1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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 |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * 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 |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
18 | * |
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19 | * You should have received a copy of the Affero GNU General Public License |
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20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
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22 | * |
22 | * 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> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | * 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 |
27 | * 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 |
… | |
… | |
33 | |
34 | |
34 | //#define TREASURE_VERBOSE |
35 | //#define TREASURE_VERBOSE |
35 | |
36 | |
36 | #include <global.h> |
37 | #include <global.h> |
37 | #include <treasure.h> |
38 | #include <treasure.h> |
38 | #include <funcpoint.h> |
39 | |
39 | #include <loader.h> |
40 | #include <flat_hash_map.hpp> |
40 | |
41 | |
41 | extern char *spell_mapping[]; |
42 | extern char *spell_mapping[]; |
42 | |
43 | |
43 | static treasurelist *first_treasurelist; |
44 | static treasurelist *first_treasurelist; |
44 | |
45 | |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
46 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
46 | |
47 | |
47 | typedef std::tr1::unordered_map< |
48 | typedef ska::flat_hash_map< |
48 | const char *, |
49 | const char *, |
49 | treasurelist *, |
50 | treasurelist *, |
50 | str_hash, |
51 | str_hash, |
51 | str_equal, |
52 | str_equal, |
52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
53 | slice_allocator< std::pair<const char *const, treasurelist *> > |
53 | true |
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54 | > tl_map_t; |
54 | > tl_map_t; |
55 | |
55 | |
56 | static tl_map_t tl_map; |
56 | static tl_map_t tl_map; |
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57 | |
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58 | //TODO: class method |
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59 | static void free_treasurestruct (treasure *t); // bleh desu |
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60 | static void |
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61 | clear (treasurelist *tl) |
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62 | { |
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63 | if (tl->items) |
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64 | { |
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65 | free_treasurestruct (tl->items); |
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66 | tl->items = 0; |
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67 | } |
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68 | |
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69 | tl->total_chance = 0; |
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70 | } |
57 | |
71 | |
58 | /* |
72 | /* |
59 | * Searches for the given treasurelist |
73 | * Searches for the given treasurelist |
60 | */ |
74 | */ |
61 | treasurelist * |
75 | treasurelist * |
… | |
… | |
93 | } |
107 | } |
94 | |
108 | |
95 | return tl; |
109 | return tl; |
96 | } |
110 | } |
97 | |
111 | |
98 | //TODO: class method |
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99 | void |
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100 | clear (treasurelist *tl) |
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101 | { |
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102 | if (tl->items) |
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103 | { |
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104 | free_treasurestruct (tl->items); |
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105 | tl->items = 0; |
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106 | } |
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107 | |
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108 | tl->total_chance = 0; |
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109 | } |
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110 | |
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111 | #ifdef TREASURE_DEBUG |
112 | #ifdef TREASURE_DEBUG |
112 | /* recursived checks the linked list. Treasurelist is passed only |
113 | /* recursived checks the linked list. Treasurelist is passed only |
113 | * so that the treasure name can be printed out |
114 | * so that the treasure name can be printed out |
114 | */ |
115 | */ |
115 | static void |
116 | static void |
… | |
… | |
140 | |
141 | |
141 | f.next (); |
142 | f.next (); |
142 | |
143 | |
143 | for (;;) |
144 | for (;;) |
144 | { |
145 | { |
145 | coroapi::cede_to_tick_every (10); |
146 | coroapi::cede_to_tick (); |
146 | |
147 | |
147 | switch (f.kw) |
148 | switch (f.kw) |
148 | { |
149 | { |
149 | case KW_arch: |
150 | case KW_arch: |
150 | t->item = archetype::get (f.get_str ()); |
151 | t->item = archetype::find (f.get_str ()); |
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152 | |
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153 | if (!t->item) |
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154 | { |
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155 | f.parse_warn ("treasure references unknown archetype"); |
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156 | t->item = archetype::empty; |
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157 | } |
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158 | |
151 | break; |
159 | break; |
152 | |
160 | |
153 | case KW_list: f.get (t->name); break; |
161 | case KW_list: f.get (t->name); break; |
154 | case KW_change_name: f.get (t->change_arch.name); break; |
162 | case KW_change_name: f.get (t->change_arch.name); break; |
155 | case KW_change_title: f.get (t->change_arch.title); break; |
163 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
169 | t->next = read_treasure (f); |
177 | t->next = read_treasure (f); |
170 | return t; |
178 | return t; |
171 | |
179 | |
172 | default: |
180 | default: |
173 | if (!f.parse_error ("treasurelist", t->name)) |
181 | if (!f.parse_error ("treasurelist", t->name)) |
174 | return 0; |
182 | goto error; |
175 | |
183 | |
176 | return t; |
184 | return t; |
177 | } |
185 | } |
178 | |
186 | |
179 | f.next (); |
187 | f.next (); |
180 | } |
188 | } |
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189 | |
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190 | // not reached |
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191 | |
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192 | error: |
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193 | delete t; |
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194 | return 0; |
181 | } |
195 | } |
182 | |
196 | |
183 | /* |
197 | /* |
184 | * Each treasure is parsed with the help of load_treasure(). |
198 | * Each treasure is parsed with the help of load_treasure(). |
185 | */ |
199 | */ |
… | |
… | |
197 | |
211 | |
198 | /* This is a one of the many items on the list should be generated. |
212 | /* This is a one of the many items on the list should be generated. |
199 | * Add up the chance total, and check to make sure the yes & no |
213 | * Add up the chance total, and check to make sure the yes & no |
200 | * fields of the treasures are not being used. |
214 | * fields of the treasures are not being used. |
201 | */ |
215 | */ |
202 | tl->total_chance = 0; |
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203 | |
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204 | if (one) |
216 | if (one) |
205 | { |
217 | { |
206 | for (treasure *t = tl->items; t; t = t->next) |
218 | for (treasure *t = tl->items; t; t = t->next) |
207 | { |
219 | { |
208 | if (t->next_yes || t->next_no) |
220 | if (t->next_yes || t->next_no) |
209 | { |
221 | { |
210 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
222 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
211 | LOG (llevError, " the next_yes or next_no field is set\n"); |
223 | LOG (llevError, " the next_yes or next_no field is set\n"); |
212 | } |
224 | } |
213 | |
225 | |
214 | tl->total_chance += t->chance; |
226 | tl->total_chance += t->chance; |
215 | } |
227 | } |
… | |
… | |
230 | * start with equipment, but only their abilities). |
242 | * start with equipment, but only their abilities). |
231 | */ |
243 | */ |
232 | static void |
244 | static void |
233 | put_treasure (object *op, object *creator, int flags) |
245 | put_treasure (object *op, object *creator, int flags) |
234 | { |
246 | { |
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247 | if (flags & GT_ENVIRONMENT) |
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248 | { |
235 | /* Bit of a hack - spells should never be put onto the map. The entire |
249 | /* Bit of a hack - spells should never be put onto the map. The entire |
236 | * treasure stuff is a problem - there is no clear idea of knowing |
250 | * treasure stuff is a problem - there is no clear idea of knowing |
237 | * this is the original object, or if this is an object that should be created |
251 | * this is the original object, or if this is an object that should be created |
238 | * by another object. |
252 | * by another object. |
239 | */ |
253 | */ |
240 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
254 | //TODO: flag such as objects... as such (no drop, anybody?) |
