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) |
… | |
… | |
332 | void |
331 | void |
333 | 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) |
334 | { |
333 | { |
335 | object *tmp; |
334 | object *tmp; |
336 | |
335 | |
337 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
336 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
338 | { |
337 | { |
339 | if (t->name) |
338 | if (t->name) |
340 | { |
339 | { |
341 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
340 | if (difficulty >= t->magic) |
342 | { |
341 | { |
343 | treasurelist *tl = find_treasurelist (t->name); |
342 | treasurelist *tl = find_treasurelist (t->name); |
344 | if (tl) |
343 | if (tl) |
345 | create_treasure (tl, op, flag, difficulty, tries); |
344 | create_treasure (tl, op, flag, difficulty, tries); |
346 | } |
345 | } |
347 | } |
346 | } |
348 | else |
347 | else |
349 | { |
348 | { |
350 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
349 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
351 | { |
350 | { |
352 | tmp = arch_to_object (t->item); |
351 | tmp = arch_to_object (t->item); |
353 | if (t->nrof && tmp->nrof <= 1) |
352 | if (t->nrof && tmp->nrof <= 1) |
354 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
353 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
354 | |
355 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
355 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
356 | change_treasure (t, tmp); |
356 | change_treasure (t, tmp); |
357 | put_treasure (tmp, op, flag); |
357 | put_treasure (tmp, op, flag); |
358 | } |
358 | } |
359 | } |
359 | } |
… | |
… | |
367 | if (t->next != NULL) |
367 | if (t->next != NULL) |
368 | create_all_treasures (t->next, op, flag, difficulty, tries); |
368 | create_all_treasures (t->next, op, flag, difficulty, tries); |
369 | } |
369 | } |
370 | |
370 | |
371 | void |
371 | void |
372 | 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) |
373 | { |
373 | { |
374 | int value = RANDOM () % tl->total_chance; |
374 | int value = rndm (tl->total_chance); |
375 | treasure *t; |
375 | treasure *t; |
376 | |
376 | |
377 | if (tries++ > 100) |
377 | if (tries++ > 100) |
378 | { |
378 | { |
379 | 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"); |
… | |
… | |
395 | return; |
395 | return; |
396 | } |
396 | } |
397 | |
397 | |
398 | if (t->name) |
398 | if (t->name) |
399 | { |
399 | { |
400 | if (!strcmp (t->name, "NONE")) |
|
|
401 | return; |
|
|
402 | |
|
|
403 | if (difficulty >= t->magic) |
400 | if (difficulty >= t->magic) |
404 | { |
401 | { |
405 | treasurelist *tl = find_treasurelist (t->name); |
402 | treasurelist *tl = find_treasurelist (t->name); |
406 | if (tl) |
403 | if (tl) |
407 | create_treasure (tl, op, flag, difficulty, tries); |
404 | create_treasure (tl, op, flag, difficulty, tries); |
… | |
… | |
410 | create_one_treasure (tl, op, flag, difficulty, tries); |
407 | create_one_treasure (tl, op, flag, difficulty, tries); |
411 | |
408 | |
412 | return; |
409 | return; |
413 | } |
410 | } |
414 | |
411 | |
415 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
412 | if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
416 | { |
413 | { |
417 | object *tmp = arch_to_object (t->item); |
414 | object *tmp = arch_to_object (t->item); |
418 | |
415 | |
419 | if (!tmp) |
416 | if (!tmp) |
420 | return; |
417 | return; |
421 | |
418 | |
422 | if (t->nrof && tmp->nrof <= 1) |
419 | if (t->nrof && tmp->nrof <= 1) |
423 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
420 | tmp->nrof = rndm (t->nrof) + 1; |
424 | |
421 | |
425 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
422 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
426 | change_treasure (t, tmp); |
423 | change_treasure (t, tmp); |
427 | put_treasure (tmp, op, flag); |
424 | put_treasure (tmp, op, flag); |
428 | } |
425 | } |
… | |
… | |
434 | * list transitions, or so that excessively good treasure will not be |
431 | * list transitions, or so that excessively good treasure will not be |
435 | * 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 |
436 | * to do that. |
433 | * to do that. |
437 | */ |
434 | */ |
438 | void |
435 | void |
439 | 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) |
440 | { |
437 | { |
