1 | |
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2 | /* |
1 | /* |
3 | * static char *rcs_treasure_c = |
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4 | * "$Id: treasure.C,v 1.5 2006/08/30 06:06:27 root Exp $"; |
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5 | */ |
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6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
9 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | 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 |
14 | 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 |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | 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, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | 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 |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
21 | * |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
23 | */ |
29 | |
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30 | #define ALLOWED_COMBINATION |
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31 | |
24 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 | * It is useful for finding bugs in the treasures file. Since it only |
26 | * It is useful for finding bugs in the treasures file. Since it only |
34 | * slows the startup some (and not actual game play), it is by default |
27 | * slows the startup some (and not actual game play), it is by default |
35 | * left on |
28 | * left on |
36 | */ |
29 | */ |
37 | #define TREASURE_DEBUG |
30 | #define TREASURE_DEBUG |
38 | |
31 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
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33 | |
40 | /* #define TREASURE_VERBOSE */ |
34 | //#define TREASURE_VERBOSE |
41 | |
35 | |
42 | #include <global.h> |
36 | #include <global.h> |
43 | #include <treasure.h> |
37 | #include <treasure.h> |
44 | #include <funcpoint.h> |
38 | #include <funcpoint.h> |
45 | #include <loader.h> |
39 | #include <loader.h> |
46 | |
40 | |
47 | |
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48 | static void change_treasure(treasure *t, object *op); /* overrule default values */ |
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49 | extern char *spell_mapping[]; |
41 | extern char *spell_mapping[]; |
50 | |
42 | |
51 | /* |
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52 | * Initialize global archtype pointers: |
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53 | */ |
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54 | |
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55 | void init_archetype_pointers() { |
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56 | int prev_warn = warn_archetypes; |
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57 | warn_archetypes = 1; |
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58 | if (ring_arch == NULL) |
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59 | ring_arch = find_archetype("ring"); |
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60 | if (amulet_arch == NULL) |
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61 | amulet_arch = find_archetype("amulet"); |
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62 | if (staff_arch == NULL) |
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63 | staff_arch = find_archetype("staff"); |
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64 | if (crown_arch == NULL) |
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65 | crown_arch = find_archetype("crown"); |
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66 | warn_archetypes = prev_warn; |
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67 | } |
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68 | |
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69 | /* |
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70 | * Allocate and return the pointer to an empty treasurelist structure. |
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71 | */ |
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72 | |
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73 | static treasurelist *get_empty_treasurelist(void) { |
43 | static treasurelist *first_treasurelist; |
74 | treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); |
44 | |
75 | if(tl==NULL) |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
76 | fatal(OUT_OF_MEMORY); |
46 | |
77 | memset(tl, 0, sizeof(treasurelist)); |
47 | typedef std::tr1::unordered_map< |
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48 | const char *, |
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49 | treasurelist *, |
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50 | str_hash, |
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51 | str_equal, |
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52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
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53 | true |
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54 | > tl_map_t; |
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55 | |
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56 | static tl_map_t tl_map; |
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57 | |
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58 | /* |
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59 | * Searches for the given treasurelist |
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60 | */ |
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61 | treasurelist * |
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62 | treasurelist::find (const char *name) |
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63 | { |
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64 | if (!name) |
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65 | return 0; |
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66 | |
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67 | auto (i, tl_map.find (name)); |
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68 | |
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69 | if (i == tl_map.end ()) |
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70 | return 0; |
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71 | |
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72 | return i->second; |
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73 | } |
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74 | |
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75 | /* |
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76 | * Searches for the given treasurelist in the globally linked list |
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77 | * of treasurelists which has been built by load_treasures(). |
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78 | */ |
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79 | treasurelist * |
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80 | treasurelist::get (const char *name) |
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81 | { |
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82 | treasurelist *tl = find (name); |
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83 | |
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84 | if (!tl) |
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85 | { |
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86 | tl = new treasurelist; |
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87 | |
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88 | tl->name = name; |
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89 | tl->next = first_treasurelist; |
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90 | first_treasurelist = tl; |
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91 | |
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92 | tl_map.insert (std::make_pair (tl->name, tl)); |
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93 | } |
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94 | |
78 | return tl; |
95 | return tl; |
79 | } |
96 | } |
80 | |
97 | |
81 | /* |
98 | //TODO: class method |
82 | * Allocate and return the pointer to an empty treasure structure. |
99 | void |
83 | */ |
100 | clear (treasurelist *tl) |
84 | |
101 | { |
85 | static treasure *get_empty_treasure(void) { |
102 | if (tl->items) |
86 | treasure *t = (treasure *) calloc(1,sizeof(treasure)); |
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87 | if(t==NULL) |
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88 | fatal(OUT_OF_MEMORY); |
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89 | t->item=NULL; |
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90 | t->name=NULL; |
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91 | t->next=NULL; |
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92 | t->next_yes=NULL; |
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93 | t->next_no=NULL; |
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94 | t->chance=100; |
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95 | t->magic=0; |
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96 | t->nrof=0; |
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97 | return t; |
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98 | } |
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99 | |
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100 | /* |
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101 | * Reads the lib/treasure file from disk, and parses the contents |
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102 | * into an internal treasure structure (very linked lists) |
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103 | */ |
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104 | |
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105 | static treasure *load_treasure(FILE *fp, int *line) { |
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106 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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107 | treasure *t=get_empty_treasure(); |
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108 | int value; |
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109 | |
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110 | nroftreasures++; |
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111 | while(fgets(buf,MAX_BUF,fp)!=NULL) { |
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112 | (*line)++; |
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113 | |
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114 | if(*buf=='#') |
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115 | continue; |
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116 | if((cp=strchr(buf,'\n'))!=NULL) |
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117 | *cp='\0'; |
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118 | cp=buf; |
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119 | while(isspace(*cp)) /* Skip blanks */ |
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120 | cp++; |
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121 | |
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122 | if(sscanf(cp,"arch %s",variable)) { |
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123 | if((t->item=find_archetype(variable))==NULL) |
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124 | LOG(llevError,"Treasure lacks archetype: %s\n",variable); |
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125 | } else if (sscanf(cp, "list %s", variable)) |
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126 | t->name = add_string(variable); |
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127 | else if (sscanf(cp, "change_name %s", variable)) |
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128 | t->change_arch.name = add_string(variable); |
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129 | else if (sscanf(cp, "change_title %s", variable)) |
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130 | t->change_arch.title = add_string(variable); |
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131 | else if (sscanf(cp, "change_slaying %s", variable)) |
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132 | t->change_arch.slaying = add_string(variable); |
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133 | else if(sscanf(cp,"chance %d",&value)) |
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134 | t->chance=(uint8) value; |
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135 | else if(sscanf(cp,"nrof %d",&value)) |
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136 | t->nrof=(uint16) value; |