241 | { |
255 | if (op->type == SPELL) |
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256 | { |
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257 | op->destroy (); |
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258 | return; |
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259 | } |
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260 | |
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261 | op->expand_tail (); |
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262 | |
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263 | if (!creator->is_on_map () |
242 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
264 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
243 | op->destroy (); |
265 | op->destroy (); |
244 | else |
266 | else |
245 | { |
267 | { |
246 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
268 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
247 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
269 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
248 | } |
270 | } |
249 | } |
271 | } |
250 | else |
272 | else |
251 | { |
273 | { |
252 | op = creator->insert (op); |
274 | op = creator->insert (op); |
253 | |
275 | |
254 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
276 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
255 | monster_check_apply (creator, op); |
277 | monster_check_apply (creator, op); |
256 | |
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257 | if (flags & GT_UPDATE_INV) |
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258 | if (object *tmp = creator->in_player ()) |
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259 | esrv_send_item (tmp, op); |
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260 | } |
278 | } |
261 | } |
279 | } |
262 | |
280 | |
263 | /* if there are change_xxx commands in the treasure, we include the changes |
281 | /* if there are change_xxx commands in the treasure, we include the changes |
264 | * in the generated object |
282 | * in the generated object |
… | |
… | |
293 | else |
311 | else |
294 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
312 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
295 | } |
313 | } |
296 | else |
314 | else |
297 | { |
315 | { |
298 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
316 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
299 | { |
317 | { |
300 | object *tmp = arch_to_object (t->item); |
318 | object *tmp = t->item->instance (); |
301 | |
319 | |
302 | if (t->nrof && tmp->nrof <= 1) |
320 | if (t->nrof && tmp->nrof <= 1) |
303 | tmp->nrof = rndm (t->nrof) + 1; |
321 | tmp->nrof = rndm (t->nrof) + 1; |
304 | |
322 | |
305 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
323 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
350 | create_treasure (tl, op, flag, difficulty, tries); |
368 | create_treasure (tl, op, flag, difficulty, tries); |
351 | } |
369 | } |
352 | else if (t->nrof) |
370 | else if (t->nrof) |
353 | create_one_treasure (tl, op, flag, difficulty, tries); |
371 | create_one_treasure (tl, op, flag, difficulty, tries); |
354 | } |
372 | } |
355 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
373 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
356 | { |
374 | { |
357 | if (object *tmp = arch_to_object (t->item)) |
375 | if (object *tmp = t->item->instance ()) |
358 | { |
376 | { |
359 | if (t->nrof && tmp->nrof <= 1) |
377 | if (t->nrof && tmp->nrof <= 1) |
360 | tmp->nrof = rndm (t->nrof) + 1; |
378 | tmp->nrof = rndm (t->nrof) + 1; |
361 | |
379 | |
362 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
380 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
363 | change_treasure (t, tmp); |
381 | change_treasure (t, tmp); |
364 | put_treasure (tmp, op, flag); |
382 | put_treasure (tmp, op, flag); |
365 | } |
383 | } |
366 | } |
384 | } |
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385 | } |
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386 | |
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387 | void |
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388 | object::create_treasure (treasurelist *tl, int flags) |
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389 | { |
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390 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
367 | } |
391 | } |
368 | |
392 | |
369 | /* This calls the appropriate treasure creation function. tries is passed |
393 | /* This calls the appropriate treasure creation function. tries is passed |
370 | * to determine how many list transitions or attempts to create treasure |
394 | * to determine how many list transitions or attempts to create treasure |
371 | * have been made. It is really in place to prevent infinite loops with |
395 | * have been made. It is really in place to prevent infinite loops with |
… | |
… | |
384 | { |
408 | { |
385 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
409 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
386 | return; |
410 | return; |
387 | } |
411 | } |
388 | |
412 | |
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413 | if (op->flag [FLAG_TREASURE_ENV]) |
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414 | { |
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415 | // do not generate items when there already is something above the object |
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416 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
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417 | return; |
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418 | |
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419 | flag |= GT_ENVIRONMENT; |
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420 | } |
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421 | |
389 | if (tl->total_chance) |
422 | if (tl->total_chance) |
390 | create_one_treasure (tl, op, flag, difficulty, tries); |
423 | create_one_treasure (tl, op, flag, difficulty, tries); |
391 | else |
424 | else |
392 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
425 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
393 | } |
426 | } |
… | |
… | |
413 | |
446 | |
414 | if (ob->inv) |
447 | if (ob->inv) |
415 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
448 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
416 | |
449 | |
417 | ob->destroy (); |
450 | ob->destroy (); |
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451 | |
418 | return tmp; |
452 | return tmp; |
419 | } |
453 | } |
420 | |
454 | |
421 | /* |
455 | /* |
422 | * This is a new way of calculating the chance for an item to have |
456 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
459 | { 0, 0, 0, 3, 97}, // 29 |
493 | { 0, 0, 0, 3, 97}, // 29 |
460 | { 0, 0, 0, 0, 100}, // 30 |
494 | { 0, 0, 0, 0, 100}, // 30 |
461 | { 0, 0, 0, 0, 100}, // 31 |
495 | { 0, 0, 0, 0, 100}, // 31 |
462 | }; |
496 | }; |
463 | |
497 | |
464 | /* calculate the appropriate level for wands staves and scrolls. |
498 | /* calculate the appropriate level for wands staves and scrolls. |
465 | * This code presumes that op has had its spell object created (in op->inv) |
499 | * This code presumes that op has had its spell object created (in op->inv) |
466 | * |
500 | * |
467 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
501 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
468 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
502 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
469 | */ |
503 | */ |
470 | int |
504 | static int |
471 | level_for_item (const object *op, int difficulty) |
505 | level_for_item (const object *op, int difficulty) |
472 | { |
506 | { |
473 | int olevel = 0; |
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474 | |
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475 | if (!op->inv) |
507 | if (!op->inv) |
476 | { |
508 | { |
477 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
509 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
478 | return 0; |
510 | return 0; |
479 | } |
511 | } |
480 | |
512 | |
481 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
513 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
482 | |
514 | |
483 | if (olevel <= 0) |
515 | if (olevel <= 0) |
484 | olevel = rndm (1, MIN (op->inv->level, 1)); |
516 | olevel = rndm (1, op->inv->level); |
485 | |
517 | |
486 | if (olevel > MAXLEVEL) |
518 | return min (olevel, MAXLEVEL_TREASURE); |
487 | olevel = MAXLEVEL; |
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488 | |
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489 | return olevel; |
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490 | } |
519 | } |
491 | |
520 | |
492 | /* |
521 | /* |
493 | * Based upon the specified difficulty and upon the difftomagic_list array, |
522 | * Based upon the specified difficulty and upon the difftomagic_list array, |
494 | * a random magical bonus is returned. This is used when determine |
523 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
497 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
526 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
498 | * Scaling difficulty by max_level, as difficulty is a level and not some |
527 | * Scaling difficulty by max_level, as difficulty is a level and not some |
499 | * weird integer between 1-31. |
528 | * weird integer between 1-31. |
500 | * |
529 | * |
501 | */ |
530 | */ |
502 | int |
531 | static int |
503 | magic_from_difficulty (int difficulty) |