441 | |
438 | |
442 | if (tries++ > 100) |
439 | if (tries++ > 100) |
443 | { |
440 | { |
444 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
441 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
445 | return; |
442 | return; |
446 | } |
443 | } |
447 | if (t->total_chance) |
444 | if (tl->total_chance) |
448 | create_one_treasure (t, op, flag, difficulty, tries); |
445 | create_one_treasure (tl, op, flag, difficulty, tries); |
449 | else |
446 | else |
450 | create_all_treasures (t->items, op, flag, difficulty, tries); |
447 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
451 | } |
448 | } |
452 | |
449 | |
453 | /* This is similar to the old generate treasure function. However, |
450 | /* This is similar to the old generate treasure function. However, |
454 | * 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 |
455 | * create_treasure. We create a dummy object that the treasure gets |
452 | * create_treasure. We create a dummy object that the treasure gets |
456 | * inserted into, and then return that treausre |
453 | * inserted into, and then return that treausre |
457 | */ |
454 | */ |
458 | object * |
455 | object * |
459 | generate_treasure (treasurelist *t, int difficulty) |
456 | generate_treasure (treasurelist *tl, int difficulty) |
460 | { |
457 | { |
461 | difficulty = clamp (difficulty, 1, settings.max_level); |
458 | difficulty = clamp (difficulty, 1, settings.max_level); |
462 | |
459 | |
463 | object *ob = object::create (), *tmp; |
460 | object *ob = object::create (), *tmp; |
464 | |
461 | |
465 | create_treasure (t, ob, 0, difficulty, 0); |
462 | create_treasure (tl, ob, 0, difficulty, 0); |
466 | |
463 | |
467 | /* 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 */ |
468 | tmp = ob->inv; |
465 | tmp = ob->inv; |
469 | if (tmp != NULL) |
466 | if (tmp != NULL) |
470 | tmp->remove (); |
467 | tmp->remove (); |
… | |
… | |
574 | scaled_diff = 0; |
571 | scaled_diff = 0; |
575 | |
572 | |
576 | if (scaled_diff >= DIFFLEVELS) |
573 | if (scaled_diff >= DIFFLEVELS) |
577 | scaled_diff = DIFFLEVELS - 1; |
574 | scaled_diff = DIFFLEVELS - 1; |
578 | |
575 | |
579 | percent = RANDOM () % 100; |
576 | percent = rndm (100); |
580 | |
577 | |
581 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
578 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
582 | { |
579 | { |
583 | percent -= difftomagic_list[scaled_diff][magic]; |
580 | percent -= difftomagic_list[scaled_diff][magic]; |
584 | |
581 | |
… | |
… | |
590 | { |
587 | { |
591 | 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); |
592 | magic = 0; |
589 | magic = 0; |
593 | } |
590 | } |
594 | |
591 | |
595 | magic = (RANDOM () % 3) ? magic : -magic; |
592 | magic = (rndm (3)) ? magic : -magic; |
596 | /* 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); */ |
597 | |
594 | |
598 | return magic; |
595 | return magic; |
599 | } |
596 | } |
600 | |
597 | |
… | |
… | |
615 | if (op->arch) |
612 | if (op->arch) |
616 | { |
613 | { |
617 | if (op->type == ARMOUR) |
614 | if (op->type == ARMOUR) |
618 | 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; |
619 | |
616 | |
620 | 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 */ |
621 | magic = (-magic); |
618 | magic = (-magic); |
622 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
619 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
623 | } |
620 | } |
624 | else |
621 | else |
625 | { |
622 | { |
626 | if (op->type == ARMOUR) |
623 | if (op->type == ARMOUR) |
627 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
624 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
628 | 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 */ |
629 | magic = (-magic); |
626 | magic = (-magic); |
630 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
627 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
631 | } |
628 | } |
632 | } |
629 | } |
633 | |
630 | |
… | |
… | |
662 | |
659 | |
663 | void |
660 | void |
664 | set_ring_bonus (object *op, int bonus) |
661 | set_ring_bonus (object *op, int bonus) |
665 | { |
662 | { |
666 | |
663 | |
667 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
664 | int r = rndm (bonus > 0 ? 25 : 11); |
668 | |
665 | |
669 | if (op->type == AMULET) |
666 | if (op->type == AMULET) |