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137 | else if(sscanf(cp,"magic %d",&value)) |
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138 | t->magic=(uint8) value; |
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139 | else if(!strcmp(cp,"yes")) |
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140 | t->next_yes=load_treasure(fp, line); |
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141 | else if(!strcmp(cp,"no")) |
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142 | t->next_no=load_treasure(fp, line); |
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143 | else if(!strcmp(cp,"end")) |
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144 | return t; |
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145 | else if(!strcmp(cp,"more")) { |
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146 | t->next=load_treasure(fp, line); |
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147 | return t; |
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148 | } else |
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149 | LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", |
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150 | cp,t->name?t->name:"null", *line); |
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151 | } |
103 | { |
152 | LOG(llevError,"treasure lacks 'end'.\n"); |
104 | free_treasurestruct (tl->items); |
153 | return t; |
105 | tl->items = 0; |
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106 | } |
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107 | |
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108 | tl->total_chance = 0; |
154 | } |
109 | } |
155 | |
110 | |
156 | #ifdef TREASURE_DEBUG |
111 | #ifdef TREASURE_DEBUG |
157 | /* recursived checks the linked list. Treasurelist is passed only |
112 | /* recursived checks the linked list. Treasurelist is passed only |
158 | * so that the treasure name can be printed out |
113 | * so that the treasure name can be printed out |
159 | */ |
114 | */ |
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115 | static void |
160 | static void check_treasurelist(const treasure *t, const treasurelist *tl) |
116 | check_treasurelist (const treasure *t, const treasurelist * tl) |
161 | { |
117 | { |
162 | if (t->item==NULL && t->name==NULL) |
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163 | LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); |
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164 | if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) |
118 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
165 | LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", |
119 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
166 | tl->name); |
120 | |
167 | /* find_treasurelist will print out its own error message */ |
121 | if (t->next) |
168 | if (t->name && strcmp(t->name,"NONE")) |
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169 | (void) find_treasurelist(t->name); |
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170 | if (t->next) check_treasurelist(t->next, tl); |
122 | check_treasurelist (t->next, tl); |
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123 | |
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124 | if (t->next_yes) |
171 | if (t->next_yes) check_treasurelist(t->next_yes,tl); |
125 | check_treasurelist (t->next_yes, tl); |
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126 | |
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127 | if (t->next_no) |
172 | if (t->next_no) check_treasurelist(t->next_no, tl); |
128 | check_treasurelist (t->next_no, tl); |
173 | } |
129 | } |
174 | #endif |
130 | #endif |
175 | |
131 | |
176 | /* |
132 | /* |
177 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
133 | * Reads the lib/treasure file from disk, and parses the contents |
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134 | * into an internal treasure structure (very linked lists) |
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135 | */ |
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136 | static treasure * |
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137 | read_treasure (object_thawer &f) |
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138 | { |
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139 | treasure *t = new treasure; |
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140 | |
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141 | f.next (); |
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142 | |
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143 | for (;;) |
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144 | { |
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145 | coroapi::cede_to_tick_every (10); |
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146 | |
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147 | switch (f.kw) |
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148 | { |
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149 | case KW_arch: |
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150 | t->item = archetype::get (f.get_str ()); |
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151 | break; |
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152 | |
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153 | case KW_list: f.get (t->name); break; |
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154 | case KW_change_name: f.get (t->change_arch.name); break; |
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155 | case KW_change_title: f.get (t->change_arch.title); break; |
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156 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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157 | case KW_chance: f.get (t->chance); break; |
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158 | case KW_nrof: f.get (t->nrof); break; |
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159 | case KW_magic: f.get (t->magic); break; |
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160 | |
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161 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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162 | case KW_no: t->next_no = read_treasure (f); continue; |
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163 | |
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164 | case KW_end: |
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165 | f.next (); |
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166 | return t; |
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167 | |
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168 | case KW_more: |
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169 | t->next = read_treasure (f); |
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170 | return t; |
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171 | |
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172 | default: |
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173 | if (!f.parse_error ("treasurelist", t->name)) |
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174 | return 0; |
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175 | |
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176 | return t; |
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177 | } |
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178 | |
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179 | f.next (); |
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180 | } |
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181 | } |
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182 | |
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183 | /* |
178 | * Each treasure is parsed with the help of load_treasure(). |
184 | * Each treasure is parsed with the help of load_treasure(). |
179 | */ |
185 | */ |
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186 | treasurelist * |
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187 | treasurelist::read (object_thawer &f) |
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188 | { |
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189 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
180 | |
190 | |
181 | void load_treasures(void) { |
191 | bool one = f.kw == KW_treasureone; |
182 | FILE *fp; |
192 | treasurelist *tl = treasurelist::get (f.get_str ()); |
183 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
193 | clear (tl); |
184 | treasurelist *previous=NULL; |
194 | tl->items = read_treasure (f); |
185 | treasure *t; |
195 | if (!tl->items) |
186 | int comp, line=0; |
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187 | |
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188 | sprintf(filename,"%s/%s",settings.datadir,settings.treasures); |
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189 | if((fp=open_and_uncompress(filename,0,&comp))==NULL) { |
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190 | LOG(llevError,"Can't open treasure file.\n"); |
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191 | return; |
196 | return 0; |
192 | } |
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193 | while(fgets(buf,MAX_BUF,fp)!=NULL) { |
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194 | line++; |
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195 | if(*buf=='#') |
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196 | continue; |
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197 | |
197 | |
198 | if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { |
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199 | treasurelist *tl=get_empty_treasurelist(); |
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200 | tl->name=add_string(name); |
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201 | if(previous==NULL) |
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202 | first_treasurelist=tl; |
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203 | else |
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204 | previous->next=tl; |
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205 | previous=tl; |
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206 | tl->items=load_treasure(fp, &line); |
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207 | |
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208 | /* This is a one of the many items on the list should be generated. |
198 | /* This is a one of the many items on the list should be generated. |
209 | * Add up the chance total, and check to make sure the yes & no |
199 | * Add up the chance total, and check to make sure the yes & no |
210 | * fields of the treasures are not being used. |
200 | * fields of the treasures are not being used. |
211 | */ |
201 | */ |
212 | if (!strncmp(buf,"treasureone",11)) { |
202 | tl->total_chance = 0; |
213 | for (t=tl->items; t!=NULL; t=t->next) { |
203 | |
214 | #ifdef TREASURE_DEBUG |
204 | if (one) |
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205 | { |
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206 | for (treasure *t = tl->items; t; t = t->next) |
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207 | { |
215 | if (t->next_yes || t->next_no) { |
208 | if (t->next_yes || t->next_no) |
216 | LOG(llevError,"Treasure %s is one item, but on treasure %s\n", |
209 | { |
217 | tl->name, t->item ? t->item->name : t->name); |
210 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
218 | LOG(llevError," the next_yes or next_no field is set\n"); |
211 | LOG (llevError, " the next_yes or next_no field is set\n"); |
219 | } |
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220 | #endif |
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221 | tl->total_chance += t->chance; |
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222 | } |
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223 | } |
212 | } |
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213 | |
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214 | tl->total_chance += t->chance; |
224 | } else |
215 | } |
225 | LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
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226 | } |
216 | } |
227 | close_and_delete(fp, comp); |
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228 | |
217 | |
229 | #ifdef TREASURE_DEBUG |
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230 | /* Perform some checks on how valid the treasure data actually is. |
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231 | * verify that list transitions work (ie, the list that it is supposed |