532 | magic_from_difficulty (int difficulty) |
504 | { |
533 | { |
505 | int percent = 0, magic = 0; |
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506 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
534 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
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535 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
507 | |
536 | |
508 | scaled_diff--; |
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509 | |
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510 | if (scaled_diff < 0) |
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511 | scaled_diff = 0; |
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512 | |
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513 | if (scaled_diff >= DIFFLEVELS) |
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514 | scaled_diff = DIFFLEVELS - 1; |
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515 | |
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516 | percent = rndm (100); |
537 | int percent = rndm (100); |
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538 | int magic; |
517 | |
539 | |
518 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
540 | for (magic = 0; magic <= MAXMAGIC; magic++) |
519 | { |
541 | { |
520 | percent -= difftomagic_list[scaled_diff][magic]; |
542 | percent -= difftomagic_list[scaled_diff][magic]; |
521 | |
543 | |
522 | if (percent < 0) |
544 | if (percent < 0) |
523 | break; |
545 | break; |
524 | } |
546 | } |
525 | |
547 | |
526 | if (magic == (MAXMAGIC + 1)) |
548 | if (magic > MAXMAGIC) |
527 | { |
549 | { |
528 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
550 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
529 | magic = 0; |
551 | magic = 0; |
530 | } |
552 | } |
531 | |
553 | |
… | |
… | |
539 | * Sets magical bonus in an object, and recalculates the effect on |
561 | * Sets magical bonus in an object, and recalculates the effect on |
540 | * the armour variable, and the effect on speed of armour. |
562 | * the armour variable, and the effect on speed of armour. |
541 | * This function doesn't work properly, should add use of archetypes |
563 | * This function doesn't work properly, should add use of archetypes |
542 | * to make it truly absolute. |
564 | * to make it truly absolute. |
543 | */ |
565 | */ |
544 | |
|
|
545 | void |
566 | void |
546 | set_abs_magic (object *op, int magic) |
567 | set_abs_magic (object *op, int magic) |
547 | { |
568 | { |
548 | if (!magic) |
569 | if (!magic) |
549 | return; |
570 | return; |
550 | |
571 | |
551 | op->magic = magic; |
572 | op->magic = magic; |
552 | if (op->arch) |
573 | if (op->arch) |
553 | { |
574 | { |
554 | if (op->type == ARMOUR) |
575 | if (op->type == ARMOUR) |
555 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
576 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
556 | |
577 | |
557 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
578 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
558 | magic = (-magic); |
579 | magic = (-magic); |
|
|
580 | |
559 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
581 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
560 | } |
582 | } |
561 | else |
583 | else |
562 | { |
584 | { |
563 | if (op->type == ARMOUR) |
585 | if (op->type == ARMOUR) |
564 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
586 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
587 | |
565 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
588 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
566 | magic = (-magic); |
589 | magic = (-magic); |
|
|
590 | |
567 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
591 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
568 | } |
592 | } |
569 | } |
593 | } |
570 | |
594 | |
571 | /* |
595 | /* |
… | |
… | |
574 | */ |
598 | */ |
575 | |
599 | |
576 | static void |
600 | static void |
577 | set_magic (int difficulty, object *op, int max_magic, int flags) |
601 | set_magic (int difficulty, object *op, int max_magic, int flags) |
578 | { |
602 | { |
579 | int i; |
|
|
580 | |
|
|
581 | i = magic_from_difficulty (difficulty); |
603 | int i = magic_from_difficulty (difficulty); |
|
|
604 | |
582 | if ((flags & GT_ONLY_GOOD) && i < 0) |
605 | if ((flags & GT_ONLY_GOOD) && i < 0) |
583 | i = -i; |
606 | i = -i; |
|
|
607 | |
584 | if (i > max_magic) |
608 | i = min (i, max_magic); |
585 | i = max_magic; |
609 | |
586 | set_abs_magic (op, i); |
610 | set_abs_magic (op, i); |
587 | if (i < 0) |
611 | if (i < 0) |
588 | SET_FLAG (op, FLAG_CURSED); |
612 | op->set_flag (FLAG_CURSED); |
589 | } |
613 | } |
590 | |
614 | |
591 | /* |
615 | /* |
592 | * Randomly adds one magical ability to the given object. |
616 | * Randomly adds one magical ability to the given object. |
593 | * Modified for Partial Resistance in many ways: |
617 | * Modified for Partial Resistance in many ways: |
594 | * 1) Since rings can have multiple bonuses, if the same bonus |
618 | * 1) Since rings can have multiple bonuses, if the same bonus |
595 | * is rolled again, increase it - the bonuses now stack with |
619 | * is rolled again, increase it - the bonuses now stack with |
596 | * other bonuses previously rolled and ones the item might natively have. |
620 | * other bonuses previously rolled and ones the item might natively have. |
597 | * 2) Add code to deal with new PR method. |
621 | * 2) Add code to deal with new PR method. |
598 | */ |
622 | */ |
599 | void |
623 | static void |
600 | set_ring_bonus (object *op, int bonus) |
624 | set_ring_bonus (object *op, int bonus) |
601 | { |
625 | { |
602 | |
|
|
603 | int r = rndm (bonus > 0 ? 25 : 11); |
626 | int r = rndm (bonus > 0 ? 25 : 11); |
604 | |
627 | |
605 | if (op->type == AMULET) |
628 | if (op->type == AMULET) |
606 | { |
|
|
607 | if (!(rndm (21))) |
629 | if (!rndm (21)) |
608 | r = 20 + rndm (2); |
630 | r = 20 + rndm (2); |
|
|
631 | else if (rndm (2)) |
|
|
632 | r = 10; |
609 | else |
633 | else |
610 | { |
|
|
611 | if (rndm (2)) |
|
|
612 | r = 10; |
|
|
613 | else |
|
|
614 | r = 11 + rndm (9); |
634 | r = 11 + rndm (9); |
615 | } |
|
|
616 | } |
|
|
617 | |
635 | |
618 | switch (r) |
636 | switch (r) |
619 | { |
637 | { |
620 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
638 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
621 | * bonuses and penalties will stack and add to existing values. |
639 | * bonuses and penalties will stack and add to existing values. |
622 | * of the item. |
640 | * of the item. |
623 | */ |
641 | */ |
624 | case 0: |
642 | case 0: |
625 | case 1: |
643 | case 1: |
626 | case 2: |
644 | case 2: |
627 | case 3: |
645 | case 3: |
628 | case 4: |
646 | case 4: |
629 | case 5: |
647 | case 5: |
630 | case 6: |
648 | case 6: |
631 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
649 | op->stats.stat (r) += bonus; |
632 | break; |
650 | break; |
633 | |
651 | |
634 | case 7: |
652 | case 7: |
635 | op->stats.dam += bonus; |
653 | op->stats.dam += bonus; |
636 | break; |
654 | break; |
… | |
… | |
668 | * little random element in since that they don't always end up with |
686 | * little random element in since that they don't always end up with |
669 | * even values. |
687 | * even values. |
670 | */ |
688 | */ |
671 | if (bonus < 0) |
689 | if (bonus < 0) |
672 | val = 2 * -val - rndm (b); |
690 | val = 2 * -val - rndm (b); |
673 | if (val > 35) |
691 | |
674 | val = 35; /* Upper limit */ |
692 | val = min (35, val); /* Upper limit */ |
|
|
693 | |
675 | b = 0; |
694 | b = 0; |
676 | |
695 | |
677 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
696 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
678 | resist = rndm (num_resist_table); |
697 | resist = rndm (num_resist_table); |
679 | |
698 | |
… | |
… | |
687 | break; |
706 | break; |
688 | } |
707 | } |
689 | case 20: |
708 | case 20: |
690 | if (op->type == AMULET) |
709 | if (op->type == AMULET) |
691 | { |
710 | { |
692 | SET_FLAG (op, FLAG_REFL_SPELL); |
711 | op->set_flag (FLAG_REFL_SPELL); |
693 | op->value *= 11; |
712 | op->value *= 11; |
694 | } |
713 | } |
695 | else |
714 | else |
696 | { |
715 | { |
697 | op->stats.hp = 1; /* regenerate hit points */ |
716 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
700 | break; |
719 | break; |
701 | |
720 | |
702 | case 21: |
721 | case 21: |
703 | if (op->type == AMULET) |
722 | if (op->type == AMULET) |
704 | { |
723 | { |
705 | SET_FLAG (op, FLAG_REFL_MISSILE); |
724 | op->set_flag (FLAG_REFL_MISSILE); |
706 | op->value *= 9; |
725 | op->value *= 9; |
707 | } |
726 | } |
708 | else |
727 | else |
709 | { |
728 | { |
710 | op->stats.sp = 1; /* regenerate spell points */ |
729 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
712 | } |
731 | } |
713 | break; |
732 | break; |
714 | |
733 | |
715 | case 22: |
734 | case 22: |
716 | op->stats.exp += bonus; /* Speed! */ |
735 | op->stats.exp += bonus; /* Speed! */ |
717 | op->value = (op->value * 2) / 3; |
736 | op->value = op->value * 2 / 3; |
718 | break; |
737 | break; |
719 | } |
738 | } |
720 | |
739 | |
721 | if (bonus > 0) |
740 | if (bonus > 0) |
722 | op->value *= 2 * bonus; |
741 | op->value = 2 * op->value * bonus; |
723 | else |
742 | else |
724 | op->value = -(op->value * 2 * bonus) / 3; |
743 | op->value = -2 * op->value * bonus / 3; |
725 | } |
744 | } |
726 | |
745 | |
727 | /* |
746 | /* |
728 | * get_magic(diff) will return a random number between 0 and 4. |
747 | * get_magic(diff) will return a random number between 0 and 4. |