670 | { |
667 | { |
671 | if (!(RANDOM () % 21)) |
668 | if (!(rndm (21))) |
672 | r = 20 + RANDOM () % 2; |
669 | r = 20 + rndm (2); |
673 | else |
670 | else |
674 | { |
671 | { |
675 | if (RANDOM () & 2) |
672 | if (rndm (2)) |
676 | r = 10; |
673 | r = 10; |
677 | else |
674 | else |
678 | r = 11 + RANDOM () % 9; |
675 | r = 11 + rndm (9); |
679 | } |
676 | } |
680 | } |
677 | } |
681 | |
678 | |
682 | switch (r) |
679 | switch (r) |
683 | { |
680 | { |
… | |
… | |
720 | case 16: |
717 | case 16: |
721 | case 17: |
718 | case 17: |
722 | case 18: |
719 | case 18: |
723 | case 19: |
720 | case 19: |
724 | { |
721 | { |
725 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
722 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
726 | |
723 | |
727 | /* 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) */ |
728 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
725 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
729 | |
726 | |
730 | /* 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 |
731 | * positive values for how protections work out. Put another |
728 | * positive values for how protections work out. Put another |
732 | * 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 |
733 | * even values. |
730 | * even values. |
734 | */ |
731 | */ |
735 | if (bonus < 0) |
732 | if (bonus < 0) |
736 | val = 2 * -val - RANDOM () % b; |
733 | val = 2 * -val - rndm (b); |
737 | if (val > 35) |
734 | if (val > 35) |
738 | val = 35; /* Upper limit */ |
735 | val = 35; /* Upper limit */ |
739 | b = 0; |
736 | b = 0; |
|
|
737 | |
740 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
738 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
741 | { |
|
|
742 | resist = RANDOM () % num_resist_table; |
739 | resist = rndm (num_resist_table); |
743 | } |
740 | |
744 | if (b == 4) |
741 | if (b == 4) |
745 | return; /* Not able to find a free resistance */ |
742 | return; /* Not able to find a free resistance */ |
|
|
743 | |
746 | op->resist[resist_table[resist]] = val; |
744 | op->resist[resist_table[resist]] = val; |
747 | /* We should probably do something more clever here to adjust value |
745 | /* We should probably do something more clever here to adjust value |
748 | * based on how good a resistance we gave. |
746 | * based on how good a resistance we gave. |
749 | */ |
747 | */ |
750 | break; |
748 | break; |
… | |
… | |
778 | case 22: |
776 | case 22: |
779 | op->stats.exp += bonus; /* Speed! */ |
777 | op->stats.exp += bonus; /* Speed! */ |
780 | op->value = (op->value * 2) / 3; |
778 | op->value = (op->value * 2) / 3; |
781 | break; |
779 | break; |
782 | } |
780 | } |
|
|
781 | |
783 | if (bonus > 0) |
782 | if (bonus > 0) |
784 | op->value *= 2 * bonus; |
783 | op->value *= 2 * bonus; |
785 | else |
784 | else |
786 | op->value = -(op->value * 2 * bonus) / 3; |
785 | op->value = -(op->value * 2 * bonus) / 3; |
787 | } |
786 | } |
… | |
… | |
792 | * higher is the chance of returning a low number. |
791 | * higher is the chance of returning a low number. |
793 | * 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 |
794 | * rings and amulets. |
793 | * rings and amulets. |
795 | * 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. |
796 | */ |
795 | */ |
797 | |
|
|
798 | int |
796 | int |
799 | get_magic (int diff) |
797 | get_magic (int diff) |
800 | { |
798 | { |
801 | int i; |
799 | int i; |
802 | |
800 | |
803 | if (diff < 3) |
801 | if (diff < 3) |
804 | diff = 3; |
802 | diff = 3; |
|
|
803 | |
805 | for (i = 0; i < 4; i++) |
804 | for (i = 0; i < 4; i++) |
806 | if (RANDOM () % diff) |
805 | if (rndm (diff)) |
807 | return i; |
806 | return i; |
|
|
807 | |
808 | return 4; |
808 | return 4; |
809 | } |
809 | } |
810 | |
810 | |
811 | #define DICE2 (get_magic(2)==2?2:1) |
811 | #define DICE2 (get_magic(2)==2?2:1) |
812 | #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)) |
813 | |
813 | |
814 | /* |
814 | /* |
815 | * 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 |
816 | * 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 |
817 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
817 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
… | |
… | |
878 | if (!op->magic && max_magic) |
878 | if (!op->magic && max_magic) |
