |
663 | |
669 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
664 | int r = rndm (bonus > 0 ? 25 : 11); |
670 | |
665 | |
671 | if (op->type == AMULET) |
666 | if (op->type == AMULET) |
672 | { |
667 | { |
673 | if (!(RANDOM () % 21)) |
668 | if (!(rndm (21))) |
674 | r = 20 + RANDOM () % 2; |
669 | r = 20 + rndm (2); |
675 | else |
670 | else |
676 | { |
671 | { |
677 | if (RANDOM () & 2) |
672 | if (rndm (2)) |
678 | r = 10; |
673 | r = 10; |
679 | else |
674 | else |
680 | r = 11 + RANDOM () % 9; |
675 | r = 11 + rndm (9); |
681 | } |
676 | } |
682 | } |
677 | } |
683 | |
678 | |
684 | switch (r) |
679 | switch (r) |
685 | { |
680 | { |
… | |
… | |
722 | case 16: |
717 | case 16: |
723 | case 17: |
718 | case 17: |
724 | case 18: |
719 | case 18: |
725 | case 19: |
720 | case 19: |
726 | { |
721 | { |
727 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
722 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
728 | |
723 | |
729 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
724 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
730 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
725 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
731 | |
726 | |
732 | /* Cursed items need to have higher negative values to equal out with |
727 | /* Cursed items need to have higher negative values to equal out with |
733 | * positive values for how protections work out. Put another |
728 | * positive values for how protections work out. Put another |
734 | * little random element in since that they don't always end up with |
729 | * little random element in since that they don't always end up with |
735 | * even values. |
730 | * even values. |
736 | */ |
731 | */ |
737 | if (bonus < 0) |
732 | if (bonus < 0) |
738 | val = 2 * -val - RANDOM () % b; |
733 | val = 2 * -val - rndm (b); |
739 | if (val > 35) |
734 | if (val > 35) |
740 | val = 35; /* Upper limit */ |
735 | val = 35; /* Upper limit */ |
741 | b = 0; |
736 | b = 0; |
|
|
737 | |
742 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
738 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
743 | { |
|
|
744 | resist = RANDOM () % num_resist_table; |
739 | resist = rndm (num_resist_table); |
745 | } |
740 | |
746 | if (b == 4) |
741 | if (b == 4) |
747 | return; /* Not able to find a free resistance */ |
742 | return; /* Not able to find a free resistance */ |
|
|
743 | |
748 | op->resist[resist_table[resist]] = val; |
744 | op->resist[resist_table[resist]] = val; |
749 | /* We should probably do something more clever here to adjust value |
745 | /* We should probably do something more clever here to adjust value |
750 | * based on how good a resistance we gave. |
746 | * based on how good a resistance we gave. |
751 | */ |
747 | */ |
752 | break; |
748 | break; |
… | |
… | |
780 | case 22: |
776 | case 22: |
781 | op->stats.exp += bonus; /* Speed! */ |
777 | op->stats.exp += bonus; /* Speed! */ |
782 | op->value = (op->value * 2) / 3; |
778 | op->value = (op->value * 2) / 3; |
783 | break; |
779 | break; |
784 | } |
780 | } |
|
|
781 | |
785 | if (bonus > 0) |
782 | if (bonus > 0) |
786 | op->value *= 2 * bonus; |
783 | op->value *= 2 * bonus; |
787 | else |
784 | else |
788 | op->value = -(op->value * 2 * bonus) / 3; |
785 | op->value = -(op->value * 2 * bonus) / 3; |
789 | } |
786 | } |
… | |
… | |
794 | * higher is the chance of returning a low number. |
791 | * higher is the chance of returning a low number. |
795 | * It is only used in fix_generated_treasure() to set bonuses on |
792 | * It is only used in fix_generated_treasure() to set bonuses on |
796 | * rings and amulets. |
793 | * rings and amulets. |
797 | * Another scheme is used to calculate the magic of weapons and armours. |