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232 | * to transition to exists). Also, verify that at least the name |
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233 | * or archetype is set for each treasure element. |
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234 | */ |
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235 | for (previous=first_treasurelist; previous!=NULL; previous=previous->next) |
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236 | check_treasurelist(previous->items, previous); |
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237 | #endif |
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238 | } |
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239 | |
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240 | /* |
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241 | * Searches for the given treasurelist in the globally linked list |
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242 | * of treasurelists which has been built by load_treasures(). |
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243 | */ |
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244 | |
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245 | treasurelist *find_treasurelist(const char *name) { |
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246 | const char *tmp=find_string(name); |
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247 | treasurelist *tl; |
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248 | |
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249 | /* Special cases - randomitems of none is to override default. If |
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250 | * first_treasurelist is null, it means we are on the first pass of |
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251 | * of loading archetyps, so for now, just return - second pass will |
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252 | * init these values. |
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253 | */ |
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254 | if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; |
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255 | if(tmp!=NULL) |
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256 | for(tl=first_treasurelist;tl!=NULL;tl=tl->next) |
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257 | if(tmp==tl->name) |
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258 | return tl; |
218 | return tl; |
259 | LOG(llevError,"Couldn't find treasurelist %s\n",name); |
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260 | return NULL; |
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261 | } |
219 | } |
262 | |
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263 | |
220 | |
264 | /* |
221 | /* |
265 | * Generates the objects specified by the given treasure. |
222 | * Generates the objects specified by the given treasure. |
266 | * It goes recursively through the rest of the linked list. |
223 | * It goes recursively through the rest of the linked list. |
267 | * If there is a certain percental chance for a treasure to be generated, |
224 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
270 | * being generated. |
227 | * being generated. |
271 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
228 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
272 | * abilities. This is used by summon spells, thus no summoned monsters |
229 | * abilities. This is used by summon spells, thus no summoned monsters |
273 | * start with equipment, but only their abilities). |
230 | * start with equipment, but only their abilities). |
274 | */ |
231 | */ |
275 | |
232 | static void |
276 | |
|
|
277 | static void put_treasure (object *op, object *creator, int flags) |
233 | put_treasure (object *op, object *creator, int flags) |
278 | { |
234 | { |
279 | object *tmp; |
|
|
280 | |
|
|
281 | /* Bit of a hack - spells should never be put onto the map. The entire |
235 | /* Bit of a hack - spells should never be put onto the map. The entire |
282 | * treasure stuff is a problem - there is no clear idea of knowing |
236 | * treasure stuff is a problem - there is no clear idea of knowing |
283 | * this is the original object, or if this is an object that should be created |
237 | * this is the original object, or if this is an object that should be created |
284 | * by another object. |
238 | * by another object. |
285 | */ |
239 | */ |
286 | if (flags & GT_ENVIRONMENT && op->type != SPELL) { |
240 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
287 | op->x = creator->x; |
241 | { |
288 | op->y = creator->y; |
242 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
|
|
243 | op->destroy (); |
|
|
244 | else |
|
|
245 | { |
289 | SET_FLAG(op, FLAG_OBJ_ORIGINAL); |
246 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
290 | insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); |
247 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
291 | } else { |
248 | } |
292 | op = insert_ob_in_ob (op, creator); |
249 | } |
|
|
250 | else |
|
|
251 | { |
|
|
252 | op = creator->insert (op); |
|
|
253 | |
293 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
254 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
294 | monster_check_apply(creator, op); |
255 | monster_check_apply (creator, op); |
295 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
256 | |
|
|
257 | if (flags & GT_UPDATE_INV) |
|
|
258 | if (object *tmp = creator->in_player ()) |
296 | esrv_send_item(tmp, op); |
259 | esrv_send_item (tmp, op); |
297 | } |
260 | } |
298 | } |
261 | } |
299 | |
262 | |
300 | /* if there are change_xxx commands in the treasure, we include the changes |
263 | /* if there are change_xxx commands in the treasure, we include the changes |
301 | * in the generated object |
264 | * in the generated object |
302 | */ |
265 | */ |
|
|
266 | static void |
303 | static void change_treasure(treasure *t, object *op) |
267 | change_treasure (treasure *t, object *op) |
304 | { |
268 | { |
305 | /* CMD: change_name xxxx */ |
269 | /* CMD: change_name xxxx */ |
306 | if(t->change_arch.name) |
270 | if (t->change_arch.name) |
307 | { |
|
|
308 | FREE_AND_COPY(op->name, t->change_arch.name); |
|
|
309 | /* not great, but better than something that is completely wrong */ |
|
|
310 | FREE_AND_COPY(op->name_pl, t->change_arch.name); |
|
|
311 | } |
|
|
312 | |
271 | { |
|
|
272 | op->name = t->change_arch.name; |
|
|
273 | op->name_pl = t->change_arch.name; |
|
|
274 | } |
|
|
275 | |
313 | if(t->change_arch.title) |
276 | if (t->change_arch.title) |
314 | { |
|
|
315 | if(op->title) |
|
|
316 | free_string(op->title); |
|
|
317 | op->title = add_string(t->change_arch.title); |
277 | op->title = t->change_arch.title; |
318 | } |
|
|
319 | |
278 | |
320 | if(t->change_arch.slaying) |
279 | if (t->change_arch.slaying) |
321 | { |
|
|
322 | if(op->slaying) |
|
|
323 | free_string(op->slaying); |
|
|
324 | op->slaying = add_string(t->change_arch.slaying); |
280 | op->slaying = t->change_arch.slaying; |
325 | } |
|
|
326 | |
|
|
327 | } |
281 | } |
328 | |
282 | |
|
|
283 | static void |
329 | void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { |
284 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
330 | object *tmp; |
285 | { |
331 | |
|
|
332 | |
|
|
333 | if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { |
286 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
|
|
287 | { |
334 | if (t->name) { |
288 | if (t->name) |
335 | if (strcmp(t->name,"NONE") && difficulty>=t->magic) |
289 | { |
|
|
290 | if (difficulty >= t->magic) |
|
|
291 | if (treasurelist *tl = treasurelist::find (t->name)) |
336 | create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); |
292 | create_treasure (tl, op, flag, difficulty, tries); |
337 | } |
293 | else |
|
|
294 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
295 | } |
338 | else { |
296 | else |
|
|
297 | { |
339 | if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { |
298 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
|
|
299 | { |
340 | tmp=arch_to_object(t->item); |
300 | object *tmp = arch_to_object (t->item); |
|
|
301 | |
|
|
302 | if (t->nrof && tmp->nrof <= 1) |
|
|
303 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
304 | |
|
|
305 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
|
|
306 | change_treasure (t, tmp); |
|
|
307 | put_treasure (tmp, op, flag); |
|
|
308 | } |
|
|
309 | } |
|
|
310 | |
|
|
311 | if (t->next_yes) |
|
|
312 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
|
|
313 | } |
|
|
314 | else if (t->next_no) |
|
|
315 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
|
|
316 | |
|
|
317 | if (t->next) |
|
|
318 | create_all_treasures (t->next, op, flag, difficulty, tries); |
|
|
319 | } |
|
|
320 | |
|
|
321 | static void |
|
|
322 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
|
|
323 | { |
|
|
324 | int value = rndm (tl->total_chance); |
|
|
325 | treasure *t; |
|
|
326 | |
|
|
327 | if (tries++ > 100) |
|
|
328 | { |
|
|
329 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
|
|
330 | return; |
|
|
331 | } |
|
|
332 | |
|
|
333 | for (t = tl->items; t; t = t->next) |
|
|
334 | { |
|
|
335 | value -= t->chance; |
|
|
336 | |
|
|
337 | if (value < 0) |
|
|
338 | break; |
|
|
339 | } |
|
|
340 | |
|
|
341 | if (!t || value >= 0) |
|
|
342 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
|
|
343 | |
|
|
344 | if (t->name) |
|
|
345 | { |
|
|
346 | if (difficulty >= t->magic) |
|
|
347 | { |
|
|
348 | treasurelist *tl = treasurelist::find (t->name); |
|
|
349 | if (tl) |
|
|
350 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
351 | } |
|
|
352 | else if (t->nrof) |
|
|
353 | create_one_treasure (tl, op, flag, difficulty, tries); |
|
|
354 | } |
|
|
355 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
|
|
356 | { |
|
|
357 | if (object *tmp = arch_to_object (t->item)) |
|
|
358 | { |
341 | if(t->nrof&&tmp->nrof<=1) |
359 | if (t->nrof && tmp->nrof <= 1) |
342 | tmp->nrof = RANDOM()%((int) t->nrof) + 1; |
360 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
361 | |
343 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
362 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
344 | change_treasure(t, tmp); |
363 | change_treasure (t, tmp); |
345 | put_treasure (tmp, op, flag); |
364 | put_treasure (tmp, op, flag); |
346 | } |
365 | } |
347 | } |
|
|
348 | if(t->next_yes!=NULL) |
|
|
349 | create_all_treasures(t->next_yes,op,flag,difficulty, tries); |
|
|
350 | } else |
|
|
351 | if(t->next_no!=NULL) |
|
|
352 | create_all_treasures(t->next_no,op,flag,difficulty,tries); |
|
|
353 | if(t->next!=NULL) |
|
|
354 | create_all_treasures(t->next,op,flag,difficulty, tries); |
|
|
355 | } |
|
|
356 | |
|
|
357 | void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, |
|
|
358 | int tries) |
|
|
359 | { |
|
|
360 | int value = RANDOM() % tl->total_chance; |
|
|
361 | treasure *t; |
|
|
362 | |
|
|
363 | if (tries++>100) { |
|
|
364 | LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
|
|
365 | return; |
|
|
366 | } |
|
|
367 | for (t=tl->items; t!=NULL; t=t->next) { |
|
|
368 | value -= t->chance; |
|
|
369 | if (value<0) break; |
|
|
370 | } |
|
|
371 | |
|
|
372 | if (!t || value>=0) { |
|
|
373 | LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
|
|
374 | abort(); |
|
|
375 | return; |
|
|
376 | } |
|
|
377 | if (t->name) { |
|
|
378 | if (!strcmp(t->name,"NONE")) return; |
|
|
379 | if (difficulty>=t->magic) |
|
|
380 | create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); |
|
|
381 | else if (t->nrof) |
|
|
382 | create_one_treasure(tl, op, flag, difficulty, tries); |
|
|
383 | return; |
|
|
384 | } |
|
|
385 | if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) { |
|
|
386 | object *tmp=arch_to_object(t->item); |
|
|
387 | if (!tmp) return; |
|
|
388 | if(t->nrof && tmp->nrof<=1) |
|
|
389 | tmp->nrof = RANDOM()%((int) t->nrof) + 1; |
|
|
390 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
|
|
391 | change_treasure(t, tmp); |
|
|
392 | put_treasure (tmp, op, flag); |
|
|
393 | } |
366 | } |
394 | } |
367 | } |
395 | |
368 | |
396 | /* This calls the appropriate treasure creation function. tries is passed |
369 | /* This calls the appropriate treasure creation function. tries is passed |
397 | * to determine how many list transitions or attempts to create treasure |
370 | * to determine how many list transitions or attempts to create treasure |
398 | * have been made. It is really in place to prevent infinite loops with |
371 | * have been made. It is really in place to prevent infinite loops with |
399 | * list transitions, or so that excessively good treasure will not be |