879 | set_magic (difficulty, op, max_magic, flags); |
879 | set_magic (difficulty, op, max_magic, flags); |
880 | |
880 | |
881 | num_enchantments = calc_item_power (op, 1); |
881 | num_enchantments = calc_item_power (op, 1); |
882 | |
882 | |
883 | 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, |
884 | * used for shop_floors or treasures */ |
886 | * used for shop_floors or treasures */ |
885 | generate_artifact (op, difficulty); |
887 | generate_artifact (op, difficulty); |
886 | } |
888 | } |
887 | |
889 | |
888 | /* Object was made an artifact. Calculate its item_power rating. |
890 | /* Object was made an artifact. Calculate its item_power rating. |
… | |
… | |
946 | case WEAPON: |
948 | case WEAPON: |
947 | case ARMOUR: |
949 | case ARMOUR: |
948 | case SHIELD: |
950 | case SHIELD: |
949 | case HELMET: |
951 | case HELMET: |
950 | case CLOAK: |
952 | case CLOAK: |
951 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
953 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
952 | set_ring_bonus (op, -DICE2); |
954 | set_ring_bonus (op, -DICE2); |
953 | break; |
955 | break; |
954 | |
956 | |
955 | case BRACERS: |
957 | case BRACERS: |
956 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
958 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
957 | { |
959 | { |
958 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
960 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
959 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
961 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
960 | op->value *= 3; |
962 | op->value *= 3; |
961 | } |
963 | } |
… | |
… | |
987 | */ |
989 | */ |
988 | if (op->inv && op->randomitems) |
990 | if (op->inv && op->randomitems) |
989 | { |
991 | { |
990 | /* value multiplier is same as for scrolls */ |
992 | /* value multiplier is same as for scrolls */ |
991 | op->value = (op->value * op->inv->value); |
993 | op->value = (op->value * op->inv->value); |
992 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
994 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
993 | } |
995 | } |
994 | else |
996 | else |
995 | { |
997 | { |
996 | op->name = "potion"; |
998 | op->name = "potion"; |
997 | op->name_pl = "potions"; |
999 | op->name_pl = "potions"; |
998 | } |
1000 | } |
999 | |
1001 | |
1000 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
1002 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
1001 | SET_FLAG (op, FLAG_CURSED); |
1003 | SET_FLAG (op, FLAG_CURSED); |
1002 | break; |
1004 | break; |
1003 | } |
1005 | } |
1004 | |
1006 | |
1005 | case AMULET: |
1007 | case AMULET: |
… | |
… | |
1015 | } |
1017 | } |
1016 | |
1018 | |
1017 | 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! */ |
1018 | break; |
1020 | break; |
1019 | |
1021 | |
1020 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
1022 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1021 | SET_FLAG (op, FLAG_CURSED); |
1023 | SET_FLAG (op, FLAG_CURSED); |
1022 | |
1024 | |
1023 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1025 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1024 | |
1026 | |
1025 | if (op->type != RING) /* Amulets have only one ability */ |
1027 | if (op->type != RING) /* Amulets have only one ability */ |
1026 | break; |
1028 | break; |
1027 | |
1029 | |
1028 | if (!(RANDOM () % 4)) |
1030 | if (!(rndm (4))) |
1029 | { |
1031 | { |
1030 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1032 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1031 | |
1033 | |
1032 | if (d > 0) |
1034 | if (d > 0) |
1033 | op->value *= 3; |
1035 | op->value *= 3; |
1034 | |
1036 | |
1035 | set_ring_bonus (op, d); |
1037 | set_ring_bonus (op, d); |
1036 | |
1038 | |
1037 | if (!(RANDOM () % 4)) |
1039 | if (!(rndm (4))) |
1038 | { |
1040 | { |
1039 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1041 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1040 | |
1042 | |
1041 | if (d > 0) |
1043 | if (d > 0) |
1042 | op->value *= 5; |
1044 | op->value *= 5; |
1043 | set_ring_bonus (op, d); |
1045 | set_ring_bonus (op, d); |
1044 | } |
1046 | } |
1045 | } |
1047 | } |
1046 | |
1048 | |
1047 | if (GET_ANIM_ID (op)) |
1049 | if (GET_ANIM_ID (op)) |
1048 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1050 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1049 | |