794 | * Another scheme is used to calculate the magic of weapons and armours. |
798 | */ |
795 | */ |
799 | |
|
|
800 | int |
796 | int |
801 | get_magic (int diff) |
797 | get_magic (int diff) |
802 | { |
798 | { |
803 | int i; |
799 | int i; |
804 | |
800 | |
805 | if (diff < 3) |
801 | if (diff < 3) |
806 | diff = 3; |
802 | diff = 3; |
|
|
803 | |
807 | for (i = 0; i < 4; i++) |
804 | for (i = 0; i < 4; i++) |
808 | if (RANDOM () % diff) |
805 | if (rndm (diff)) |
809 | return i; |
806 | return i; |
|
|
807 | |
810 | return 4; |
808 | return 4; |
811 | } |
809 | } |
812 | |
810 | |
813 | #define DICE2 (get_magic(2)==2?2:1) |
811 | #define DICE2 (get_magic(2)==2?2:1) |
814 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
812 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
815 | |
813 | |
816 | /* |
814 | /* |
817 | * fix_generated_item(): This is called after an item is generated, in |
815 | * fix_generated_item(): This is called after an item is generated, in |
818 | * order to set it up right. This produced magical bonuses, puts spells |
816 | * order to set it up right. This produced magical bonuses, puts spells |
819 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
817 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
… | |
… | |
880 | if (!op->magic && max_magic) |
878 | if (!op->magic && max_magic) |
881 | set_magic (difficulty, op, max_magic, flags); |
879 | set_magic (difficulty, op, max_magic, flags); |
882 | |
880 | |
883 | num_enchantments = calc_item_power (op, 1); |
881 | num_enchantments = calc_item_power (op, 1); |
884 | |
882 | |
885 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
883 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
|
|
884 | || op->type == HORN |
|
|
885 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
886 | * used for shop_floors or treasures */ |
886 | * used for shop_floors or treasures */ |
887 | generate_artifact (op, difficulty); |
887 | generate_artifact (op, difficulty); |
888 | } |
888 | } |
889 | |
889 | |
890 | /* Object was made an artifact. Calculate its item_power rating. |
890 | /* Object was made an artifact. Calculate its item_power rating. |
… | |
… | |
948 | case WEAPON: |
948 | case WEAPON: |
949 | case ARMOUR: |
949 | case ARMOUR: |
950 | case SHIELD: |
950 | case SHIELD: |
951 | case HELMET: |
951 | case HELMET: |
952 | case CLOAK: |
952 | case CLOAK: |
953 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
953 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
954 | set_ring_bonus (op, -DICE2); |
954 | set_ring_bonus (op, -DICE2); |
955 | break; |
955 | break; |
956 | |
956 | |
957 | case BRACERS: |
957 | case BRACERS: |
958 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
958 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
959 | { |
959 | { |
960 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
960 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
961 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
961 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
962 | op->value *= 3; |
962 | op->value *= 3; |
963 | } |
963 | } |
… | |
… | |
989 | */ |
989 | */ |
990 | if (op->inv && op->randomitems) |
990 | if (op->inv && op->randomitems) |
991 | { |
991 | { |
992 | /* value multiplier is same as for scrolls */ |
992 | /* value multiplier is same as for scrolls */ |
993 | op->value = (op->value * op->inv->value); |
993 | op->value = (op->value * op->inv->value); |
994 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
994 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
995 | } |
995 | } |
996 | else |
996 | else |
997 | { |
997 | { |
998 | op->name = "potion"; |
998 | op->name = "potion"; |
999 | op->name_pl = "potions"; |
999 | op->name_pl = "potions"; |