729 | * diff can be any value above 2. The higher the diff-variable, the |
748 | * diff can be any value above 2. The higher the diff-variable, the |
730 | * higher is the chance of returning a low number. |
749 | * higher is the chance of returning a low number. |
731 | * It is only used in fix_generated_treasure() to set bonuses on |
750 | * It is only used in fix_generated_treasure() to set bonuses on |
732 | * rings and amulets. |
751 | * rings and amulets. |
733 | * Another scheme is used to calculate the magic of weapons and armours. |
752 | * Another scheme is used to calculate the magic of weapons and armours. |
734 | */ |
753 | */ |
735 | int |
754 | static int |
736 | get_magic (int diff) |
755 | get_magic (int diff) |
737 | { |
756 | { |
738 | int i; |
757 | diff = min (3, diff); |
739 | |
758 | |
740 | if (diff < 3) |
|
|
741 | diff = 3; |
|
|
742 | |
|
|
743 | for (i = 0; i < 4; i++) |
759 | for (int i = 0; i < 4; i++) |
744 | if (rndm (diff)) |
760 | if (rndm (diff)) |
745 | return i; |
761 | return i; |
746 | |
762 | |
747 | return 4; |
763 | return 4; |
748 | } |
764 | } |
749 | |
765 | |
|
|
766 | /* special_potion() - so that old potion code is still done right. */ |
|
|
767 | static int |
|
|
768 | special_potion (object *op) |
|
|
769 | { |
|
|
770 | if (op->attacktype) |
|
|
771 | return 1; |
|
|
772 | |
|
|
773 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
774 | return 1; |
|
|
775 | |
|
|
776 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
777 | if (op->resist[i]) |
|
|
778 | return 1; |
|
|
779 | |
|
|
780 | return 0; |
|
|
781 | } |
|
|
782 | |
|
|
783 | static double |
|
|
784 | value_factor_from_spell_item (object *spell, object *item) |
|
|
785 | { |
|
|
786 | double factor = |
|
|
787 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
788 | * spell->level, 1.5); |
|
|
789 | |
|
|
790 | if (item) // this if for: wands/staffs/rods: |
|
|
791 | { |
|
|
792 | /* Old crossfire comment ahead: |
|
|
793 | * Add 50 to both level an divisor to keep prices a little more |
|
|
794 | * reasonable. Otherwise, a high level version of a low level |
|
|
795 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
796 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
797 | */ |
|
|
798 | |
|
|
799 | factor *= item->level + 50; |
|
|
800 | factor /= item->inv->level + 50; |
|
|
801 | } |
|
|
802 | |
|
|
803 | return factor; |
|
|
804 | } |
|
|
805 | |
750 | #define DICE2 (get_magic(2)==2?2:1) |
806 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
751 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
807 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
752 | |
808 | |
753 | /* |
809 | /* |
754 | * fix_generated_item(): This is called after an item is generated, in |
810 | * fix_generated_item(): This is called after an item is generated, in |
755 | * order to set it up right. This produced magical bonuses, puts spells |
811 | * order to set it up right. This produced magical bonuses, puts spells |
756 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
812 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
757 | */ |
813 | */ |
758 | |
814 | |
759 | /* 4/28/96 added creator object from which op may now inherit properties based on |
815 | /* 4/28/96 added creator object from which op may now inherit properties based on |
760 | * op->type. Right now, which stuff the creator passes on is object type |
816 | * op->type. Right now, which stuff the creator passes on is object type |
761 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
817 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
762 | * way to do this? b.t. */ |
818 | * way to do this? b.t. */ |
763 | |
819 | |
764 | /* |
820 | /* |
765 | * ! (flags & GT_ENVIRONMENT): |
821 | * ! (flags & GT_ENVIRONMENT): |
766 | * Automatically calls fix_flesh_item(). |
822 | * Automatically calls fix_flesh_item(). |
… | |
… | |
789 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
845 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
790 | /* So the treasure doesn't get created again */ |
846 | /* So the treasure doesn't get created again */ |
791 | op->randomitems = 0; |
847 | op->randomitems = 0; |
792 | } |
848 | } |
793 | |
849 | |
794 | if (difficulty < 1) |
850 | max_it (difficulty, 1); |
795 | difficulty = 1; |
|
|
796 | |
851 | |
797 | if (INVOKE_OBJECT (ADD_BONUS, op, |
852 | if (INVOKE_OBJECT (ADD_BONUS, op, |
798 | ARG_OBJECT (creator != op ? creator : 0), |
853 | ARG_OBJECT (creator != op ? creator : 0), |
799 | ARG_INT (difficulty), ARG_INT (max_magic), |
854 | ARG_INT (difficulty), ARG_INT (max_magic), |
800 | ARG_INT (flags))) |
855 | ARG_INT (flags))) |
801 | return; |
856 | return; |
802 | |
857 | |
803 | if (!(flags & GT_MINIMAL)) |
858 | if (!(flags & GT_MINIMAL)) |
804 | { |
859 | { |
805 | if (op->arch == crown_arch) |
860 | if (IS_ARCH (op->arch, crown)) |
806 | { |
861 | { |
807 | set_magic (difficulty, op, max_magic, flags); |
862 | set_magic (difficulty, op, max_magic, flags); |
808 | num_enchantments = calc_item_power (op, 1); |
863 | num_enchantments = calc_item_power (op, 1); |
809 | generate_artifact (op, difficulty); |
864 | generate_artifact (op, difficulty); |
810 | } |
865 | } |
… | |
… | |
815 | |
870 | |
816 | num_enchantments = calc_item_power (op, 1); |
871 | num_enchantments = calc_item_power (op, 1); |
817 | |
872 | |
818 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
873 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
819 | || op->type == HORN |
874 | || op->type == HORN |
820 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
875 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
821 | * used for shop_floors or treasures */ |
|
|
822 | generate_artifact (op, difficulty); |
876 | generate_artifact (op, difficulty); |
823 | } |
877 | } |
824 | |
878 | |
825 | /* Object was made an artifact. Calculate its item_power rating. |
879 | /* Object was made an artifact. Calculate its item_power rating. |
826 | * the item_power in the object is what the artfiact adds. |
880 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
860 | * again below */ |
914 | * again below */ |
861 | } |
915 | } |
862 | } |
916 | } |
863 | |
917 | |
864 | /* materialtype modifications. Note we allow this on artifacts. */ |
918 | /* materialtype modifications. Note we allow this on artifacts. */ |
865 | set_materialname (op, difficulty, NULL); |
919 | select_material (op, difficulty); |
866 | |
920 | |
867 | if (flags & GT_MINIMAL) |
921 | if (flags & GT_MINIMAL) |
868 | { |
922 | { |
869 | if (op->type == POTION) |
923 | if (op->type == POTION) |
870 | /* Handle healing and magic power potions */ |
924 | /* Handle healing and magic power potions */ |
871 | if (op->stats.sp && !op->randomitems) |
925 | if (op->stats.sp && !op->randomitems) |
872 | { |
926 | { |
873 | object *tmp; |
|
|
874 | |
|
|
875 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
927 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
876 | insert_ob_in_ob (tmp, op); |
928 | insert_ob_in_ob (tmp, op); |
877 | op->stats.sp = 0; |
929 | op->stats.sp = 0; |
878 | } |
930 | } |
879 | } |
931 | } |
880 | else if (!op->title) /* Only modify object if not special */ |
932 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
883 | case WEAPON: |
935 | case WEAPON: |
884 | case ARMOUR: |
936 | case ARMOUR: |
885 | case SHIELD: |
937 | case SHIELD: |
886 | case HELMET: |
938 | case HELMET: |
887 | case CLOAK: |
939 | case CLOAK: |
888 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
940 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
889 | set_ring_bonus (op, -DICE2); |
941 | set_ring_bonus (op, -DICE2); |
890 | break; |
942 | break; |
891 | |
943 | |
892 | case BRACERS: |
944 | case BRACERS: |
893 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
945 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
894 | { |
946 | { |
895 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
947 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
896 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
948 | if (!op->flag [FLAG_CURSED]) |
897 | op->value *= 3; |
949 | op->value *= 3; |
898 | } |
950 | } |
899 | break; |
951 | break; |
900 | |
952 | |
901 | case POTION: |
953 | case POTION: |
902 | { |
954 | { |
903 | int too_many_tries = 0, is_special = 0; |
955 | int too_many_tries = 0; |
904 | |
956 | |
905 | /* Handle healing and magic power potions */ |
957 | /* Handle healing and magic power potions */ |
906 | if (op->stats.sp && !op->randomitems) |
958 | if (op->stats.sp && !op->randomitems) |
907 | { |
959 | { |
908 | object *tmp; |
|
|
909 | |
|
|
910 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
960 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
911 | insert_ob_in_ob (tmp, op); |
961 | insert_ob_in_ob (tmp, op); |
912 | op->stats.sp = 0; |
962 | op->stats.sp = 0; |
913 | } |
963 | } |
914 | |
964 | |
915 | while (!(is_special = special_potion (op)) && !op->inv) |
965 | while (!special_potion (op) && !op->inv) |
916 | { |
966 | { |
917 | generate_artifact (op, difficulty); |
967 | generate_artifact (op, difficulty); |
918 | if (too_many_tries++ > 10) |
968 | if (too_many_tries++ > 10) |
919 | break; |
969 | break; |
920 | } |
970 | } |
… | |
… | |
923 | * since the value set on those is already correct. |
973 | * since the value set on those is already correct. |
924 | */ |
974 | */ |
925 | if (op->inv && op->randomitems) |
975 | if (op->inv && op->randomitems) |
926 | { |
976 | { |
927 | /* value multiplier is same as for scrolls */ |