1051 | |
1050 | break; |
1052 | break; |
1051 | |
1053 | |
1052 | case BOOK: |
1054 | case BOOK: |
1053 | /* Is it an empty book?, if yes lets make a special· |
1055 | /* Is it an empty book?, if yes lets make a special· |
1054 | * msg for it, and tailor its properties based on the· |
1056 | * msg for it, and tailor its properties based on the· |
1055 | * creator and/or map level we found it on. |
1057 | * creator and/or map level we found it on. |
1056 | */ |
1058 | */ |
1057 | if (!op->msg && RANDOM () % 10) |
1059 | if (!op->msg && rndm (10)) |
1058 | { |
1060 | { |
1059 | /* set the book level properly */ |
1061 | /* set the book level properly */ |
1060 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1062 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1061 | { |
1063 | { |
1062 | if (op->map && op->map->difficulty) |
1064 | if (op->map && op->map->difficulty) |
1063 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1065 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1064 | else |
1066 | else |
1065 | op->level = RANDOM () % 20 + 1; |
1067 | op->level = rndm (20) + 1; |
1066 | } |
1068 | } |
1067 | else |
1069 | else |
1068 | op->level = RANDOM () % creator->level; |
1070 | op->level = rndm (creator->level); |
1069 | |
1071 | |
1070 | 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); |
1071 | /* books w/ info are worth more! */ |
1073 | /* books w/ info are worth more! */ |
1072 | 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)); |
1073 | /* creator related stuff */ |
1075 | /* creator related stuff */ |
… | |
… | |
1176 | */ |
1178 | */ |
1177 | |
1179 | |
1178 | static artifactlist * |
1180 | static artifactlist * |
1179 | get_empty_artifactlist (void) |
1181 | get_empty_artifactlist (void) |
1180 | { |
1182 | { |
1181 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1183 | artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); |
1182 | |
1184 | |
1183 | if (tl == NULL) |
1185 | if (al == NULL) |
1184 | fatal (OUT_OF_MEMORY); |
1186 | fatal (OUT_OF_MEMORY); |
1185 | tl->next = NULL; |
1187 | al->next = NULL; |
1186 | tl->items = NULL; |
1188 | al->items = NULL; |
1187 | tl->total_chance = 0; |
1189 | al->total_chance = 0; |
1188 | return tl; |
1190 | return al; |
1189 | } |
1191 | } |
1190 | |
1192 | |
1191 | /* |
1193 | /* |
1192 | * Allocate and return the pointer to an empty artifact structure. |
1194 | * Allocate and return the pointer to an empty artifact structure. |
1193 | */ |
1195 | */ |
1194 | |
1196 | |
1195 | static artifact * |
1197 | static artifact * |
1196 | get_empty_artifact (void) |
1198 | get_empty_artifact (void) |
1197 | { |
1199 | { |
1198 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1200 | artifact *a = (artifact *) malloc (sizeof (artifact)); |
1199 | |
1201 | |
1200 | if (t == NULL) |
1202 | if (a == NULL) |
1201 | fatal (OUT_OF_MEMORY); |
1203 | fatal (OUT_OF_MEMORY); |
1202 | t->item = NULL; |
1204 | a->item = NULL; |
1203 | t->next = NULL; |
1205 | a->next = NULL; |
1204 | t->chance = 0; |
1206 | a->chance = 0; |
1205 | t->difficulty = 0; |
1207 | a->difficulty = 0; |
1206 | t->allowed = NULL; |
1208 | a->allowed = NULL; |
1207 | return t; |
1209 | return a; |
1208 | } |
1210 | } |
1209 | |
1211 | |
1210 | /* |
1212 | /* |
1211 | * 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 |
1212 | * of objects on it. |
1214 | * of objects on it. |
… | |
… | |
1262 | treasurelist *tl; |
1264 | treasurelist *tl; |
1263 | int i; |
1265 | int i; |
1264 | |
1266 | |
1265 | if (depth > 100) |
1267 | if (depth > 100) |
1266 | return; |
1268 | return; |
1267 | while (t != NULL) |
1269 | while (t) |
1268 | { |
1270 | { |
1269 | if (t->name != NULL) |
1271 | if (t->name) |
1270 | { |
1272 | { |
1271 | for (i = 0; i < depth; i++) |
1273 | for (i = 0; i < depth; i++) |
1272 | fprintf (logfile, " "); |
1274 | fprintf (logfile, " "); |
1273 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1275 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1274 | tl = find_treasurelist (t->name); |
1276 | tl = find_treasurelist (t->name); |
… | |
… | |
1280 | } |
1282 | } |
1281 | else |
1283 | else |
1282 | { |
1284 | { |
1283 | for (i = 0; i < depth; i++) |