1000 | } |
1000 | } |
1001 | |
1001 | |
1002 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
1002 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
1003 | SET_FLAG (op, FLAG_CURSED); |
1003 | SET_FLAG (op, FLAG_CURSED); |
1004 | break; |
1004 | break; |
1005 | } |
1005 | } |
1006 | |
1006 | |
1007 | case AMULET: |
1007 | case AMULET: |
… | |
… | |
1017 | } |
1017 | } |
1018 | |
1018 | |
1019 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1019 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1020 | break; |
1020 | break; |
1021 | |
1021 | |
1022 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
1022 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1023 | SET_FLAG (op, FLAG_CURSED); |
1023 | SET_FLAG (op, FLAG_CURSED); |
1024 | |
1024 | |
1025 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1025 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1026 | |
1026 | |
1027 | if (op->type != RING) /* Amulets have only one ability */ |
1027 | if (op->type != RING) /* Amulets have only one ability */ |
1028 | break; |
1028 | break; |
1029 | |
1029 | |
1030 | if (!(RANDOM () % 4)) |
1030 | if (!(rndm (4))) |
1031 | { |
1031 | { |
1032 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1032 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1033 | |
1033 | |
1034 | if (d > 0) |
1034 | if (d > 0) |
1035 | op->value *= 3; |
1035 | op->value *= 3; |
1036 | |
1036 | |
1037 | set_ring_bonus (op, d); |
1037 | set_ring_bonus (op, d); |
1038 | |
1038 | |
1039 | if (!(RANDOM () % 4)) |
1039 | if (!(rndm (4))) |
1040 | { |
1040 | { |
1041 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1041 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1042 | |
1042 | |
1043 | if (d > 0) |
1043 | if (d > 0) |
1044 | op->value *= 5; |
1044 | op->value *= 5; |
1045 | set_ring_bonus (op, d); |
1045 | set_ring_bonus (op, d); |
1046 | } |
1046 | } |
1047 | } |
1047 | } |
1048 | |
1048 | |
1049 | if (GET_ANIM_ID (op)) |
1049 | if (GET_ANIM_ID (op)) |
1050 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1050 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1051 | |
1051 | |
1052 | break; |
1052 | break; |
1053 | |
1053 | |
1054 | case BOOK: |
1054 | case BOOK: |
1055 | /* Is it an empty book?, if yes lets make a special· |
1055 | /* Is it an empty book?, if yes lets make a special· |
1056 | * msg for it, and tailor its properties based on the· |
1056 | * msg for it, and tailor its properties based on the· |
1057 | * creator and/or map level we found it on. |
1057 | * creator and/or map level we found it on. |
1058 | */ |
1058 | */ |
1059 | if (!op->msg && RANDOM () % 10) |
1059 | if (!op->msg && rndm (10)) |
1060 | { |
1060 | { |
1061 | /* set the book level properly */ |
1061 | /* set the book level properly */ |
1062 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1062 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1063 | { |
1063 | { |
1064 | if (op->map && op->map->difficulty) |
1064 | if (op->map && op->map->difficulty) |
1065 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1065 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1066 | else |
1066 | else |
1067 | op->level = RANDOM () % 20 + 1; |
1067 | op->level = rndm (20) + 1; |
1068 | } |
1068 | } |
1069 | else |
1069 | else |
1070 | op->level = RANDOM () % creator->level; |
1070 | op->level = rndm (creator->level); |
1071 | |
1071 | |
1072 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1072 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1073 | /* books w/ info are worth more! */ |
1073 | /* books w/ info are worth more! */ |
1074 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1074 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1075 | /* creator related stuff */ |