372 | * list transitions, or so that excessively good treasure will not be |
400 | * created on weak maps, because it will exceed the number of allowed tries |
373 | * created on weak maps, because it will exceed the number of allowed tries |
401 | * to do that. |
374 | * to do that. |
402 | */ |
375 | */ |
|
|
376 | void |
403 | void create_treasure(treasurelist *t, object *op, int flag, int difficulty, |
377 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
404 | int tries) |
|
|
405 | { |
378 | { |
|
|
379 | // empty treasurelists are legal |
|
|
380 | if (!tl->items) |
|
|
381 | return; |
406 | |
382 | |
407 | if (tries++>100) { |
383 | if (tries++ > 100) |
|
|
384 | { |
408 | LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); |
385 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
409 | return; |
386 | return; |
410 | } |
387 | } |
|
|
388 | |
411 | if (t->total_chance) |
389 | if (tl->total_chance) |
412 | create_one_treasure(t, op, flag,difficulty, tries); |
390 | create_one_treasure (tl, op, flag, difficulty, tries); |
413 | else |
391 | else |
414 | create_all_treasures(t->items, op, flag, difficulty, tries); |
392 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
415 | } |
393 | } |
416 | |
394 | |
417 | /* This is similar to the old generate treasure function. However, |
395 | /* This is similar to the old generate treasure function. However, |
418 | * it instead takes a treasurelist. It is really just a wrapper around |
396 | * it instead takes a treasurelist. It is really just a wrapper around |
419 | * create_treasure. We create a dummy object that the treasure gets |
397 | * create_treasure. We create a dummy object that the treasure gets |
420 | * inserted into, and then return that treausre |
398 | * inserted into, and then return that treausre |
421 | */ |
399 | */ |
|
|
400 | object * |
422 | object *generate_treasure(treasurelist *t, int difficulty) |
401 | generate_treasure (treasurelist *tl, int difficulty) |
423 | { |
402 | { |
424 | object *ob = get_object(), *tmp; |
403 | difficulty = clamp (difficulty, 1, settings.max_level); |
425 | |
404 | |
|
|
405 | object *ob = object::create (); |
|
|
406 | |
426 | create_treasure(t, ob, 0, difficulty, 0); |
407 | create_treasure (tl, ob, 0, difficulty, 0); |
427 | |
408 | |
428 | /* Don't want to free the object we are about to return */ |
409 | /* Don't want to free the object we are about to return */ |
429 | tmp = ob->inv; |
410 | object *tmp = ob->inv; |
430 | if (tmp!=NULL) remove_ob(tmp); |
411 | if (tmp) |
|
|
412 | tmp->remove (); |
|
|
413 | |
431 | if (ob->inv) { |
414 | if (ob->inv) |
432 | LOG(llevError,"In generate treasure, created multiple objects.\n"); |
415 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
433 | } |
416 | |
434 | free_object(ob); |
417 | ob->destroy (); |
435 | return tmp; |
418 | return tmp; |
436 | } |
419 | } |
437 | |
420 | |
438 | /* |
421 | /* |
439 | * This is a new way of calculating the chance for an item to have |
422 | * This is a new way of calculating the chance for an item to have |
440 | * a specific magical bonus. |
423 | * a specific magical bonus. |
441 | * The array has two arguments, the difficulty of the level, and the |
424 | * The array has two arguments, the difficulty of the level, and the |
442 | * magical bonus "wanted". |
425 | * magical bonus "wanted". |
443 | */ |
426 | */ |
444 | |
427 | |
445 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = |
428 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
446 | { |
|
|
447 | /*chance of magic difficulty*/ |
429 | // chance of magic difficulty |
448 | /* +0 +1 +2 +3 +4 */ |
430 | // +0 +1 +2 +3 +4 |
449 | { 95, 2, 2, 1, 0 }, /*1*/ |
431 | {95, 2, 2, 1, 0}, // 1 |
450 | { 92, 5, 2, 1, 0 }, /*2*/ |
432 | {92, 5, 2, 1, 0}, // 2 |
451 | { 85,10, 4, 1, 0 }, /*3*/ |
433 | {85, 10, 4, 1, 0}, // 3 |
452 | { 80,14, 4, 2, 0 }, /*4*/ |
434 | {80, 14, 4, 2, 0}, // 4 |
453 | { 75,17, 5, 2, 1 }, /*5*/ |
435 | {75, 17, 5, 2, 1}, // 5 |
454 | { 70,18, 8, 3, 1 }, /*6*/ |
436 | {70, 18, 8, 3, 1}, // 6 |
455 | { 65,21,10, 3, 1 }, /*7*/ |
437 | {65, 21, 10, 3, 1}, // 7 |
456 | { 60,22,12, 4, 2 }, /*8*/ |
438 | {60, 22, 12, 4, 2}, // 8 |
457 | { 55,25,14, 4, 2 }, /*9*/ |
439 | {55, 25, 14, 4, 2}, // 9 |
458 | { 50,27,16, 5, 2 }, /*10*/ |
440 | {50, 27, 16, 5, 2}, // 10 |
459 | { 45,28,18, 6, 3 }, /*11*/ |
441 | {45, 28, 18, 6, 3}, // 11 |
460 | { 42,28,20, 7, 3 }, /*12*/ |
442 | {42, 28, 20, 7, 3}, // 12 |
461 | { 40,27,21, 8, 4 }, /*13*/ |
443 | {40, 27, 21, 8, 4}, // 13 |
462 | { 38,25,22,10, 5 }, /*14*/ |
444 | {38, 25, 22, 10, 5}, // 14 |
463 | { 36,23,23,12, 6 }, /*15*/ |
445 | {36, 23, 23, 12, 6}, // 15 |
464 | { 33,21,24,14, 8 }, /*16*/ |
446 | {33, 21, 24, 14, 8}, // 16 |
465 | { 31,19,25,16, 9 }, /*17*/ |
447 | {31, 19, 25, 16, 9}, // 17 |
466 | { 27,15,30,18,10 }, /*18*/ |
448 | {27, 15, 30, 18, 10}, // 18 |
467 | { 20,12,30,25,13 }, /*19*/ |
449 | {20, 12, 30, 25, 13}, // 19 |
468 | { 15,10,28,30,17 }, /*20*/ |
450 | {15, 10, 28, 30, 17}, // 20 |
469 | { 13, 9,27,28,23 }, /*21*/ |
451 | {13, 9, 27, 28, 23}, // 21 |
470 | { 10, 8,25,28,29 }, /*22*/ |
452 | {10, 8, 25, 28, 29}, // 22 |
471 | { 8, 7,23,26,36 }, /*23*/ |
453 | { 8, 7, 23, 26, 36}, // 23 |
472 | { 6, 6,20,22,46 }, /*24*/ |
454 | { 6, 6, 20, 22, 46}, // 24 |
473 | { 4, 5,17,18,56 }, /*25*/ |
455 | { 4, 5, 17, 18, 56}, // 25 |
474 | { 2, 4,12,14,68 }, /*26*/ |
456 | { 2, 4, 12, 14, 68}, // 26 |
475 | { 0, 3, 7,10,80 }, /*27*/ |
457 | { 0, 3, 7, 10, 80}, // 27 |
476 | { 0, 0, 3, 7,90 }, /*28*/ |
458 | { 0, 0, 3, 7, 90}, // 28 |
477 | { 0, 0, 0, 3,97 }, /*29*/ |
459 | { 0, 0, 0, 3, 97}, // 29 |
478 | { 0, 0, 0, 0,100}, /*30*/ |
460 | { 0, 0, 0, 0, 100}, // 30 |
479 | { 0, 0, 0, 0,100}, /*31*/ |
461 | { 0, 0, 0, 0, 100}, // 31 |
480 | }; |
462 | }; |
481 | |
|
|
482 | |
463 | |
483 | /* calculate the appropriate level for wands staves and scrolls. |
464 | /* calculate the appropriate level for wands staves and scrolls. |
484 | * This code presumes that op has had its spell object created (in op->inv) |
465 | * This code presumes that op has had its spell object created (in op->inv) |
485 | * |
466 | * |
486 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
467 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
487 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
468 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
488 | */ |
469 | */ |
489 | |
470 | int |
490 | int level_for_item (const object *op, int difficulty) |
471 | level_for_item (const object *op, int difficulty) |
491 | { |
472 | { |
492 | int mult = 0, olevel = 0; |
473 | int olevel = 0; |
493 | |
474 | |
494 | if (!op->inv) |
475 | if (!op->inv) |
495 | { |
476 | { |
496 | LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); |
477 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
497 | return 0; |
478 | return 0; |
498 | } |
479 | } |
499 | |
480 | |
500 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
481 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
501 | |
482 | |
502 | if (olevel <= 0) |
483 | if (olevel <= 0) |
… | |
… | |
516 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
497 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
517 | * Scaling difficulty by max_level, as difficulty is a level and not some |
498 | * Scaling difficulty by max_level, as difficulty is a level and not some |
518 | * weird integer between 1-31. |
499 | * weird integer between 1-31. |
519 | * |
500 | * |
520 | */ |
501 | */ |
521 | |
502 | int |
522 | int magic_from_difficulty(int difficulty) |
503 | magic_from_difficulty (int difficulty) |
523 | { |
504 | { |
524 | int percent = 0, magic = 0; |
505 | int percent = 0, magic = 0; |
525 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
506 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
526 | |
507 | |
527 | scaled_diff--; |
508 | scaled_diff--; |
528 | |
509 | |
529 | if(scaled_diff < 0) |
510 | if (scaled_diff < 0) |
530 | scaled_diff = 0; |
511 | scaled_diff = 0; |
531 | |
512 | |
532 | if (scaled_diff >= DIFFLEVELS) |
513 | if (scaled_diff >= DIFFLEVELS) |
533 | scaled_diff = DIFFLEVELS-1; |
514 | scaled_diff = DIFFLEVELS - 1; |
534 | |
515 | |
535 | percent = RANDOM()%100; |
516 | percent = rndm (100); |
536 | |
517 | |
537 | for(magic = 0; magic < (MAXMAGIC + 1); magic++) |
518 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
538 | { |
519 | { |
539 | percent -= difftomagic_list[scaled_diff][magic]; |
520 | percent -= difftomagic_list[scaled_diff][magic]; |
540 | |
521 | |
541 | if (percent < 0) |
522 | if (percent < 0) |
542 | break; |
523 | break; |
543 | } |
524 | } |
544 | |
525 | |
545 | if (magic == (MAXMAGIC + 1)) |
526 | if (magic == (MAXMAGIC + 1)) |
546 | { |
527 | { |
547 | LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
528 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
548 | magic = 0; |
529 | magic = 0; |
549 | } |
530 | } |
550 | |
531 | |
551 | magic = (RANDOM() % 3) ? magic : -magic; |
532 | magic = (rndm (3)) ? magic : -magic; |
552 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
533 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
553 | |
534 | |
554 | return magic; |
535 | return magic; |
555 | } |
536 | } |
556 | |
537 | |
… | |
… | |
559 | * the armour variable, and the effect on speed of armour. |
540 | * the armour variable, and the effect on speed of armour. |
560 | * This function doesn't work properly, should add use of archetypes |
541 | * This function doesn't work properly, should add use of archetypes |
561 | * to make it truly absolute. |
542 | * to make it truly absolute. |
562 | */ |
543 | */ |
563 | |
544 | |
|
|
545 | void |
564 | void set_abs_magic(object *op, int magic) { |
546 | set_abs_magic (object *op, int magic) |
|
|
547 | { |
565 | if(!magic) |
548 | if (!magic) |
566 | return; |
549 | return; |
567 | |
550 | |
568 | op->magic=magic; |
551 | op->magic = magic; |
569 | if (op->arch) { |
552 | if (op->arch) |
|
|
553 | { |
570 | if (op->type == ARMOUR) |
554 | if (op->type == ARMOUR) |
571 | ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; |
555 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
572 | |
556 | |
573 | if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ |
557 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
574 | magic = (-magic); |
558 | magic = (-magic); |
575 | op->weight = (op->arch->clone.weight*(100-magic*10))/100; |
559 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
|
|
560 | } |
576 | } else { |
561 | else |
|
|
562 | { |
577 | if(op->type==ARMOUR) |
563 | if (op->type == ARMOUR) |
578 | ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; |
564 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
579 | if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ |
565 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
580 | magic = (-magic); |
566 | magic = (-magic); |
581 | op->weight=(op->weight*(100-magic*10))/100; |
567 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
582 | } |
568 | } |
583 | } |
569 | } |
584 | |
570 | |
585 | /* |
571 | /* |
586 | * Sets a random magical bonus in the given object based upon |
572 | * Sets a random magical bonus in the given object based upon |
587 | * the given difficulty, and the given max possible bonus. |
573 | * the given difficulty, and the given max possible bonus. |
588 | */ |
574 | */ |
589 | |
575 | |
|
|
576 | static void |
590 | static void set_magic (int difficulty, object *op, int max_magic, int flags) |
577 | set_magic (int difficulty, object *op, int max_magic, int flags) |
591 | { |
578 | { |
592 | int i; |
579 | int i; |
|
|
580 | |
593 | i = magic_from_difficulty(difficulty); |
581 | i = magic_from_difficulty (difficulty); |
594 | if ((flags & GT_ONLY_GOOD) && i < 0) |
582 | if ((flags & GT_ONLY_GOOD) && i < 0) |
595 | i = -i; |
583 | i = -i; |
596 | if(i > max_magic) |
584 | if (i > max_magic) |
597 | i = max_magic; |
585 | i = max_magic; |
598 | set_abs_magic(op,i); |
586 | set_abs_magic (op, i); |
599 | if (i < 0) |
587 | if (i < 0) |
600 | SET_FLAG(op, FLAG_CURSED); |
588 | SET_FLAG (op, FLAG_CURSED); |
601 | } |
589 | } |
602 | |
590 | |
603 | /* |
591 | /* |
604 | * Randomly adds one magical ability to the given object. |
592 | * Randomly adds one magical ability to the given object. |
605 | * Modified for Partial Resistance in many ways: |
593 | * Modified for Partial Resistance in many ways: |
606 | * 1) Since rings can have multiple bonuses, if the same bonus |
594 | * 1) Since rings can have multiple bonuses, if the same bonus |
607 | * is rolled again, increase it - the bonuses now stack with |
595 | * is rolled again, increase it - the bonuses now stack with |