1285 | for (i = 0; i < depth; i++) |
1284 | fprintf (logfile, " "); |
1286 | fprintf (logfile, " "); |
1285 | if (t->item->clone.type == FLESH) |
1287 | if (t->item && t->item->clone.type == FLESH) |
1286 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1288 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1287 | else |
1289 | else |
1288 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1290 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1289 | } |
1291 | } |
|
|
1292 | |
1290 | if (t->next_yes != NULL) |
1293 | if (t->next_yes) |
1291 | { |
1294 | { |
1292 | for (i = 0; i < depth; i++) |
1295 | for (i = 0; i < depth; i++) |
1293 | fprintf (logfile, " "); |
1296 | fprintf (logfile, " "); |
1294 | fprintf (logfile, " (if yes)\n"); |
1297 | fprintf (logfile, " (if yes)\n"); |
1295 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1298 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1296 | } |
1299 | } |
|
|
1300 | |
1297 | if (t->next_no != NULL) |
1301 | if (t->next_no) |
1298 | { |
1302 | { |
1299 | for (i = 0; i < depth; i++) |
1303 | for (i = 0; i < depth; i++) |
1300 | fprintf (logfile, " "); |
1304 | fprintf (logfile, " "); |
1301 | fprintf (logfile, " (if no)\n"); |
1305 | fprintf (logfile, " (if no)\n"); |
1302 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1306 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1303 | } |
1307 | } |
|
|
1308 | |
1304 | t = t->next; |
1309 | t = t->next; |
1305 | } |
1310 | } |
1306 | } |
1311 | } |
1307 | |
1312 | |
1308 | /* |
1313 | /* |
… | |
… | |
1501 | |
1506 | |
1502 | op->set_speed (op->speed); |
1507 | op->set_speed (op->speed); |
1503 | } |
1508 | } |
1504 | |
1509 | |
1505 | if (change->nrof) |
1510 | if (change->nrof) |
1506 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1511 | op->nrof = rndm (change->nrof) + 1; |
1507 | |
1512 | |
1508 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1513 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1509 | op->stats.wc += change->stats.wc; |
1514 | op->stats.wc += change->stats.wc; |
1510 | op->stats.ac += change->stats.ac; |
1515 | op->stats.ac += change->stats.ac; |
1511 | |
1516 | |
… | |
… | |
1614 | 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); |
1615 | } |
1620 | } |
1616 | |
1621 | |
1617 | op->value *= change->value; |
1622 | op->value *= change->value; |
1618 | |
1623 | |
1619 | if (change->material) |
1624 | if (change->materials) |
1620 | op->material = change->material; |
1625 | op->materials = change->materials; |
1621 | |
1626 | |
1622 | if (change->materialname) |
1627 | if (change->materialname) |
1623 | op->materialname = change->materialname; |
1628 | op->materialname = change->materialname; |
1624 | |
1629 | |
1625 | if (change->slaying) |
1630 | if (change->slaying) |
… | |
… | |
1719 | return; |
1724 | return; |
1720 | } |
1725 | } |
1721 | |
1726 | |
1722 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1727 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1723 | { |
1728 | { |
1724 | int roll = RANDOM () % al->total_chance; |
1729 | int roll = rndm (al->total_chance); |
1725 | |
1730 | |
1726 | for (art = al->items; art != NULL; art = art->next) |
1731 | for (art = al->items; art; art = art->next) |
1727 | { |
1732 | { |
1728 | roll -= art->chance; |
1733 | roll -= art->chance; |
1729 | if (roll < 0) |
1734 | if (roll < 0) |
1730 | break; |
1735 | break; |
1731 | } |
1736 | } |
… | |
… | |
1808 | /* special_potion() - so that old potion code is still done right. */ |
1813 | /* special_potion() - so that old potion code is still done right. */ |
1809 | |
1814 | |
1810 | int |
1815 | int |
1811 | special_potion (object *op) |
1816 | special_potion (object *op) |
1812 | { |
1817 | { |
1813 | |
|
|
1814 | int i; |
|
|
1815 | |
|
|
1816 | if (op->attacktype) |
1818 | if (op->attacktype) |
1817 | return 1; |
1819 | return 1; |
1818 | |
1820 | |
1819 | 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) |
1820 | return 1; |
1822 | return 1; |
1821 | |
1823 | |
1822 | for (i = 0; i < NROFATTACKS; i++) |
1824 | for (int i = 0; i < NROFATTACKS; i++) |
1823 | if (op->resist[i]) |
1825 | if (op->resist[i]) |
1824 | return 1; |
1826 | return 1; |
1825 | |
1827 | |
1826 | return 0; |
1828 | return 0; |
1827 | } |
1829 | } |