1075 | /* creator related stuff */ |
… | |
… | |
1178 | */ |
1178 | */ |
1179 | |
1179 | |
1180 | static artifactlist * |
1180 | static artifactlist * |
1181 | get_empty_artifactlist (void) |
1181 | get_empty_artifactlist (void) |
1182 | { |
1182 | { |
1183 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1183 | artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); |
1184 | |
1184 | |
1185 | if (tl == NULL) |
1185 | if (al == NULL) |
1186 | fatal (OUT_OF_MEMORY); |
1186 | fatal (OUT_OF_MEMORY); |
1187 | tl->next = NULL; |
1187 | al->next = NULL; |
1188 | tl->items = NULL; |
1188 | al->items = NULL; |
1189 | tl->total_chance = 0; |
1189 | al->total_chance = 0; |
1190 | return tl; |
1190 | return al; |
1191 | } |
1191 | } |
1192 | |
1192 | |
1193 | /* |
1193 | /* |
1194 | * Allocate and return the pointer to an empty artifact structure. |
1194 | * Allocate and return the pointer to an empty artifact structure. |
1195 | */ |
1195 | */ |
1196 | |
1196 | |
1197 | static artifact * |
1197 | static artifact * |
1198 | get_empty_artifact (void) |
1198 | get_empty_artifact (void) |
1199 | { |
1199 | { |
1200 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1200 | artifact *a = (artifact *) malloc (sizeof (artifact)); |
1201 | |
1201 | |
1202 | if (t == NULL) |
1202 | if (a == NULL) |
1203 | fatal (OUT_OF_MEMORY); |
1203 | fatal (OUT_OF_MEMORY); |
1204 | t->item = NULL; |
1204 | a->item = NULL; |
1205 | t->next = NULL; |
1205 | a->next = NULL; |
1206 | t->chance = 0; |
1206 | a->chance = 0; |
1207 | t->difficulty = 0; |
1207 | a->difficulty = 0; |
1208 | t->allowed = NULL; |
1208 | a->allowed = NULL; |
1209 | return t; |
1209 | return a; |
1210 | } |
1210 | } |
1211 | |
1211 | |
1212 | /* |
1212 | /* |
1213 | * Searches the artifact lists and returns one that has the same type |
1213 | * Searches the artifact lists and returns one that has the same type |
1214 | * of objects on it. |
1214 | * of objects on it. |
… | |
… | |
1264 | treasurelist *tl; |
1264 | treasurelist *tl; |
1265 | int i; |
1265 | int i; |
1266 | |
1266 | |
1267 | if (depth > 100) |
1267 | if (depth > 100) |
1268 | return; |
1268 | return; |
1269 | while (t != NULL) |
1269 | while (t) |
1270 | { |
1270 | { |
1271 | if (t->name != NULL) |
1271 | if (t->name) |
1272 | { |
1272 | { |
1273 | for (i = 0; i < depth; i++) |
1273 | for (i = 0; i < depth; i++) |
1274 | fprintf (logfile, " "); |
1274 | fprintf (logfile, " "); |
1275 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1275 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1276 | tl = find_treasurelist (t->name); |
1276 | tl = find_treasurelist (t->name); |
… | |
… | |
1282 | } |
1282 | } |
1283 | else |
1283 | else |
1284 | { |
1284 | { |
1285 | for (i = 0; i < depth; i++) |
1285 | for (i = 0; i < depth; i++) |
1286 | fprintf (logfile, " "); |
1286 | fprintf (logfile, " "); |
1287 | if (t->item->clone.type == FLESH) |
1287 | if (t->item && t->item->clone.type == FLESH) |
1288 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1288 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1289 | else |
1289 | else |
1290 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1290 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1291 | } |
1291 | } |
|
|
1292 | |
1292 | if (t->next_yes != NULL) |
1293 | if (t->next_yes) |
1293 | { |
1294 | { |
1294 | for (i = 0; i < depth; i++) |
1295 | for (i = 0; i < depth; i++) |
1295 | fprintf (logfile, " "); |
1296 | fprintf (logfile, " "); |
1296 | fprintf (logfile, " (if yes)\n"); |
1297 | fprintf (logfile, " (if yes)\n"); |
1297 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1298 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1298 | } |
1299 | } |
|
|
1300 | |