977 | /* value multiplier is same as for scrolls */ |
928 | op->value = (op->value * op->inv->value); |
978 | op->value *= op->inv->value; |
929 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
979 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
930 | } |
980 | } |
931 | else |
981 | else |
932 | { |
982 | { |
933 | op->name = "potion"; |
983 | op->name = shstr_potion; |
934 | op->name_pl = "potions"; |
984 | op->name_pl = shstr_potions; |
935 | } |
985 | } |
936 | |
986 | |
937 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
987 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
938 | SET_FLAG (op, FLAG_CURSED); |
988 | op->set_flag (FLAG_CURSED); |
|
|
989 | |
939 | break; |
990 | break; |
940 | } |
991 | } |
941 | |
992 | |
942 | case AMULET: |
993 | case AMULET: |
943 | if (op->arch == amulet_arch) |
994 | if (IS_ARCH (op->arch, amulet)) |
944 | op->value *= 5; /* Since it's not just decoration */ |
995 | op->value *= 5; /* Since it's not just decoration */ |
945 | |
996 | |
946 | case RING: |
997 | case RING: |
947 | if (op->arch == NULL) |
|
|
948 | { |
|
|
949 | op->destroy (); |
|
|
950 | op = 0; |
|
|
951 | break; |
|
|
952 | } |
|
|
953 | |
|
|
954 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
998 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
955 | break; |
999 | break; |
956 | |
1000 | |
957 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1001 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
958 | SET_FLAG (op, FLAG_CURSED); |
1002 | op->set_flag (FLAG_CURSED); |
959 | |
1003 | |
960 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1004 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
961 | |
1005 | |
962 | if (op->type != RING) /* Amulets have only one ability */ |
1006 | if (op->type != RING) /* Amulets have only one ability */ |
963 | break; |
1007 | break; |
964 | |
1008 | |
965 | if (!(rndm (4))) |
1009 | if (!rndm (4)) |
966 | { |
1010 | { |
967 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1011 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
968 | |
1012 | |
969 | if (d > 0) |
1013 | if (d > 0) |
970 | op->value *= 3; |
1014 | op->value *= 3; |
971 | |
1015 | |
972 | set_ring_bonus (op, d); |
1016 | set_ring_bonus (op, d); |
973 | |
1017 | |
974 | if (!(rndm (4))) |
1018 | if (!rndm (4)) |
975 | { |
1019 | { |
976 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1020 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
977 | |
1021 | |
978 | if (d > 0) |
1022 | if (d > 0) |
979 | op->value *= 5; |
1023 | op->value *= 5; |
|
|
1024 | |
980 | set_ring_bonus (op, d); |
1025 | set_ring_bonus (op, d); |
981 | } |
1026 | } |
982 | } |
1027 | } |
983 | |
1028 | |
984 | if (GET_ANIM_ID (op)) |
1029 | if (op->animation_id) |
985 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1030 | op->set_anim_frame (rndm (op->anim_frames ())); |
986 | |
1031 | |
987 | break; |
1032 | break; |
988 | |
1033 | |
989 | case BOOK: |
1034 | case BOOK: |
990 | /* Is it an empty book?, if yes lets make a special· |
1035 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
992 | * creator and/or map level we found it on. |
1037 | * creator and/or map level we found it on. |
993 | */ |
1038 | */ |
994 | if (!op->msg && rndm (10)) |
1039 | if (!op->msg && rndm (10)) |
995 | { |
1040 | { |
996 | /* set the book level properly */ |
1041 | /* set the book level properly */ |
997 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1042 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
998 | { |
1043 | { |
999 | if (op->map && op->map->difficulty) |
1044 | if (op->map && op->map->difficulty) |
1000 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1045 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1001 | else |
1046 | else |
1002 | op->level = rndm (20) + 1; |
1047 | op->level = rndm (20) + 1; |
… | |
… | |
1005 | op->level = rndm (creator->level); |
1050 | op->level = rndm (creator->level); |
1006 | |
1051 | |
1007 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1052 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1008 | /* books w/ info are worth more! */ |
1053 | /* books w/ info are worth more! */ |
1009 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1054 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1010 | /* creator related stuff */ |
|
|
1011 | |
|
|
1012 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1013 | * set - we don't want to set no pick in that case. |
|
|
1014 | */ |
|
|
1015 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1016 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1017 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1018 | op->slaying = creator->slaying; |
|
|
1019 | |
1055 | |
1020 | /* add exp so reading it gives xp (once) */ |
1056 | /* add exp so reading it gives xp (once) */ |
1021 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1057 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1022 | } |
1058 | } |
|
|
1059 | |
|
|
1060 | /* creator related stuff */ |
|
|
1061 | |
|
|
1062 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1063 | * set - we don't want to set no pick in that case. |
|
|
1064 | */ |
|
|
1065 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1066 | op->set_flag (FLAG_NO_PICK); |
|
|
1067 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1068 | op->slaying = creator->slaying; |
1023 | break; |
1069 | break; |
1024 | |
1070 | |
1025 | case SPELLBOOK: |
1071 | case SPELLBOOK: |
1026 | op->value = op->value * op->inv->value; |
1072 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1073 | |
1027 | /* add exp so learning gives xp */ |
1074 | /* add exp so learning gives xp */ |
1028 | op->level = op->inv->level; |
1075 | op->level = op->inv->level; |
1029 | op->stats.exp = op->value; |
1076 | op->stats.exp = op->value; |
1030 | break; |
1077 | break; |
1031 | |
1078 | |
… | |
… | |
1035 | * and reset nrof. |
1082 | * and reset nrof. |
1036 | */ |
1083 | */ |
1037 | op->stats.food = op->inv->nrof; |
1084 | op->stats.food = op->inv->nrof; |
1038 | op->nrof = 1; |
1085 | op->nrof = 1; |
1039 | /* If the spell changes by level, choose a random level |
1086 | /* If the spell changes by level, choose a random level |
1040 | * for it, and adjust price. If the spell doesn't |
1087 | * for it. |
1041 | * change by level, just set the wand to the level of |
|
|
1042 | * the spell, and value calculation is simpler. |
|
|
1043 | */ |
1088 | */ |
1044 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1089 | if (op->inv->duration_modifier |
1045 | { |
1090 | || op->inv->dam_modifier |
|
|
1091 | || op->inv->range_modifier) |
1046 | op->level = level_for_item (op, difficulty); |
1092 | op->level = level_for_item (op, difficulty); |
1047 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1048 | } |
|
|
1049 | else |
1093 | else |
1050 | { |
|
|
1051 | op->level = op->inv->level; |
1094 | op->level = op->inv->level; |
1052 | op->value = op->value * op->inv->value; |
1095 | |
1053 | } |
1096 | op->value *= value_factor_from_spell_item (op->inv, op); |
1054 | break; |
1097 | break; |
1055 | |
1098 | |
1056 | case ROD: |
1099 | case ROD: |
1057 | op->level = level_for_item (op, difficulty); |
1100 | op->level = level_for_item (op, difficulty); |
1058 | /* Add 50 to both level an divisor to keep prices a little more |
1101 | op->value *= value_factor_from_spell_item (op->inv, op); |
1059 | * reasonable. Otherwise, a high level version of a low level |
1102 | |
1060 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1061 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1062 | */ |
|
|
1063 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1064 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1103 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1065 | if (op->stats.maxhp) |
1104 | if (op->stats.maxhp) |
1066 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1105 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1067 | else |
1106 | else |
1068 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1107 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1069 | |
1108 | |
1070 | op->stats.hp = op->stats.maxhp; |
1109 | op->stats.hp = op->stats.maxhp; |
1071 | break; |
1110 | break; |
1072 | |
1111 | |
1073 | case SCROLL: |
1112 | case SCROLL: |
1074 | op->level = level_for_item (op, difficulty); |
1113 | op->level = level_for_item (op, difficulty); |
1075 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1114 | op->value *= value_factor_from_spell_item (op->inv, op); |
1076 | |
1115 | |
1077 | /* add exp so reading them properly gives xp */ |
1116 | /* add exp so reading them properly gives xp */ |
1078 | op->stats.exp = op->value / 5; |
1117 | op->stats.exp = op->value / 5; |
1079 | op->nrof = op->inv->nrof; |
1118 | op->nrof = op->inv->nrof; |
1080 | break; |
1119 | break; |
… | |
… | |
1088 | break; |
1127 | break; |
1089 | } /* switch type */ |
1128 | } /* switch type */ |
1090 | |
1129 | |
1091 | if (flags & GT_STARTEQUIP) |
1130 | if (flags & GT_STARTEQUIP) |
1092 | { |
1131 | { |
1093 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1132 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1094 | SET_FLAG (op, FLAG_STARTEQUIP); |
1133 | op->set_flag (FLAG_STARTEQUIP); |
1095 | else if (op->type != MONEY) |
1134 | else if (op->type != MONEY) |
1096 | op->value = 0; |
1135 | op->value = 0; |
1097 | } |
1136 | } |
1098 | |
1137 | |
1099 | if (!(flags & GT_ENVIRONMENT)) |
1138 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1110 | |