608 | * other bonuses previously rolled and ones the item might natively have. |
596 | * other bonuses previously rolled and ones the item might natively have. |
609 | * 2) Add code to deal with new PR method. |
597 | * 2) Add code to deal with new PR method. |
610 | */ |
598 | */ |
611 | |
599 | void |
612 | void set_ring_bonus(object *op,int bonus) { |
600 | set_ring_bonus (object *op, int bonus) |
|
|
601 | { |
613 | |
602 | |
614 | int r=RANDOM()%(bonus>0?25:11); |
603 | int r = rndm (bonus > 0 ? 25 : 11); |
615 | |
604 | |
616 | if(op->type==AMULET) { |
605 | if (op->type == AMULET) |
617 | if(!(RANDOM()%21)) |
606 | { |
618 | r=20+RANDOM()%2; |
607 | if (!(rndm (21))) |
|
|
608 | r = 20 + rndm (2); |
619 | else { |
609 | else |
620 | if(RANDOM()&2) |
610 | { |
|
|
611 | if (rndm (2)) |
621 | r=10; |
612 | r = 10; |
622 | else |
613 | else |
623 | r=11+RANDOM()%9; |
614 | r = 11 + rndm (9); |
624 | } |
615 | } |
625 | } |
616 | } |
626 | |
617 | |
627 | switch(r) { |
618 | switch (r) |
|
|
619 | { |
628 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
620 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
629 | * bonuses and penalties will stack and add to existing values. |
621 | * bonuses and penalties will stack and add to existing values. |
630 | * of the item. |
622 | * of the item. |
631 | */ |
623 | */ |
632 | case 0: |
624 | case 0: |
633 | case 1: |
625 | case 1: |
634 | case 2: |
626 | case 2: |
635 | case 3: |
627 | case 3: |
636 | case 4: |
628 | case 4: |
637 | case 5: |
629 | case 5: |
638 | case 6: |
630 | case 6: |
639 | set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); |
631 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
640 | break; |
632 | break; |
641 | |
633 | |
642 | case 7: |
634 | case 7: |
643 | op->stats.dam+=bonus; |
635 | op->stats.dam += bonus; |
644 | break; |
636 | break; |
645 | |
637 | |
646 | case 8: |
638 | case 8: |
647 | op->stats.wc+=bonus; |
639 | op->stats.wc += bonus; |
648 | break; |
640 | break; |
649 | |
641 | |
650 | case 9: |
642 | case 9: |
651 | op->stats.food+=bonus; /* hunger/sustenance */ |
643 | op->stats.food += bonus; /* hunger/sustenance */ |
652 | break; |
644 | break; |
653 | |
645 | |
654 | case 10: |
646 | case 10: |
655 | op->stats.ac+=bonus; |
647 | op->stats.ac += bonus; |
656 | break; |
648 | break; |
657 | |
649 | |
658 | /* Item that gives protections/vulnerabilities */ |
650 | /* Item that gives protections/vulnerabilities */ |
659 | case 11: |
651 | case 11: |
660 | case 12: |
652 | case 12: |
661 | case 13: |
653 | case 13: |
662 | case 14: |
654 | case 14: |
663 | case 15: |
655 | case 15: |
664 | case 16: |
656 | case 16: |
665 | case 17: |
657 | case 17: |
666 | case 18: |
658 | case 18: |
667 | case 19: |
659 | case 19: |
668 | { |
660 | { |
669 | int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; |
661 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
670 | |
662 | |
671 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
663 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
672 | val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; |
664 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
673 | |
665 | |
674 | /* Cursed items need to have higher negative values to equal out with |
666 | /* Cursed items need to have higher negative values to equal out with |
675 | * positive values for how protections work out. Put another |
667 | * positive values for how protections work out. Put another |
676 | * little random element in since that they don't always end up with |
668 | * little random element in since that they don't always end up with |
677 | * even values. |
669 | * even values. |
678 | */ |
670 | */ |
679 | if (bonus<0) val = 2*-val - RANDOM() % b; |
671 | if (bonus < 0) |
680 | if (val>35) val=35; /* Upper limit */ |
672 | val = 2 * -val - rndm (b); |
|
|
673 | if (val > 35) |
|
|
674 | val = 35; /* Upper limit */ |
681 | b=0; |
675 | b = 0; |
|
|
676 | |
682 | while (op->resist[resist_table[resist]]!=0 && b<4) { |
677 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
683 | resist=RANDOM() % num_resist_table; |
678 | resist = rndm (num_resist_table); |
684 | } |
679 | |
|
|
680 | if (b == 4) |
685 | if (b==4) return; /* Not able to find a free resistance */ |
681 | return; /* Not able to find a free resistance */ |
|
|
682 | |
686 | op->resist[resist_table[resist]] = val; |
683 | op->resist[resist_table[resist]] = val; |
687 | /* We should probably do something more clever here to adjust value |
684 | /* We should probably do something more clever here to adjust value |
688 | * based on how good a resistance we gave. |
685 | * based on how good a resistance we gave. |
689 | */ |
686 | */ |
690 | break; |
687 | break; |
691 | } |
688 | } |
692 | case 20: |
689 | case 20: |
693 | if(op->type==AMULET) { |
690 | if (op->type == AMULET) |
|
|
691 | { |
694 | SET_FLAG(op,FLAG_REFL_SPELL); |
692 | SET_FLAG (op, FLAG_REFL_SPELL); |
695 | op->value*=11; |
693 | op->value *= 11; |
696 | } else { |
|
|
697 | op->stats.hp=1; /* regenerate hit points */ |
|
|
698 | op->value*=4; |
|
|
699 | } |
694 | } |
|
|
695 | else |
|
|
696 | { |
|
|
697 | op->stats.hp = 1; /* regenerate hit points */ |
|
|
698 | op->value *= 4; |
|
|
699 | } |
700 | break; |
700 | break; |
701 | |
701 | |
702 | case 21: |
702 | case 21: |
703 | if(op->type==AMULET) { |
703 | if (op->type == AMULET) |
|
|
704 | { |
704 | SET_FLAG(op,FLAG_REFL_MISSILE); |
705 | SET_FLAG (op, FLAG_REFL_MISSILE); |
705 | op->value*=9; |
706 | op->value *= 9; |
706 | } else { |
|
|
707 | op->stats.sp=1; /* regenerate spell points */ |
|
|
708 | op->value*=3; |
|
|
709 | } |
707 | } |
|
|
708 | else |
|
|
709 | { |
|
|
710 | op->stats.sp = 1; /* regenerate spell points */ |
|
|
711 | op->value *= 3; |
|
|
712 | } |
710 | break; |
713 | break; |
711 | |
714 | |
712 | case 22: |
715 | case 22: |
713 | op->stats.exp+=bonus; /* Speed! */ |
716 | op->stats.exp += bonus; /* Speed! */ |
714 | op->value=(op->value*2)/3; |
717 | op->value = (op->value * 2) / 3; |
715 | break; |
718 | break; |
716 | } |
719 | } |
|
|
720 | |
717 | if(bonus>0) |
721 | if (bonus > 0) |
718 | op->value*=2*bonus; |
722 | op->value *= 2 * bonus; |
719 | else |
723 | else |
720 | op->value= -(op->value*2*bonus)/3; |
724 | op->value = -(op->value * 2 * bonus) / 3; |
721 | } |
725 | } |
722 | |
726 | |
723 | /* |
727 | /* |
724 | * get_magic(diff) will return a random number between 0 and 4. |
728 | * get_magic(diff) will return a random number between 0 and 4. |
725 | * diff can be any value above 2. The higher the diff-variable, the |
729 | * diff can be any value above 2. The higher the diff-variable, the |
726 | * higher is the chance of returning a low number. |
730 | * higher is the chance of returning a low number. |
727 | * It is only used in fix_generated_treasure() to set bonuses on |
731 | * It is only used in fix_generated_treasure() to set bonuses on |
728 | * rings and amulets. |
732 | * rings and amulets. |
729 | * Another scheme is used to calculate the magic of weapons and armours. |
733 | * Another scheme is used to calculate the magic of weapons and armours. |
730 | */ |
734 | */ |
731 | |
735 | int |
732 | int get_magic(int diff) { |
736 | get_magic (int diff) |
|
|
737 | { |
733 | int i; |
738 | int i; |
|
|
739 | |
734 | if(diff<3) |
740 | if (diff < 3) |
735 | diff=3; |
741 | diff = 3; |
|
|
742 | |
736 | for(i=0;i<4;i++) |
743 | for (i = 0; i < 4; i++) |
737 | if(RANDOM()%diff) return i; |
744 | if (rndm (diff)) |
|
|
745 | return i; |
|
|
746 | |
738 | return 4; |
747 | return 4; |
739 | } |
748 | } |
740 | |
749 | |
741 | #define DICE2 (get_magic(2)==2?2:1) |
750 | #define DICE2 (get_magic(2)==2?2:1) |
742 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
751 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
743 | |
752 | |
744 | /* |
753 | /* |
745 | * fix_generated_item(): This is called after an item is generated, in |
754 | * fix_generated_item(): This is called after an item is generated, in |
746 | * order to set it up right. This produced magical bonuses, puts spells |
755 | * order to set it up right. This produced magical bonuses, puts spells |
747 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
756 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
748 | */ |
757 | */ |
|
|
758 | |
749 | /* 4/28/96 added creator object from which op may now inherit properties based on |
759 | /* 4/28/96 added creator object from which op may now inherit properties based on |
750 | * op->type. Right now, which stuff the creator passes on is object type |
760 | * op->type. Right now, which stuff the creator passes on is object type |
751 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
761 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
752 | * way to do this? b.t. */ |
762 | * way to do this? b.t. */ |
|
|
763 | |
753 | /* |
764 | /* |
754 | * ! (flags & GT_ENVIRONMENT): |
765 | * ! (flags & GT_ENVIRONMENT): |
755 | * Automatically calls fix_flesh_item(). |
766 | * Automatically calls fix_flesh_item(). |
756 | * |
767 | * |
757 | * flags: |
768 | * flags: |
… | |
… | |
759 | * value. |
770 | * value. |
760 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
771 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
761 | * a working object - don't change magic, value, etc, but set it material |
772 | * a working object - don't change magic, value, etc, but set it material |
762 | * type as appropriate, for objects that need spell objects, set those, etc |
773 | * type as appropriate, for objects that need spell objects, set those, etc |
763 | */ |
774 | */ |
764 | |
775 | void |
765 | void fix_generated_item (object * op, object * creator, int difficulty, |
776 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
766 | int max_magic, int flags) |
|
|
767 | { |
777 | { |
768 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
778 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
769 | |
779 | |
770 | if (!creator || creator->type == op->type) |
780 | if (!creator || creator->type == op->type) |
771 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
781 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
… | |
… | |
774 | save_item_power = op->item_power; |
784 | save_item_power = op->item_power; |
775 | op->item_power = 0; |
785 | op->item_power = 0; |
776 | |
786 | |
777 | if (op->randomitems && op->type != SPELL) |
787 | if (op->randomitems && op->type != SPELL) |
778 | { |
788 | { |
779 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
789 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
780 | if (!op->inv) |
|
|
781 | LOG (llevDebug, |
|
|
782 | "fix_generated_item: Unable to generate treasure for %s\n", |
|
|
783 | op->name); |
|
|
784 | |
|
|
785 | /* So the treasure doesn't get created again */ |
790 | /* So the treasure doesn't get created again */ |
786 | op->randomitems = NULL; |
791 | op->randomitems = 0; |
787 | } |
792 | } |
788 | |
793 | |
789 | if (difficulty < 1) |
794 | if (difficulty < 1) |
790 | difficulty = 1; |
795 | difficulty = 1; |
|
|
796 | |
|
|
797 | if (INVOKE_OBJECT (ADD_BONUS, op, |
|
|
798 | ARG_OBJECT (creator != op ? creator : 0), |
|
|
799 | ARG_INT (difficulty), ARG_INT (max_magic), |
|
|
800 | ARG_INT (flags))) |
|
|
801 | return; |
791 | |
802 | |
792 | if (!(flags & GT_MINIMAL)) |
803 | if (!(flags & GT_MINIMAL)) |
793 | { |
804 | { |
794 | if (op->arch == crown_arch) |
805 | if (op->arch == crown_arch) |
795 | { |
806 | { |
… | |
… | |
802 | if (!op->magic && max_magic) |
813 | if (!op->magic && max_magic) |
803 | set_magic (difficulty, op, max_magic, flags); |
814 | set_magic (difficulty, op, max_magic, flags); |
804 | |
815 | |
805 | num_enchantments = calc_item_power (op, 1); |
816 | num_enchantments = calc_item_power (op, 1); |
806 | |
817 | |
807 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) |
818 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
808 | || op->type == HORN |
819 | || op->type == HORN |
809 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
820 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
810 | * used for shop_floors or treasures */ |
821 | * used for shop_floors or treasures */ |
811 | generate_artifact (op, difficulty); |
822 | generate_artifact (op, difficulty); |
812 | } |
823 | } |
813 | |
824 | |
814 | /* Object was made an artifact. Calculate its item_power rating. |
825 | /* Object was made an artifact. Calculate its item_power rating. |
815 | * the item_power in the object is what the artfiact adds. |
826 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
822 | * out the power from the base power plus what this one adds. Note |