1299 | if (t->next_no != NULL) |
1301 | if (t->next_no) |
1300 | { |
1302 | { |
1301 | for (i = 0; i < depth; i++) |
1303 | for (i = 0; i < depth; i++) |
1302 | fprintf (logfile, " "); |
1304 | fprintf (logfile, " "); |
1303 | fprintf (logfile, " (if no)\n"); |
1305 | fprintf (logfile, " (if no)\n"); |
1304 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1306 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1305 | } |
1307 | } |
|
|
1308 | |
1306 | t = t->next; |
1309 | t = t->next; |
1307 | } |
1310 | } |
1308 | } |
1311 | } |
1309 | |
1312 | |
1310 | /* |
1313 | /* |
… | |
… | |
1499 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1502 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1500 | /* so artifacts will join */ |
1503 | /* so artifacts will join */ |
1501 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1504 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1502 | op->speed = 0.0; |
1505 | op->speed = 0.0; |
1503 | |
1506 | |
1504 | update_ob_speed (op); |
1507 | op->set_speed (op->speed); |
1505 | } |
1508 | } |
1506 | |
1509 | |
1507 | if (change->nrof) |
1510 | if (change->nrof) |
1508 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1511 | op->nrof = rndm (change->nrof) + 1; |
1509 | |
1512 | |
1510 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1513 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1511 | op->stats.wc += change->stats.wc; |
1514 | op->stats.wc += change->stats.wc; |
1512 | op->stats.ac += change->stats.ac; |
1515 | op->stats.ac += change->stats.ac; |
1513 | |
1516 | |
… | |
… | |
1616 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1619 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1617 | } |
1620 | } |
1618 | |
1621 | |
1619 | op->value *= change->value; |
1622 | op->value *= change->value; |
1620 | |
1623 | |
1621 | if (change->material) |
1624 | if (change->materials) |
1622 | op->material = change->material; |
1625 | op->materials = change->materials; |
1623 | |
1626 | |
1624 | if (change->materialname) |
1627 | if (change->materialname) |
1625 | op->materialname = change->materialname; |
1628 | op->materialname = change->materialname; |
1626 | |
1629 | |
1627 | if (change->slaying) |
1630 | if (change->slaying) |
… | |
… | |
1721 | return; |
1724 | return; |
1722 | } |
1725 | } |
1723 | |
1726 | |
1724 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1727 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1725 | { |
1728 | { |
1726 | int roll = RANDOM () % al->total_chance; |
1729 | int roll = rndm (al->total_chance); |
1727 | |
1730 | |
1728 | for (art = al->items; art != NULL; art = art->next) |
1731 | for (art = al->items; art; art = art->next) |
1729 | { |
1732 | { |
1730 | roll -= art->chance; |
1733 | roll -= art->chance; |
1731 | if (roll < 0) |
1734 | if (roll < 0) |
1732 | break; |
1735 | break; |
1733 | } |
1736 | } |
… | |
… | |
1810 | /* special_potion() - so that old potion code is still done right. */ |
1813 | /* special_potion() - so that old potion code is still done right. */ |
1811 | |
1814 | |
1812 | int |
1815 | int |
1813 | special_potion (object *op) |
1816 | special_potion (object *op) |
1814 | { |
1817 | { |
1815 | |
|
|
1816 | int i; |
|
|
1817 | |
|
|
1818 | if (op->attacktype) |
1818 | if (op->attacktype) |
1819 | return 1; |
1819 | return 1; |
1820 | |
1820 | |
1821 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
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; |
1822 | return 1; |
1823 | |
1823 | |
1824 | for (i = 0; i < NROFATTACKS; i++) |
1824 | for (int i = 0; i < NROFATTACKS; i++) |
1825 | if (op->resist[i]) |
1825 | if (op->resist[i]) |
1826 | return 1; |
1826 | return 1; |
1827 | |
1827 | |
1828 | return 0; |
1828 | return 0; |
1829 | } |
1829 | } |