1149 | |
1111 | /* |
1150 | /* |
1112 | * Allocate and return the pointer to an empty artifactlist structure. |
1151 | * Allocate and return the pointer to an empty artifactlist structure. |
1113 | */ |
1152 | */ |
1114 | static artifactlist * |
1153 | static artifactlist * |
1115 | get_empty_artifactlist (void) |
1154 | get_empty_artifactlist () |
1116 | { |
1155 | { |
1117 | return salloc0 <artifactlist> (); |
1156 | return salloc0<artifactlist> (); |
1118 | } |
1157 | } |
1119 | |
1158 | |
1120 | /* |
1159 | /* |
1121 | * Allocate and return the pointer to an empty artifact structure. |
1160 | * Allocate and return the pointer to an empty artifact structure. |
1122 | */ |
1161 | */ |
1123 | static artifact * |
1162 | static artifact * |
1124 | get_empty_artifact (void) |
1163 | get_empty_artifact () |
1125 | { |
1164 | { |
1126 | return salloc0 <artifact> (); |
1165 | return salloc0<artifact> (); |
1127 | } |
1166 | } |
1128 | |
1167 | |
1129 | /* |
1168 | /* |
1130 | * Searches the artifact lists and returns one that has the same type |
1169 | * Searches the artifact lists and returns one that has the same type |
1131 | * of objects on it. |
1170 | * of objects on it. |
… | |
… | |
1139 | |
1178 | |
1140 | return 0; |
1179 | return 0; |
1141 | } |
1180 | } |
1142 | |
1181 | |
1143 | /* |
1182 | /* |
1144 | * For debugging purposes. Dumps all tables. |
1183 | * Builds up the lists of artifacts from the file in the libdir. |
1145 | */ |
1184 | */ |
1146 | void |
1185 | void |
1147 | dump_artifacts (void) |
|
|
1148 | { |
|
|
1149 | artifactlist *al; |
|
|
1150 | artifact *art; |
|
|
1151 | linked_char *next; |
|
|
1152 | |
|
|
1153 | fprintf (logfile, "\n"); |
|
|
1154 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1155 | { |
|
|
1156 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1157 | for (art = al->items; art != NULL; art = art->next) |
|
|
1158 | { |
|
|
1159 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1160 | if (art->allowed != NULL) |
|
|
1161 | { |
|
|
1162 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1163 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1164 | fprintf (logfile, "%s,", &next->name); |
|
|
1165 | fprintf (logfile, "\n"); |
|
|
1166 | } |
|
|
1167 | } |
|
|
1168 | } |
|
|
1169 | fprintf (logfile, "\n"); |
|
|
1170 | } |
|
|
1171 | |
|
|
1172 | /* |
|
|
1173 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1174 | */ |
|
|
1175 | void |
|
|
1176 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1177 | { |
|
|
1178 | treasurelist *tl; |
|
|
1179 | int i; |
|
|
1180 | |
|
|
1181 | if (depth > 100) |
|
|
1182 | return; |
|
|
1183 | |
|
|
1184 | while (t) |
|
|
1185 | { |
|
|
1186 | if (t->name) |
|
|
1187 | { |
|
|
1188 | for (i = 0; i < depth; i++) |
|
|
1189 | fprintf (logfile, " "); |
|
|
1190 | |
|
|
1191 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1192 | |
|
|
1193 | tl = treasurelist::find (t->name); |
|
|
1194 | if (tl) |
|
|
1195 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1196 | |
|
|
1197 | for (i = 0; i < depth; i++) |
|
|
1198 | fprintf (logfile, " "); |
|
|
1199 | |
|
|
1200 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1201 | } |
|
|
1202 | else |
|
|
1203 | { |
|
|
1204 | for (i = 0; i < depth; i++) |
|
|
1205 | fprintf (logfile, " "); |
|
|
1206 | |
|
|
1207 | if (t->item && t->item->clone.type == FLESH) |
|
|
1208 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1209 | else |
|
|
1210 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1211 | } |
|
|
1212 | |
|
|
1213 | if (t->next_yes) |
|
|
1214 | { |
|
|
1215 | for (i = 0; i < depth; i++) |
|
|
1216 | fprintf (logfile, " "); |
|
|
1217 | |
|
|
1218 | fprintf (logfile, " (if yes)\n"); |
|
|
1219 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1220 | } |
|
|
1221 | |
|
|
1222 | if (t->next_no) |
|
|
1223 | { |
|
|
1224 | for (i = 0; i < depth; i++) |
|
|
1225 | fprintf (logfile, " "); |
|
|
1226 | |
|
|
1227 | fprintf (logfile, " (if no)\n"); |
|
|
1228 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1229 | } |
|
|
1230 | |
|
|
1231 | t = t->next; |
|
|
1232 | } |
|
|
1233 | } |
|
|
1234 | |
|
|
1235 | /* |
|
|
1236 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1237 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1238 | */ |
|
|
1239 | void |
|
|
1240 | dump_monster_treasure (const char *name) |
|
|
1241 | { |
|
|
1242 | archetype *at; |
|
|
1243 | int found; |
|
|
1244 | |
|
|
1245 | found = 0; |
|
|
1246 | fprintf (logfile, "\n"); |
|
|
1247 | |
|
|
1248 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1249 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1250 | { |
|
|
1251 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1252 | if (at->clone.randomitems != NULL) |
|
|
1253 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1254 | else |
|
|
1255 | fprintf (logfile, "(nothing)\n"); |
|
|
1256 | |
|
|
1257 | fprintf (logfile, "\n"); |
|
|
1258 | found++; |
|
|
1259 | } |
|
|
1260 | |
|
|
1261 | if (found == 0) |
|
|
1262 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1263 | } |
|
|
1264 | |
|
|
1265 | /* |
|
|
1266 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1267 | */ |
|
|
1268 | void |
|
|
1269 | init_artifacts (void) |
1186 | init_artifacts () |
1270 | { |
1187 | { |
1271 | static int has_been_inited = 0; |
1188 | static int has_been_inited = 0; |
1272 | char filename[MAX_BUF]; |
|
|
1273 | artifact *art = NULL; |
1189 | artifact *art = NULL; |
1274 | artifactlist *al; |
1190 | artifactlist *al; |
1275 | |
1191 | |
1276 | if (has_been_inited) |
1192 | if (has_been_inited) |
1277 | return; |
1193 | return; |
1278 | else |
1194 | else |
1279 | has_been_inited = 1; |
1195 | has_been_inited = 1; |
1280 | |
1196 | |
1281 | sprintf (filename, "%s/artifacts", settings.datadir); |
1197 | object_thawer f (settings.datadir, "artifacts"); |
1282 | object_thawer f (filename); |
|
|
1283 | |
1198 | |
1284 | if (!f) |
1199 | if (!f) |
1285 | return; |
1200 | return; |
1286 | |
|
|
1287 | f.next (); |
|
|
1288 | |
1201 | |
1289 | for (;;) |
1202 | for (;;) |
1290 | { |
1203 | { |
1291 | switch (f.kw) |
1204 | switch (f.kw) |
1292 | { |
1205 | { |
… | |
… | |
1296 | |
1209 | |
1297 | { |
1210 | { |
1298 | if (!strcmp (f.get_str (), "all")) |
1211 | if (!strcmp (f.get_str (), "all")) |
1299 | break; |
1212 | break; |
1300 | |
1213 | |
1301 | char *next, *cp = f.get_str (); |
1214 | const char *cp = f.get_str (); |
1302 | |
1215 | char *next; |
1303 | do |
1216 | do |
1304 | { |
1217 | { |
1305 | if ((next = strchr (cp, ','))) |
1218 | if ((next = (char *)strchr (cp, ','))) |
1306 | *next++ = '\0'; |
1219 | *next++ = '\0'; |
1307 | |
1220 | |
1308 | linked_char *tmp = new linked_char; |
1221 | linked_char *tmp = new linked_char; |
1309 | |
1222 | |
1310 | tmp->name = cp; |
1223 | tmp->name = cp; |
… | |
… | |
1374 | } |
1287 | } |
1375 | #if 0 |
1288 | #if 0 |
1376 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1289 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1377 | #endif |
1290 | #endif |
1378 | } |
1291 | } |
1379 | |
|
|
1380 | LOG (llevDebug, "done.\n"); |
|
|
1381 | } |
1292 | } |
1382 | |
1293 | |
1383 | /* |
1294 | /* |
1384 | * Used in artifact generation. The bonuses of the first object |
1295 | * Used in artifact generation. The bonuses of the first object |
1385 | * is modified by the bonuses of the second object. |
1296 | * is modified by the bonuses of the second object. |
1386 | */ |
1297 | */ |
1387 | void |
1298 | void |
1388 | add_abilities (object *op, object *change) |
1299 | add_abilities (object *op, object *change) |
1389 | { |
1300 | { |
1390 | int i, tmp; |
|
|
1391 | |
|
|
1392 | if (change->face != blank_face) |
1301 | if (change->face != blank_face) |
1393 | { |
|
|
1394 | #ifdef TREASURE_VERBOSE |
|
|
1395 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1396 | #endif |
|
|
1397 | op->face = change->face; |
1302 | op->face = change->face; |
1398 | } |
|
|
1399 | |
1303 | |
1400 | for (i = 0; i < NUM_STATS; i++) |
1304 | for (int i = 0; i < NUM_STATS; i++) |
1401 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1305 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1402 | |
1306 | |
1403 | op->attacktype |= change->attacktype; |
1307 | op->attacktype |= change->attacktype; |
1404 | op->path_attuned |= change->path_attuned; |
1308 | op->path_attuned |= change->path_attuned; |
1405 | op->path_repelled |= change->path_repelled; |
1309 | op->path_repelled |= change->path_repelled; |
1406 | op->path_denied |= change->path_denied; |
1310 | op->path_denied |= change->path_denied; |
1407 | op->move_type |= change->move_type; |
1311 | op->move_type |= change->move_type; |
1408 | op->stats.luck += change->stats.luck; |
1312 | op->stats.luck += change->stats.luck; |
1409 | |
1313 | |
1410 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1314 | static const struct copyflags : object::flags_t |
1411 | SET_FLAG (op, FLAG_CURSED); |
1315 | { |
1412 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1316 | copyflags () |
1413 | SET_FLAG (op, FLAG_DAMNED); |
1317 | { |
1414 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1318 | set (FLAG_CURSED); |
|
|
1319 | set (FLAG_DAMNED); |
|
|
1320 | set (FLAG_LIFESAVE); |
|
|
1321 | set (FLAG_REFL_SPELL); |
|
|
1322 | set (FLAG_STEALTH); |
|
|
1323 | set (FLAG_XRAYS); |
|
|
1324 | set (FLAG_BLIND); |
|
|
1325 | set (FLAG_SEE_IN_DARK); |
|
|
1326 | set (FLAG_REFL_MISSILE); |
|
|
1327 | set (FLAG_MAKE_INVIS); |
|
|
1328 | } |
|
|
1329 | } copyflags; |
|
|
1330 | |