833 | * out the power from the base power plus what this one adds. Note |
823 | * that since item_power is not quite linear, this actually ends up |
834 | * that since item_power is not quite linear, this actually ends up |
824 | * being somewhat of a bonus |
835 | * being somewhat of a bonus |
825 | */ |
836 | */ |
826 | if (save_item_power) |
837 | if (save_item_power) |
827 | op->item_power = |
|
|
828 | save_item_power + get_power_from_ench (op->item_power); |
838 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
829 | else |
839 | else |
830 | op->item_power = |
|
|
831 | get_power_from_ench (op->item_power + num_enchantments); |
840 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
832 | } |
841 | } |
833 | else if (save_item_power) |
842 | else if (save_item_power) |
834 | { |
843 | { |
835 | /* restore the item_power field to the object if we haven't changed it. |
844 | /* restore the item_power field to the object if we haven't changed it. |
836 | * we don't care about num_enchantments - that will basically just |
845 | * we don't care about num_enchantments - that will basically just |
… | |
… | |
844 | * was never previously calculated. Let's compute a value and see if |
853 | * was never previously calculated. Let's compute a value and see if |
845 | * it is non-zero. If it indeed is, then assign it as the new |
854 | * it is non-zero. If it indeed is, then assign it as the new |
846 | * item_power value. |
855 | * item_power value. |
847 | * - gros, 21th of July 2006. |
856 | * - gros, 21th of July 2006. |
848 | */ |
857 | */ |
849 | op->item_power = calc_item_power(op,0); |
858 | op->item_power = calc_item_power (op, 0); |
850 | save_item_power = op->item_power; /* Just in case it would get used |
859 | save_item_power = op->item_power; /* Just in case it would get used |
851 | * again below */ |
860 | * again below */ |
852 | } |
861 | } |
853 | } |
862 | } |
854 | |
863 | |
855 | /* materialtype modifications. Note we allow this on artifacts. */ |
864 | /* materialtype modifications. Note we allow this on artifacts. */ |
856 | set_materialname (op, difficulty, NULL); |
865 | set_materialname (op, difficulty, NULL); |
… | |
… | |
869 | } |
878 | } |
870 | } |
879 | } |
871 | else if (!op->title) /* Only modify object if not special */ |
880 | else if (!op->title) /* Only modify object if not special */ |
872 | switch (op->type) |
881 | switch (op->type) |
873 | { |
882 | { |
874 | case WEAPON: |
883 | case WEAPON: |
875 | case ARMOUR: |
884 | case ARMOUR: |
876 | case SHIELD: |
885 | case SHIELD: |
877 | case HELMET: |
886 | case HELMET: |
878 | case CLOAK: |
887 | case CLOAK: |
879 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
888 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
880 | set_ring_bonus (op, -DICE2); |
889 | set_ring_bonus (op, -DICE2); |
881 | break; |
890 | break; |
882 | |
891 | |
883 | case BRACERS: |
892 | case BRACERS: |
884 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
893 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
|
|
894 | { |
|
|
895 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
896 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
897 | op->value *= 3; |
|
|
898 | } |
|
|
899 | break; |
|
|
900 | |
|
|
901 | case POTION: |
885 | { |
902 | { |
|
|
903 | int too_many_tries = 0, is_special = 0; |
|
|
904 | |
|
|
905 | /* Handle healing and magic power potions */ |
|
|
906 | if (op->stats.sp && !op->randomitems) |
|
|
907 | { |
|
|
908 | object *tmp; |
|
|
909 | |
|
|
910 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
911 | insert_ob_in_ob (tmp, op); |
|
|
912 | op->stats.sp = 0; |
|
|
913 | } |
|
|
914 | |
|
|
915 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
916 | { |
|
|
917 | generate_artifact (op, difficulty); |
|
|
918 | if (too_many_tries++ > 10) |
|
|
919 | break; |
|
|
920 | } |
|
|
921 | |
|
|
922 | /* don't want to change value for healing/magic power potions, |
|
|
923 | * since the value set on those is already correct. |
|
|
924 | */ |
|
|
925 | if (op->inv && op->randomitems) |
|
|
926 | { |
|
|
927 | /* value multiplier is same as for scrolls */ |
|
|
928 | op->value = (op->value * op->inv->value); |
|
|
929 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
|
|
930 | } |
|
|
931 | else |
|
|
932 | { |
|
|
933 | op->name = "potion"; |
|
|
934 | op->name_pl = "potions"; |
|
|
935 | } |
|
|
936 | |
|
|
937 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
|
|
938 | SET_FLAG (op, FLAG_CURSED); |
|
|
939 | break; |
|
|
940 | } |
|
|
941 | |
|
|
942 | case AMULET: |
|
|
943 | if (op->arch == amulet_arch) |
|
|
944 | op->value *= 5; /* Since it's not just decoration */ |
|
|
945 | |
|
|
946 | 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! */ |
|
|
955 | break; |
|
|
956 | |
|
|
957 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
|
|
958 | SET_FLAG (op, FLAG_CURSED); |
|
|
959 | |
886 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
960 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
887 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
888 | op->value *= 3; |
|
|
889 | } |
|
|
890 | break; |
|
|
891 | |
961 | |
892 | case POTION: |
962 | if (op->type != RING) /* Amulets have only one ability */ |
893 | { |
|
|
894 | int too_many_tries = 0, is_special = 0; |
|
|
895 | |
|
|
896 | /* Handle healing and magic power potions */ |
|
|
897 | if (op->stats.sp && !op->randomitems) |
|
|
898 | { |
|
|
899 | object *tmp; |
|
|
900 | |
|
|
901 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
902 | insert_ob_in_ob (tmp, op); |
|
|
903 | op->stats.sp = 0; |
|
|
904 | } |
|
|
905 | |
|
|
906 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
907 | { |
|
|
908 | generate_artifact (op, difficulty); |
|
|
909 | if (too_many_tries++ > 10) |
|
|
910 | break; |
963 | break; |
911 | } |
|
|
912 | |
964 | |
913 | /* don't want to change value for healing/magic power potions, |
965 | if (!(rndm (4))) |
914 | * since the value set on those is already correct. |
|
|
915 | */ |
|
|
916 | if (op->inv && op->randomitems) |
|
|
917 | { |
966 | { |
918 | /* value multiplier is same as for scrolls */ |
967 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
919 | op->value = (op->value * op->inv->value); |
968 | |
920 | op->level = |
969 | if (d > 0) |
921 | op->inv->level / 2 + RANDOM () % difficulty |
970 | op->value *= 3; |
922 | + RANDOM () % difficulty; |
971 | |
|
|
972 | set_ring_bonus (op, d); |
|
|
973 | |
|
|
974 | if (!(rndm (4))) |
|
|
975 | { |
|
|
976 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
|
|
977 | |
|
|
978 | if (d > 0) |
|
|
979 | op->value *= 5; |
|
|
980 | set_ring_bonus (op, d); |
|
|
981 | } |
923 | } |
982 | } |
924 | else |
|
|
925 | { |
|
|
926 | FREE_AND_COPY (op->name, "potion"); |
|
|
927 | FREE_AND_COPY (op->name_pl, "potions"); |
|
|
928 | } |
|
|
929 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
930 | SET_FLAG (op, FLAG_CURSED); |
|
|
931 | break; |
|
|
932 | } |
|
|
933 | |
983 | |
934 | case AMULET: |
984 | if (GET_ANIM_ID (op)) |
935 | if (op->arch == amulet_arch) |
985 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
936 | op->value *= 5; /* Since it's not just decoration */ |
|
|
937 | |
986 | |
938 | case RING: |
|
|
939 | if (op->arch == NULL) |
|
|
940 | { |
|
|
941 | remove_ob (op); |
|
|
942 | free_object (op); |
|
|
943 | op = NULL; |
|
|
944 | break; |
987 | break; |
|
|
988 | |
|
|
989 | case BOOK: |
|
|
990 | /* Is it an empty book?, if yes lets make a special· |
|
|
991 | * msg for it, and tailor its properties based on the· |
|
|
992 | * creator and/or map level we found it on. |
945 | } |
993 | */ |
946 | |
994 | if (!op->msg && rndm (10)) |
947 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
948 | break; |
|
|
949 | |
|
|
950 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
951 | SET_FLAG (op, FLAG_CURSED); |
|
|
952 | |
|
|
953 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
954 | |
|
|
955 | if (op->type != RING) /* Amulets have only one ability */ |
|
|
956 | break; |
|
|
957 | |
|
|
958 | if (!(RANDOM () % 4)) |
|
|
959 | { |
|
|
960 | int d = (RANDOM () % 2 |
|
|
961 | || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
|
|
962 | |
|
|
963 | if (d > 0) |
|
|
964 | op->value *= 3; |
|
|
965 | |
|
|
966 | set_ring_bonus (op, d); |
|
|
967 | |
|
|
968 | if (!(RANDOM () % 4)) |
|
|
969 | { |
995 | { |
970 | int d = (RANDOM () % 3 |
996 | /* set the book level properly */ |
971 | || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
997 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
972 | if (d > 0) |
998 | { |
973 | op->value *= 5; |
999 | if (op->map && op->map->difficulty) |
974 | set_ring_bonus (op, d); |
1000 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
|
|
1001 | else |
|
|
1002 | op->level = rndm (20) + 1; |
|
|
1003 | } |
|
|
1004 | else |
|
|
1005 | op->level = rndm (creator->level); |
|
|
1006 | |
|
|
1007 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
|
|
1008 | /* books w/ info are worth more! */ |
|
|
1009 | 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 | |
|
|
1020 | /* add exp so reading it gives xp (once) */ |
|
|
1021 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
975 | } |
1022 | } |
976 | } |
|
|
977 | |
|
|
978 | if (GET_ANIM_ID (op)) |
|
|
979 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
|
|
980 | |
|
|
981 | break; |
1023 | break; |
982 | |
1024 | |
983 | case BOOK: |
1025 | case SPELLBOOK: |
984 | /* Is it an empty book?, if yes lets make a special· |
1026 | op->value = op->value * op->inv->value; |
985 | * msg for it, and tailor its properties based on the· |
1027 | /* add exp so learning gives xp */ |
986 | * creator and/or map level we found it on. |
1028 | op->level = op->inv->level; |
|
|
1029 | op->stats.exp = op->value; |
|
|
1030 | break; |
|
|
1031 | |
|
|
1032 | case WAND: |
|
|
1033 | /* nrof in the treasure list is number of charges, |
|
|
1034 | * not number of wands. So copy that into food (charges), |
|
|
1035 | * and reset nrof. |
987 | */ |
1036 | */ |
988 | if (!op->msg && RANDOM () % 10) |
1037 | op->stats.food = op->inv->nrof; |
|
|
1038 | op->nrof = 1; |
|
|
1039 | /* If the spell changes by level, choose a random level |
|
|
1040 | * for it, and adjust price. If the spell doesn't |
|
|
1041 | * change by level, just set the wand to the level of |
|
|
1042 | * the spell, and value calculation is simpler. |
989 | { |
1043 | */ |
990 | /* set the book level properly */ |
1044 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
991 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
|
|
992 | { |
1045 | { |
993 | if (op->map && op->map->difficulty) |
1046 | op->level = level_for_item (op, difficulty); |
994 | op->level = |
1047 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
995 | RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
|
|
996 | else |
|
|
997 | op->level = RANDOM () % 20 + 1; |
|
|
998 | } |
1048 | } |
999 | else |
1049 | else |
1000 | op->level = RANDOM () % creator->level; |
1050 | { |
1001 | |
|
|
1002 | tailor_readable_ob (op, |
|
|
1003 | (creator |
|
|
1004 | && creator->stats.sp) ? creator->stats. |
|
|
1005 | sp : -1); |
|
|
1006 | /* books w/ info are worth more! */ |
|
|
1007 | op->value *= |
|
|
1008 | ((op->level > |
|
|
1009 | 10 ? op->level : (op->level + |
1051 | op->level = op->inv->level; |
1010 | 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1052 | op->value = op->value * op->inv->value; |
1011 | /* creator related stuff */ |
1053 | } |
|
|
1054 | break; |
1012 | |
1055 | |
1013 | /* for library, chained books. Note that some monsters have no_pick |
1056 | case ROD: |
1014 | * set - we don't want to set no pick in that case. |
1057 | op->level = level_for_item (op, difficulty); |
|
|
1058 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1059 | * reasonable. Otherwise, a high level version of a low level |
|
|
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. |
1015 | */ |
1062 | */ |
1016 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && |
1063 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1017 | !QUERY_FLAG (creator, FLAG_MONSTER)) |
1064 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1018 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1019 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1020 | op->slaying = add_string (creator->slaying); |
|
|
1021 | |
|
|
1022 | /* add exp so reading it gives xp (once) */ |
|
|
1023 | op->stats.exp = |
1065 | if (op->stats.maxhp) |
1024 | op->value > 10000 ? op->value / 5 : op->value / 10; |
1066 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1025 | } |
1067 | else |
|
|
1068 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1069 | |
|
|