|
|
1331 | // we might want to just copy, but or'ing is what the original code did |
|
|
1332 | op->flag |= change->flag & copyflags; |
|
|
1333 | |
|
|
1334 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1415 | set_abs_magic (op, -op->magic); |
1335 | set_abs_magic (op, -op->magic); |
1416 | |
1336 | |
1417 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1337 | if (change->flag [FLAG_STAND_STILL]) |
1418 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1419 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1420 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1421 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1422 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1423 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1424 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1425 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1426 | SET_FLAG (op, FLAG_BLIND); |
|
|
1427 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1428 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1429 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1430 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1431 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1432 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1433 | |
|
|
1434 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1435 | { |
1338 | { |
1436 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1339 | op->clr_flag (FLAG_ANIMATE); |
|
|
1340 | |
1437 | /* so artifacts will join */ |
1341 | /* so artifacts will join */ |
1438 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1342 | if (!op->flag [FLAG_ALIVE]) |
1439 | op->speed = 0.0; |
1343 | op->speed = 0.; |
1440 | |
1344 | |
1441 | op->set_speed (op->speed); |
1345 | op->set_speed (op->speed); |
1442 | } |
1346 | } |
1443 | |
1347 | |
1444 | if (change->nrof) |
1348 | if (change->nrof) |
1445 | op->nrof = rndm (change->nrof) + 1; |
1349 | op->nrof = rndm (change->nrof) + 1; |
1446 | |
1350 | |
1447 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1351 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1448 | op->stats.wc += change->stats.wc; |
1352 | op->stats.wc += change->stats.wc; |
1449 | op->stats.ac += change->stats.ac; |
1353 | op->stats.ac += change->stats.ac; |
1450 | |
1354 | |
1451 | if (change->other_arch) |
1355 | if (change->other_arch) |
1452 | { |
1356 | { |
1453 | /* Basically, for horns & potions, the other_arch field is the spell |
1357 | /* Basically, for horns & potions, the other_arch field is the spell |
1454 | * to cast. So convert that to into a spell and put it into |
1358 | * to cast. So convert that to into a spell and put it into |
1455 | * this object. |
1359 | * this object. |
1456 | */ |
1360 | */ |
1457 | if (op->type == HORN || op->type == POTION) |
1361 | if (op->type == HORN || op->type == POTION) |
1458 | { |
1362 | { |
1459 | object *tmp_obj; |
|
|
1460 | |
|
|
1461 | /* Remove any spells this object currently has in it */ |
1363 | /* Remove any spells this object currently has in it */ |
1462 | while (op->inv) |
|
|
1463 | op->inv->destroy (); |
1364 | op->destroy_inv (false); |
1464 | |
1365 | |
1465 | tmp_obj = arch_to_object (change->other_arch); |
1366 | object *tmp = change->other_arch->instance (); |
1466 | insert_ob_in_ob (tmp_obj, op); |
1367 | insert_ob_in_ob (tmp, op); |
1467 | } |
1368 | } |
|
|
1369 | |
1468 | /* No harm setting this for potions/horns */ |
1370 | /* No harm setting this for potions/horns */ |
1469 | op->other_arch = change->other_arch; |
1371 | op->other_arch = change->other_arch; |
1470 | } |
1372 | } |
1471 | |
1373 | |
1472 | if (change->stats.hp < 0) |
1374 | if (change->stats.hp < 0) |
… | |
… | |
1488 | op->stats.maxsp = -change->stats.maxsp; |
1390 | op->stats.maxsp = -change->stats.maxsp; |
1489 | else |
1391 | else |
1490 | op->stats.maxsp += change->stats.maxsp; |
1392 | op->stats.maxsp += change->stats.maxsp; |
1491 | |
1393 | |
1492 | if (change->stats.food < 0) |
1394 | if (change->stats.food < 0) |
1493 | op->stats.food = -(change->stats.food); |
1395 | op->stats.food = -change->stats.food; |
1494 | else |
1396 | else |
1495 | op->stats.food += change->stats.food; |
1397 | op->stats.food += change->stats.food; |
1496 | |
1398 | |
1497 | if (change->level < 0) |
1399 | if (change->level < 0) |
1498 | op->level = -(change->level); |
1400 | op->level = -change->level; |
1499 | else |
1401 | else |
1500 | op->level += change->level; |
1402 | op->level += change->level; |
1501 | |
1403 | |
1502 | if (change->gen_sp_armour < 0) |
1404 | if (change->gen_sp_armour < 0) |
1503 | op->gen_sp_armour = -(change->gen_sp_armour); |
1405 | op->gen_sp_armour = -change->gen_sp_armour; |
1504 | else |
1406 | else |
1505 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1407 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1506 | |
1408 | |
1507 | op->item_power = change->item_power; |
1409 | op->item_power = change->item_power; |
1508 | |
1410 | |
1509 | for (i = 0; i < NROFATTACKS; i++) |
1411 | for (int i = 0; i < NROFATTACKS; i++) |
1510 | if (change->resist[i]) |
|
|
1511 | op->resist[i] += change->resist[i]; |
1412 | op->resist[i] += change->resist[i]; |
1512 | |
1413 | |
1513 | if (change->stats.dam) |
1414 | if (change->stats.dam) |
1514 | { |
1415 | { |
1515 | if (change->stats.dam < 0) |
1416 | if (change->stats.dam < 0) |
1516 | op->stats.dam = (-change->stats.dam); |
1417 | op->stats.dam = -change->stats.dam; |
1517 | else if (op->stats.dam) |
1418 | else if (op->stats.dam) |
1518 | { |
1419 | { |
1519 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1420 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1421 | |
1520 | if (tmp == op->stats.dam) |
1422 | if (tmp == op->stats.dam) |
1521 | { |
1423 | { |
1522 | if (change->stats.dam < 10) |
1424 | if (change->stats.dam < 10) |
1523 | op->stats.dam--; |
1425 | op->stats.dam--; |
1524 | else |
1426 | else |
… | |
… | |
1530 | } |
1432 | } |
1531 | |
1433 | |
1532 | if (change->weight) |
1434 | if (change->weight) |
1533 | { |
1435 | { |
1534 | if (change->weight < 0) |
1436 | if (change->weight < 0) |
1535 | op->weight = (-change->weight); |
1437 | op->weight = -change->weight; |
1536 | else |
1438 | else |
1537 | op->weight = (op->weight * (change->weight)) / 100; |
1439 | op->weight = op->weight * change->weight / 100; |
1538 | } |
1440 | } |
1539 | |
1441 | |
1540 | if (change->last_sp) |
1442 | if (change->last_sp) |
1541 | { |
1443 | { |
1542 | if (change->last_sp < 0) |
1444 | if (change->last_sp < 0) |
1543 | op->last_sp = (-change->last_sp); |
1445 | op->last_sp = -change->last_sp; |
1544 | else |
1446 | else |
1545 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1447 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1546 | } |
1448 | } |
1547 | |
1449 | |
1548 | if (change->gen_sp_armour) |
1450 | if (change->gen_sp_armour) |
1549 | { |
1451 | { |
1550 | if (change->gen_sp_armour < 0) |
1452 | if (change->gen_sp_armour < 0) |
1551 | op->gen_sp_armour = (-change->gen_sp_armour); |
1453 | op->gen_sp_armour = -change->gen_sp_armour; |
1552 | else |
1454 | else |
1553 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1455 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1554 | } |
1456 | } |
1555 | |
1457 | |
1556 | op->value *= change->value; |
1458 | op->value *= change->value; |
1557 | |
1459 | |
1558 | if (change->materials) |
1460 | if (change->materials) |
1559 | op->materials = change->materials; |
1461 | op->materials = change->materials; |
1560 | |
1462 | |
1561 | if (change->materialname) |
1463 | if (change->material != MATERIAL_NULL) |
1562 | op->materialname = change->materialname; |
1464 | op->material = change->material; |
1563 | |
1465 | |
1564 | if (change->slaying) |
1466 | if (change->slaying) |
1565 | op->slaying = change->slaying; |
1467 | op->slaying = change->slaying; |
1566 | |
1468 | |
1567 | if (change->race) |
1469 | if (change->race) |
… | |
… | |
1570 | if (change->msg) |
1472 | if (change->msg) |
1571 | op->msg = change->msg; |
1473 | op->msg = change->msg; |
1572 | } |
1474 | } |
1573 | |
1475 | |
1574 | static int |
1476 | static int |
1575 | legal_artifact_combination (object *op, artifact * art) |
1477 | legal_artifact_combination (object *op, artifact *art) |
1576 | { |
1478 | { |
1577 | int neg, success = 0; |
1479 | int neg, success = 0; |
1578 | linked_char *tmp; |
1480 | linked_char *tmp; |
1579 | const char *name; |
1481 | const char *name; |
1580 | |
1482 | |
1581 | if (art->allowed == (linked_char *) NULL) |
1483 | if (!art->allowed) |
1582 | return 1; /* Ie, "all" */ |
1484 | return 1; /* Ie, "all" */ |
|
|
1485 | |
1583 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1486 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1584 | { |
1487 | { |
1585 | #ifdef TREASURE_VERBOSE |
1488 | #ifdef TREASURE_VERBOSE |
1586 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1489 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1587 | #endif |
1490 | #endif |
… | |
… | |
1589 | name = tmp->name + 1, neg = 1; |
1492 | name = tmp->name + 1, neg = 1; |
1590 | else |
1493 | else |
1591 | name = tmp->name, neg = 0; |
1494 | name = tmp->name, neg = 0; |
1592 | |
1495 | |
1593 | /* If we match name, then return the opposite of 'neg' */ |
1496 | /* If we match name, then return the opposite of 'neg' */ |
1594 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1497 | if (!strcmp (name, op->arch->archname)) |
1595 | return !neg; |
1498 | return !neg; |
1596 | |
1499 | |