1070 | op->stats.hp = op->stats.maxhp; |
1026 | break; |
1071 | break; |
1027 | |
1072 | |
1028 | case SPELLBOOK: |
1073 | case SCROLL: |
1029 | op->value = op->value * op->inv->value; |
|
|
1030 | /* add exp so learning gives xp */ |
|
|
1031 | op->level = op->inv->level; |
|
|
1032 | op->stats.exp = op->value; |
|
|
1033 | break; |
|
|
1034 | |
|
|
1035 | case WAND: |
|
|
1036 | /* nrof in the treasure list is number of charges, |
|
|
1037 | * not number of wands. So copy that into food (charges), |
|
|
1038 | * and reset nrof. |
|
|
1039 | */ |
|
|
1040 | op->stats.food = op->inv->nrof; |
|
|
1041 | op->nrof = 1; |
|
|
1042 | /* If the spell changes by level, choose a random level |
|
|
1043 | * for it, and adjust price. If the spell doesn't |
|
|
1044 | * change by level, just set the wand to the level of |
|
|
1045 | * the spell, and value calculation is simpler. |
|
|
1046 | */ |
|
|
1047 | if (op->inv->duration_modifier || op->inv->dam_modifier || |
|
|
1048 | op->inv->range_modifier) |
|
|
1049 | { |
|
|
1050 | op->level = level_for_item (op, difficulty); |
1074 | op->level = level_for_item (op, difficulty); |
1051 | op->value = op->value * op->inv->value * (op->level + 50) / |
|
|
1052 | (op->inv->level + 50); |
|
|
1053 | } |
|
|
1054 | else |
|
|
1055 | { |
|
|
1056 | op->level = op->inv->level; |
|
|
1057 | op->value = op->value * op->inv->value; |
|
|
1058 | } |
|
|
1059 | break; |
|
|
1060 | |
|
|
1061 | case ROD: |
|
|
1062 | op->level = level_for_item (op, difficulty); |
|
|
1063 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1064 | * reasonable. Otherwise, a high level version of a low level |
|
|
1065 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1066 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1067 | */ |
|
|
1068 | op->value = |
|
|
1069 | op->value * op->inv->value * (op->level + 50) / (op->inv->level + |
1075 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1070 | 50); |
|
|
1071 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
|
|
1072 | if (op->stats.maxhp) |
|
|
1073 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1074 | else |
|
|
1075 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1076 | |
1076 | |
1077 | op->stats.hp = op->stats.maxhp; |
|
|
1078 | break; |
|
|
1079 | |
|
|
1080 | case SCROLL: |
|
|
1081 | op->level = level_for_item (op, difficulty); |
|
|
1082 | op->value = |
|
|
1083 | op->value * op->inv->value |
|
|
1084 | * (op->level + 50) / (op->inv->level + 50); |
|
|
1085 | |
|
|
1086 | /* add exp so reading them properly gives xp */ |
1077 | /* add exp so reading them properly gives xp */ |
1087 | op->stats.exp = op->value / 5; |
1078 | op->stats.exp = op->value / 5; |
1088 | op->nrof = op->inv->nrof; |
1079 | op->nrof = op->inv->nrof; |
1089 | break; |
1080 | break; |
1090 | |
1081 | |
1091 | case RUNE: |
1082 | case RUNE: |
1092 | trap_adjust (op, difficulty); |
1083 | trap_adjust (op, difficulty); |
1093 | break; |
1084 | break; |
1094 | |
1085 | |
1095 | case TRAP: |
1086 | case TRAP: |
1096 | trap_adjust (op, difficulty); |
1087 | trap_adjust (op, difficulty); |
1097 | break; |
1088 | break; |
1098 | } /* switch type */ |
1089 | } /* switch type */ |
1099 | |
1090 | |
1100 | if (flags & GT_STARTEQUIP) |
1091 | if (flags & GT_STARTEQUIP) |
1101 | { |
1092 | { |
1102 | if (op->nrof < 2 && op->type != CONTAINER |
1093 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1103 | && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
|
|
1104 | SET_FLAG (op, FLAG_STARTEQUIP); |
1094 | SET_FLAG (op, FLAG_STARTEQUIP); |
1105 | else if (op->type != MONEY) |
1095 | else if (op->type != MONEY) |
1106 | op->value = 0; |
1096 | op->value = 0; |
1107 | } |
1097 | } |
1108 | |
1098 | |
… | |
… | |
1119 | */ |
1109 | */ |
1120 | |
1110 | |
1121 | /* |
1111 | /* |
1122 | * Allocate and return the pointer to an empty artifactlist structure. |
1112 | * Allocate and return the pointer to an empty artifactlist structure. |
1123 | */ |
1113 | */ |
1124 | |
1114 | static artifactlist * |
1125 | static artifactlist *get_empty_artifactlist(void) { |
1115 | get_empty_artifactlist (void) |
1126 | artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); |
1116 | { |
1127 | if(tl==NULL) |
1117 | return salloc0 <artifactlist> (); |
1128 | fatal(OUT_OF_MEMORY); |
|
|
1129 | tl->next=NULL; |
|
|
1130 | tl->items=NULL; |
|
|
1131 | tl->total_chance=0; |
|
|
1132 | return tl; |
|
|
1133 | } |
1118 | } |
1134 | |
1119 | |
1135 | /* |
1120 | /* |
1136 | * Allocate and return the pointer to an empty artifact structure. |
1121 | * Allocate and return the pointer to an empty artifact structure. |
1137 | */ |
1122 | */ |
1138 | |
1123 | static artifact * |
1139 | static artifact *get_empty_artifact(void) { |
1124 | get_empty_artifact (void) |
1140 | artifact *t = (artifact *) malloc(sizeof(artifact)); |
1125 | { |
1141 | if(t==NULL) |
1126 | return salloc0 <artifact> (); |
1142 | fatal(OUT_OF_MEMORY); |
|
|
1143 | t->item=NULL; |
|
|
1144 | t->next=NULL; |
|
|
1145 | t->chance=0; |
|
|
1146 | t->difficulty=0; |
|
|
1147 | t->allowed = NULL; |
|
|
1148 | return t; |
|
|
1149 | } |
1127 | } |
1150 | |
1128 | |
1151 | /* |
1129 | /* |
1152 | * Searches the artifact lists and returns one that has the same type |
1130 | * Searches the artifact lists and returns one that has the same type |
1153 | * of objects on it. |
1131 | * of objects on it. |
1154 | */ |
1132 | */ |
1155 | |
|
|
1156 | artifactlist *find_artifactlist(int type) { |
|
|
1157 | artifactlist *al; |
1133 | artifactlist * |
1158 | |
1134 | find_artifactlist (int type) |
|
|
1135 | { |
1159 | for (al=first_artifactlist; al!=NULL; al=al->next) |
1136 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1160 | if (al->type == type) return al; |
1137 | if (al->type == type) |
|
|
1138 | return al; |
|
|
1139 | |
1161 | return NULL; |
1140 | return 0; |
1162 | } |
1141 | } |
1163 | |
1142 | |
1164 | /* |
1143 | /* |
1165 | * For debugging purposes. Dumps all tables. |
1144 | * For debugging purposes. Dumps all tables. |
1166 | */ |
1145 | */ |
1167 | |
1146 | void |
1168 | void dump_artifacts(void) { |
1147 | dump_artifacts (void) |
|
|
1148 | { |
1169 | artifactlist *al; |
1149 | artifactlist *al; |
1170 | artifact *art; |
1150 | artifact *art; |
1171 | linked_char *next; |
1151 | linked_char *next; |
1172 | |
1152 | |
1173 | fprintf(logfile,"\n"); |
1153 | fprintf (logfile, "\n"); |
1174 | for (al=first_artifactlist; al!=NULL; al=al->next) { |
1154 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1155 | { |
1175 | fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1156 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1176 | for (art=al->items; art!=NULL; art=art->next) { |
1157 | for (art = al->items; art != NULL; art = art->next) |
1177 | fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", |
1158 | { |
1178 | art->item->name, art->difficulty, art->chance); |
1159 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1179 | if (art->allowed !=NULL) { |
1160 | if (art->allowed != NULL) |
|
|
1161 | { |
1180 | fprintf(logfile,"\tAllowed combinations:"); |
1162 | fprintf (logfile, "\tallowed combinations:"); |
1181 | for (next=art->allowed; next!=NULL; next=next->next) |
1163 | for (next = art->allowed; next != NULL; next = next->next) |
1182 | fprintf(logfile, "%s,", next->name); |
1164 | fprintf (logfile, "%s,", &next->name); |
1183 | fprintf(logfile,"\n"); |
1165 | fprintf (logfile, "\n"); |
|
|
1166 | } |
1184 | } |
1167 | } |
1185 | } |
|
|
1186 | } |
1168 | } |
1187 | fprintf(logfile,"\n"); |
1169 | fprintf (logfile, "\n"); |
1188 | } |
1170 | } |
1189 | |
1171 | |
1190 | /* |
1172 | /* |
1191 | * For debugging purposes. Dumps all treasures recursively (see below). |
1173 | * For debugging purposes. Dumps all treasures recursively (see below). |
1192 | */ |
1174 | */ |
|
|
1175 | void |
1193 | void dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1176 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1194 | { |
1177 | { |
1195 | treasurelist *tl; |
1178 | treasurelist *tl; |
1196 | int i; |
1179 | int i; |
1197 | |
1180 | |
1198 | if (depth > 100) |
1181 | if (depth > 100) |
1199 | return; |
1182 | return; |
1200 | while (t != NULL) |
1183 | |
|
|
1184 | while (t) |
1201 | { |
1185 | { |
1202 | if (t->name != NULL) |
1186 | if (t->name) |
1203 | { |
1187 | { |
1204 | for (i = 0; i < depth; i++) |
1188 | for (i = 0; i < depth; i++) |
1205 | fprintf (logfile, " "); |
1189 | fprintf (logfile, " "); |
|
|
1190 | |
1206 | fprintf (logfile, "{ (list: %s)\n", t->name); |
1191 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1192 | |
1207 | tl = find_treasurelist (t->name); |
1193 | tl = treasurelist::find (t->name); |
|
|
1194 | if (tl) |
1208 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1195 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1196 | |
1209 | for (i = 0; i < depth; i++) |
1197 | for (i = 0; i < depth; i++) |
1210 | fprintf (logfile, " "); |
1198 | fprintf (logfile, " "); |
|
|
1199 | |
1211 | fprintf (logfile, "} (end of list: %s)\n", t->name); |
1200 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1212 | } |
1201 | } |
1213 | else |
1202 | else |
1214 | { |
1203 | { |
1215 | for (i = 0; i < depth; i++) |
1204 | for (i = 0; i < depth; i++) |
1216 | fprintf (logfile, " "); |
1205 | fprintf (logfile, " "); |
|
|
1206 | |
1217 | if (t->item->clone.type == FLESH) |
1207 | if (t->item && t->item->clone.type == FLESH) |
1218 | fprintf (logfile, "%s's %s\n", name, t->item->clone.name); |
1208 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1219 | else |
1209 | else |
1220 | fprintf (logfile, "%s\n", t->item->clone.name); |
1210 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1221 | } |
1211 | } |
|
|
1212 | |
1222 | if (t->next_yes != NULL) |
1213 | if (t->next_yes) |
1223 | { |
1214 | { |
1224 | for (i = 0; i < depth; i++) |
1215 | for (i = 0; i < depth; i++) |
1225 | fprintf (logfile, " "); |
1216 | fprintf (logfile, " "); |
|
|
1217 | |
1226 | fprintf (logfile, " (if yes)\n"); |
1218 | fprintf (logfile, " (if yes)\n"); |
1227 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1219 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1228 | } |
1220 | } |
|
|
1221 | |
1229 | if (t->next_no != NULL) |
1222 | if (t->next_no) |
1230 | { |
1223 | { |
1231 | for (i = 0; i < depth; i++) |
1224 | for (i = 0; i < depth; i++) |
1232 | fprintf (logfile, " "); |
1225 | fprintf (logfile, " "); |
|
|
1226 | |
1233 | fprintf (logfile, " (if no)\n"); |
1227 | fprintf (logfile, " (if no)\n"); |
1234 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1228 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1235 | } |
1229 | } |
|
|
1230 | |
1236 | t = t->next; |
1231 | t = t->next; |
1237 | } |
1232 | } |
1238 | } |
1233 | } |
1239 | |
1234 | |
1240 | /* |
1235 | /* |
1241 | * For debugging purposes. Dumps all treasures for a given monster. |
1236 | * For debugging purposes. Dumps all treasures for a given monster. |
1242 | * Created originally by Raphael Quinet for debugging the alchemy code. |
1237 | * Created originally by Raphael Quinet for debugging the alchemy code. |
1243 | */ |
1238 | */ |
1244 | |
1239 | void |
1245 | void dump_monster_treasure (const char *name) |
1240 | dump_monster_treasure (const char *name) |
1246 | { |
1241 | { |
1247 | archetype *at; |
1242 | archetype *at; |
1248 | int found; |
1243 | int found; |
1249 | |
1244 | |
1250 | found = 0; |
1245 | found = 0; |
1251 | fprintf (logfile, "\n"); |
1246 | fprintf (logfile, "\n"); |
|
|
1247 | |
1252 | for (at = first_archetype; at != NULL; at = at->next) |
1248 | for (at = first_archetype; at != NULL; at = at->next) |
1253 | if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1249 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1254 | { |
1250 | { |
1255 | fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, |
1251 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1256 | at->name); |
|
|
1257 | if (at->clone.randomitems != NULL) |
1252 | if (at->clone.randomitems != NULL) |
1258 | dump_monster_treasure_rec (at->clone.name, |
1253 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1259 | at->clone.randomitems->items, 1); |
|
|
1260 | else |
1254 | else |
1261 | fprintf (logfile, "(nothing)\n"); |
1255 | fprintf (logfile, "(nothing)\n"); |
|
|
1256 | |
1262 | fprintf (logfile, "\n"); |
1257 | fprintf (logfile, "\n"); |
1263 | found++; |
1258 | found++; |
1264 | } |
1259 | } |
|
|
1260 | |
1265 | if (found == 0) |
1261 | if (found == 0) |
1266 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1262 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1267 | } |
1263 | } |
1268 | |
1264 | |
1269 | /* |
1265 | /* |