1597 | /* Set success as true, since if the match was an inverse, it means |
1500 | /* Set success as true, since if the match was an inverse, it means |
1598 | * everything is allowed except what we match |
1501 | * everything is allowed except what we match |
1599 | */ |
1502 | */ |
1600 | else if (neg) |
1503 | else if (neg) |
1601 | success = 1; |
1504 | success = 1; |
1602 | } |
1505 | } |
|
|
1506 | |
1603 | return success; |
1507 | return success; |
1604 | } |
1508 | } |
1605 | |
1509 | |
1606 | /* |
1510 | /* |
1607 | * Fixes the given object, giving it the abilities and titles |
1511 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1609 | */ |
1513 | */ |
1610 | |
1514 | |
1611 | void |
1515 | void |
1612 | give_artifact_abilities (object *op, object *artifct) |
1516 | give_artifact_abilities (object *op, object *artifct) |
1613 | { |
1517 | { |
1614 | char new_name[MAX_BUF]; |
1518 | op->title = format ("of %s", &artifct->name); |
1615 | |
1519 | |
1616 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1617 | op->title = new_name; |
|
|
1618 | add_abilities (op, artifct); /* Give out the bonuses */ |
1520 | add_abilities (op, artifct); /* Give out the bonuses */ |
1619 | |
1521 | |
1620 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1522 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1621 | { |
1523 | { |
1622 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1524 | char identified = op->flag [FLAG_IDENTIFIED]; |
1623 | |
1525 | |
1624 | SET_FLAG (op, FLAG_IDENTIFIED); |
1526 | op->set_flag (FLAG_IDENTIFIED); |
1625 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1527 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1626 | if (!identified) |
1528 | if (!identified) |
1627 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1529 | op->clr_flag (FLAG_IDENTIFIED); |
1628 | } |
1530 | } |
1629 | #endif |
1531 | #endif |
1630 | return; |
1532 | return; |
1631 | } |
1533 | } |
1632 | |
1534 | |
… | |
… | |
1642 | #define ARTIFACT_TRIES 2 |
1544 | #define ARTIFACT_TRIES 2 |
1643 | |
1545 | |
1644 | void |
1546 | void |
1645 | generate_artifact (object *op, int difficulty) |
1547 | generate_artifact (object *op, int difficulty) |
1646 | { |
1548 | { |
1647 | artifactlist *al; |
|
|
1648 | artifact *art; |
1549 | artifact *art; |
1649 | int i; |
|
|
1650 | |
1550 | |
1651 | al = find_artifactlist (op->type); |
1551 | artifactlist *al = find_artifactlist (op->type); |
1652 | |
1552 | |
1653 | if (al == NULL) |
1553 | if (al == NULL) |
1654 | { |
1554 | { |
1655 | #if 0 /* This is too verbose, usually */ |
1555 | #if 0 /* This is too verbose, usually */ |
1656 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1556 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1657 | #endif |
1557 | #endif |
1658 | return; |
1558 | return; |
1659 | } |
1559 | } |
1660 | |
1560 | |
1661 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1561 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1662 | { |
1562 | { |
1663 | int roll = rndm (al->total_chance); |
1563 | int roll = rndm (al->total_chance); |
1664 | |
1564 | |
1665 | for (art = al->items; art; art = art->next) |
1565 | for (art = al->items; art; art = art->next) |
1666 | { |
1566 | { |
… | |
… | |
1674 | #if 1 |
1574 | #if 1 |
1675 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1575 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1676 | #endif |
1576 | #endif |
1677 | return; |
1577 | return; |
1678 | } |
1578 | } |
1679 | if (!strcmp (art->item->name, "NONE")) |
1579 | |
|
|
1580 | if (art->item->name == shstr_NONE) |
1680 | return; |
1581 | return; |
|
|
1582 | |
1681 | if (FABS (op->magic) < art->item->magic) |
1583 | if (fabs (op->magic) < art->item->magic) |
1682 | continue; /* Not magic enough to be this item */ |
1584 | continue; /* Not magic enough to be this item */ |
1683 | |
1585 | |
1684 | /* Map difficulty not high enough */ |
1586 | /* Map difficulty not high enough */ |
1685 | if (difficulty < art->difficulty) |
1587 | if (difficulty < art->difficulty) |
1686 | continue; |
1588 | continue; |
… | |
… | |
1704 | */ |
1606 | */ |
1705 | |
1607 | |
1706 | void |
1608 | void |
1707 | fix_flesh_item (object *item, object *donor) |
1609 | fix_flesh_item (object *item, object *donor) |
1708 | { |
1610 | { |
1709 | char tmpbuf[MAX_BUF]; |
|
|
1710 | int i; |
|
|
1711 | |
|
|
1712 | if (item->type == FLESH && donor) |
1611 | if (item->type == FLESH && donor) |
1713 | { |
1612 | { |
1714 | /* change the name */ |
1613 | /* change the name */ |
1715 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1614 | item->name = format ("%s's %s", &donor->name, &item->name); |
1716 | item->name = tmpbuf; |
|
|
1717 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1615 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1718 | item->name_pl = tmpbuf; |
|
|
1719 | |
1616 | |
1720 | /* weight is FLESH weight/100 * donor */ |
1617 | /* weight is FLESH weight/100 * donor */ |
1721 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1618 | item->weight = max (1, item->weight * donor->weight / 100); |
1722 | item->weight = 1; |
|
|
1723 | |
1619 | |
1724 | /* value is multiplied by level of donor */ |
1620 | /* value is multiplied by level of donor */ |
1725 | item->value *= isqrt (donor->level * 2); |
1621 | item->value *= isqrt (donor->level * 2); |
1726 | |
1622 | |
1727 | /* food value */ |
1623 | /* food value */ |
1728 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1624 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1729 | |
1625 | |
1730 | /* flesh items inherit some abilities of donor, but not |
1626 | /* flesh items inherit some abilities of donor, but not |
1731 | * full effect. |
1627 | * full effect. |
1732 | */ |
1628 | */ |
1733 | for (i = 0; i < NROFATTACKS; i++) |
1629 | for (int i = 0; i < NROFATTACKS; i++) |
1734 | item->resist[i] = donor->resist[i] / 2; |
1630 | item->resist[i] = donor->resist[i] / 2; |
1735 | |
1631 | |
1736 | /* item inherits donor's level (important for quezals) */ |
1632 | /* item inherits donor's level (important for quezals) */ |
1737 | item->level = donor->level; |
1633 | item->level = donor->level; |
1738 | |
1634 | |
1739 | /* if donor has some attacktypes, the flesh is poisonous */ |
1635 | /* if donor has some attacktypes, the flesh is poisonous */ |
1740 | if (donor->attacktype & AT_POISON) |
1636 | if (donor->attacktype & AT_POISON) |
1741 | item->type = POISON; |
1637 | item->type = POISON; |
|
|
1638 | |
1742 | if (donor->attacktype & AT_ACID) |
1639 | if (donor->attacktype & AT_ACID) |
1743 | item->stats.hp = -1 * item->stats.food; |
1640 | item->stats.hp = -item->stats.food; |
1744 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1745 | } |
|
|
1746 | } |
|
|
1747 | |
1641 | |
1748 | /* special_potion() - so that old potion code is still done right. */ |
1642 | item->set_flag (FLAG_NO_STEAL); |
1749 | int |
1643 | } |
1750 | special_potion (object *op) |
|
|
1751 | { |
|
|
1752 | if (op->attacktype) |
|
|
1753 | return 1; |
|
|
1754 | |
|
|
1755 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1756 | return 1; |
|
|
1757 | |
|
|
1758 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1759 | if (op->resist[i]) |
|
|
1760 | return 1; |
|
|
1761 | |
|
|
1762 | return 0; |
|
|
1763 | } |
1644 | } |
1764 | |
1645 | |
1765 | void |
1646 | static void |
1766 | free_treasurestruct (treasure *t) |
1647 | free_treasurestruct (treasure *t) |
1767 | { |
1648 | { |
1768 | if (t->next) free_treasurestruct (t->next); |
1649 | if (t->next) free_treasurestruct (t->next); |
1769 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1650 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1770 | if (t->next_no) free_treasurestruct (t->next_no); |
1651 | if (t->next_no) free_treasurestruct (t->next_no); |
1771 | |
1652 | |
1772 | delete t; |
1653 | delete t; |
1773 | } |
1654 | } |
1774 | |
1655 | |
1775 | void |
1656 | static void |
1776 | free_charlinks (linked_char *lc) |
1657 | free_charlinks (linked_char *lc) |
1777 | { |
1658 | { |
1778 | if (lc->next) |
1659 | if (lc->next) |
1779 | free_charlinks (lc->next); |
1660 | free_charlinks (lc->next); |
1780 | |
1661 | |
1781 | delete lc; |
1662 | delete lc; |
1782 | } |
1663 | } |
1783 | |
1664 | |
1784 | void |
1665 | static void |
1785 | free_artifact (artifact *at) |
1666 | free_artifact (artifact *at) |
1786 | { |
1667 | { |
1787 | if (at->next) free_artifact (at->next); |
1668 | if (at->next) free_artifact (at->next); |
1788 | if (at->allowed) free_charlinks (at->allowed); |
1669 | if (at->allowed) free_charlinks (at->allowed); |
1789 | |
1670 | |
1790 | at->item->destroy (1); |
1671 | at->item->destroy (); |
1791 | |
1672 | |
1792 | sfree (at); |
1673 | sfree (at); |
1793 | } |
1674 | } |
1794 | |
1675 | |
1795 | void |
|
|
1796 | free_artifactlist (artifactlist *al) |
|
|
1797 | { |
|
|
1798 | artifactlist *nextal; |
|
|
1799 | |
|
|
1800 | for (al = first_artifactlist; al; al = nextal) |
|
|
1801 | { |
|
|
1802 | nextal = al->next; |
|
|
1803 | |
|
|
1804 | if (al->items) |
|
|
1805 | free_artifact (al->items); |
|
|
1806 | |
|
|
1807 | sfree (al); |
|
|
1808 | } |
|
|
1809 | } |
|
|
1810 | |
|
|
1811 | void |
|
|
1812 | free_all_treasures (void) |
|
|
1813 | { |
|
|
1814 | treasurelist *tl, *next; |
|
|
1815 | |
|
|
1816 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1817 | { |
|
|
1818 | clear (tl); |
|
|
1819 | |
|
|
1820 | next = tl->next; |
|
|
1821 | delete tl; |
|
|
1822 | } |
|
|
1823 | |
|
|
1824 | free_artifactlist (first_artifactlist); |
|
|
1825 | } |
|
|