1270 | * Builds up the lists of artifacts from the file in the libdir. |
1266 | * Builds up the lists of artifacts from the file in the libdir. |
1271 | */ |
1267 | */ |
1272 | |
1268 | void |
1273 | void init_artifacts(void) { |
1269 | init_artifacts (void) |
|
|
1270 | { |
1274 | static int has_been_inited=0; |
1271 | static int has_been_inited = 0; |
1275 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1272 | char filename[MAX_BUF]; |
1276 | artifact *art=NULL; |
1273 | artifact *art = NULL; |
1277 | linked_char *tmp; |
|
|
1278 | int value, comp; |
|
|
1279 | artifactlist *al; |
1274 | artifactlist *al; |
1280 | |
1275 | |
1281 | if (has_been_inited) return; |
1276 | if (has_been_inited) |
|
|
1277 | return; |
|
|
1278 | else |
1282 | else has_been_inited = 1; |
1279 | has_been_inited = 1; |
1283 | |
1280 | |
1284 | sprintf(filename, "%s/artifacts", settings.datadir); |
1281 | sprintf (filename, "%s/artifacts", settings.datadir); |
1285 | object_thawer thawer (filename); |
1282 | object_thawer f (filename); |
1286 | |
1283 | |
1287 | if (!thawer) |
1284 | if (!f) |
1288 | return; |
1285 | return; |
1289 | |
1286 | |
1290 | while (fgets(buf, HUGE_BUF, thawer)!=NULL) { |
1287 | f.next (); |
1291 | if (*buf=='#') continue; |
1288 | |
1292 | if((cp=strchr(buf,'\n'))!=NULL) |
1289 | for (;;) |
1293 | *cp='\0'; |
|
|
1294 | cp=buf; |
|
|
1295 | while(*cp==' ') /* Skip blanks */ |
|
|
1296 | cp++; |
|
|
1297 | if (*cp=='\0') continue; |
|
|
1298 | |
1290 | { |
1299 | if (!strncmp(cp, "Allowed", 7)) { |
1291 | switch (f.kw) |
|
|
1292 | { |
|
|
1293 | case KW_allowed: |
1300 | if (art==NULL) { |
1294 | if (!art) |
1301 | art=get_empty_artifact(); |
1295 | art = get_empty_artifact (); |
1302 | nrofartifacts++; |
|
|
1303 | } |
|
|
1304 | cp = strchr(cp,' ') + 1; |
|
|
1305 | if (!strcmp(cp,"all")) continue; |
|
|
1306 | |
1296 | |
1307 | do { |
1297 | { |
1308 | nrofallowedstr++; |
1298 | if (!strcmp (f.get_str (), "all")) |
|
|
1299 | break; |
|
|
1300 | |
|
|
1301 | char *next, *cp = f.get_str (); |
|
|
1302 | |
|
|
1303 | do |
|
|
1304 | { |
1309 | if ((next=strchr(cp, ','))!=NULL) |
1305 | if ((next = strchr (cp, ','))) |
1310 | *(next++) = '\0'; |
1306 | *next++ = '\0'; |
1311 | tmp = (linked_char*) malloc(sizeof(linked_char)); |
1307 | |
|
|
1308 | linked_char *tmp = new linked_char; |
|
|
1309 | |
1312 | tmp->name = add_string(cp); |
1310 | tmp->name = cp; |
1313 | tmp->next = art->allowed; |
1311 | tmp->next = art->allowed; |
1314 | art->allowed = tmp; |
1312 | art->allowed = tmp; |
|
|
1313 | } |
1315 | } while ((cp=next)!=NULL); |
1314 | while ((cp = next)); |
1316 | } |
|
|
1317 | else if (sscanf(cp, "chance %d", &value)) |
|
|
1318 | art->chance = (uint16) value; |
|
|
1319 | else if (sscanf(cp, "difficulty %d", &value)) |
|
|
1320 | art->difficulty = (uint8) value; |
|
|
1321 | else if (!strncmp(cp, "Object",6)) { |
|
|
1322 | art->item = (object *) calloc(1, sizeof(object)); |
|
|
1323 | reset_object(art->item); |
|
|
1324 | if (!load_object(thawer, art->item,LO_LINEMODE,0)) |
|
|
1325 | LOG(llevError,"Init_Artifacts: Could not load object.\n"); |
|
|
1326 | art->item->name = add_string((strchr(cp, ' ')+1)); |
|
|
1327 | al=find_artifactlist(art->item->type); |
|
|
1328 | if (al==NULL) { |
|
|
1329 | al = get_empty_artifactlist(); |
|
|
1330 | al->type = art->item->type; |
|
|
1331 | al->next = first_artifactlist; |
|
|
1332 | first_artifactlist = al; |
|
|
1333 | } |
1315 | } |
|
|
1316 | break; |
|
|
1317 | |
|
|
1318 | case KW_chance: |
|
|
1319 | f.get (art->chance); |
|
|
1320 | break; |
|
|
1321 | |
|
|
1322 | case KW_difficulty: |
|
|
1323 | f.get (art->difficulty); |
|
|
1324 | break; |
|
|
1325 | |
|
|
1326 | case KW_object: |
|
|
1327 | { |
|
|
1328 | art->item = object::create (); |
|
|
1329 | f.get (art->item->name); |
|
|
1330 | f.next (); |
|
|
1331 | |
|
|
1332 | if (!art->item->parse_kv (f)) |
|
|
1333 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1334 | |
|
|
1335 | al = find_artifactlist (art->item->type); |
|
|
1336 | |
|
|
1337 | if (!al) |
|
|
1338 | { |
|
|
1339 | al = get_empty_artifactlist (); |
|
|
1340 | al->type = art->item->type; |
|
|
1341 | al->next = first_artifactlist; |
|
|
1342 | first_artifactlist = al; |
|
|
1343 | } |
|
|
1344 | |
1334 | art->next = al->items; |
1345 | art->next = al->items; |
1335 | al->items = art; |
1346 | al->items = art; |
1336 | art = NULL; |
1347 | art = 0; |
|
|
1348 | } |
|
|
1349 | continue; |
|
|
1350 | |
|
|
1351 | case KW_EOF: |
|
|
1352 | goto done; |
|
|
1353 | |
|
|
1354 | default: |
|
|
1355 | if (!f.parse_error ("artifacts file")) |
|
|
1356 | cleanup ("artifacts file required"); |
|
|
1357 | break; |
|
|
1358 | } |
|
|
1359 | |
|
|
1360 | f.next (); |
|
|
1361 | } |
|
|
1362 | |
|
|
1363 | done: |
|
|
1364 | for (al = first_artifactlist; al; al = al->next) |
|
|
1365 | { |
|
|
1366 | al->total_chance = 0; |
|
|
1367 | |
|
|
1368 | for (art = al->items; art; art = art->next) |
1337 | } |
1369 | { |
1338 | else |
|
|
1339 | LOG(llevError,"Unknown input in artifact file: %s\n", buf); |
|
|
1340 | } |
|
|
1341 | |
|
|
1342 | for (al=first_artifactlist; al!=NULL; al=al->next) { |
|
|
1343 | for (art=al->items; art!=NULL; art=art->next) { |
|
|
1344 | if (!art->chance) |
1370 | if (!art->chance) |
1345 | LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); |
1371 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1346 | else |
1372 | else |
1347 | al->total_chance += art->chance; |
1373 | al->total_chance += art->chance; |
1348 | } |
1374 | } |
1349 | #if 0 |
1375 | #if 0 |
1350 | LOG(llevDebug,"Artifact list type %d has %d total chance\n", |
1376 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1351 | al->type, al->total_chance); |
|
|
1352 | #endif |
1377 | #endif |
1353 | } |
1378 | } |
1354 | |
1379 | |
1355 | LOG(llevDebug,"done.\n"); |
1380 | LOG (llevDebug, "done.\n"); |
1356 | } |
1381 | } |
1357 | |
|
|
1358 | |
1382 | |
1359 | /* |
1383 | /* |
1360 | * Used in artifact generation. The bonuses of the first object |
1384 | * Used in artifact generation. The bonuses of the first object |
1361 | * is modified by the bonuses of the second object. |
1385 | * is modified by the bonuses of the second object. |
1362 | */ |
1386 | */ |
1363 | |
1387 | void |
1364 | void add_abilities(object *op, object *change) { |
1388 | add_abilities (object *op, object *change) |
|
|
1389 | { |
1365 | int i,j, tmp; |
1390 | int i, tmp; |
1366 | |
1391 | |
1367 | if (change->face != blank_face) { |
1392 | if (change->face != blank_face) |
|
|
1393 | { |
1368 | #ifdef TREASURE_VERBOSE |
1394 | #ifdef TREASURE_VERBOSE |
1369 | LOG(llevDebug, "FACE: %d\n", change->face->number); |
1395 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1370 | #endif |
1396 | #endif |
1371 | op->face = change->face; |
1397 | op->face = change->face; |
1372 | } |
1398 | } |
|
|
1399 | |
1373 | for (i = 0; i < NUM_STATS; i++) |
1400 | for (i = 0; i < NUM_STATS; i++) |
1374 | change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); |
1401 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1375 | |
1402 | |
1376 | op->attacktype |= change->attacktype; |
1403 | op->attacktype |= change->attacktype; |
1377 | op->path_attuned |= change->path_attuned; |
1404 | op->path_attuned |= change->path_attuned; |
1378 | op->path_repelled |= change->path_repelled; |
1405 | op->path_repelled |= change->path_repelled; |
1379 | op->path_denied |= change->path_denied; |
1406 | op->path_denied |= change->path_denied; |
1380 | op->move_type |= change->move_type; |
1407 | op->move_type |= change->move_type; |
1381 | op->stats.luck += change->stats.luck; |
1408 | op->stats.luck += change->stats.luck; |
1382 | |
1409 | |
1383 | if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); |
1410 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1384 | if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); |
1411 | SET_FLAG (op, FLAG_CURSED); |
|
|
1412 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
|
|
1413 | SET_FLAG (op, FLAG_DAMNED); |
1385 | if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) |
1414 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1386 | && op->magic > 0) |
|
|
1387 | set_abs_magic(op, -op->magic); |
1415 | set_abs_magic (op, -op->magic); |
1388 | |
1416 | |
1389 | if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); |
1417 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1390 | if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); |
1418 | SET_FLAG (op, FLAG_LIFESAVE); |
1391 | if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); |
1419 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1392 | if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); |
1420 | SET_FLAG (op, FLAG_REFL_SPELL); |
1393 | if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); |
1421 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
1394 | if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); |
1422 | SET_FLAG (op, FLAG_STEALTH); |
1395 | if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); |
1423 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
1396 | if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); |
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); |
1397 | |
1433 | |
1398 | if (QUERY_FLAG(change,FLAG_STAND_STILL)) { |
1434 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1435 | { |
1399 | CLEAR_FLAG(op,FLAG_ANIMATE); |
1436 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1400 | /* so artifacts will join */ |
1437 | /* so artifacts will join */ |
1401 | if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; |
1438 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1402 | update_ob_speed(op); |
1439 | op->speed = 0.0; |
|
|
1440 | |
|
|
1441 | op->set_speed (op->speed); |
1403 | } |
1442 | } |
1404 | if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; |
1443 | |
|
|
1444 | if (change->nrof) |
|
|
1445 | op->nrof = rndm (change->nrof) + 1; |
|
|
1446 | |
1405 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1447 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1406 | op->stats.wc += change->stats.wc; |
1448 | op->stats.wc += change->stats.wc; |
1407 | op->stats.ac += change->stats.ac; |
1449 | op->stats.ac += change->stats.ac; |
1408 | |
1450 | |
1409 | if (change->other_arch) { |
1451 | if (change->other_arch) |
|
|
1452 | { |
1410 | /* Basically, for horns & potions, the other_arch field is the spell |
1453 | /* Basically, for horns & potions, the other_arch field is the spell |
1411 | * to cast. So convert that to into a spell and put it into |
1454 | * to cast. So convert that to into a spell and put it into |
1412 | * this object. |
1455 | * this object. |
1413 | */ |
1456 | */ |
1414 | if (op->type == HORN || op->type == POTION) { |
1457 | if (op->type == HORN || op->type == POTION) |
|
|
1458 | { |
1415 | object *tmp_obj; |
1459 | object *tmp_obj; |
|
|
1460 | |
1416 | /* Remove any spells this object currently has in it */ |
1461 | /* Remove any spells this object currently has in it */ |
1417 | while (op->inv) { |
1462 | while (op->inv) |
1418 | tmp_obj = op->inv; |
1463 | op->inv->destroy (); |
1419 | remove_ob(tmp_obj); |
1464 | |
1420 | free_object(tmp_obj); |
1465 | tmp_obj = arch_to_object (change->other_arch); |
|
|
1466 | insert_ob_in_ob (tmp_obj, op); |
|
|
1467 | } |
|
|
1468 | /* No harm setting this for potions/horns */ |
|
|
1469 | op->other_arch = change->other_arch; |
|
|
1470 | } |
|
|
1471 | |
|
|
1472 | if (change->stats.hp < 0) |
|
|
1473 | op->stats.hp = -change->stats.hp; |
|
|
1474 | else |
|
|
1475 | op->stats.hp += change->stats.hp; |
|
|
1476 | |
|
|
1477 | if (change->stats.maxhp < 0) |
|
|
1478 | op->stats.maxhp = -change->stats.maxhp; |
|
|
1479 | else |
|
|
1480 | op->stats.maxhp += change->stats.maxhp; |
|
|
1481 | |
|
|
1482 | if (change->stats.sp < 0) |
|
|
1483 | op->stats.sp = -change->stats.sp; |
|
|
1484 | else |
|
|
1485 | op->stats.sp += change->stats.sp; |
|
|
1486 | |
|
|
1487 | if (change->stats.maxsp < 0) |
|
|
1488 | op->stats.maxsp = -change->stats.maxsp; |
|
|
1489 | else |
|
|
1490 | op->stats.maxsp += change->stats.maxsp; |
|
|
1491 | |
|
|
1492 | if (change->stats.food < 0) |
|
|
1493 | op->stats.food = -(change->stats.food); |
|
|
1494 | else |
|
|
1495 | op->stats.food += change->stats.food; |
|
|
1496 | |
|
|
1497 | if (change->level < 0) |
|
|
1498 | op->level = -(change->level); |
|
|
1499 | else |
|
|
1500 | op->level += change->level; |
|
|
1501 | |
|
|
1502 | if (change->gen_sp_armour < 0) |
|
|
1503 | op->gen_sp_armour = -(change->gen_sp_armour); |
|
|
1504 | else |
|
|
1505 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
|
|
1506 | |
|
|
1507 | op->item_power = change->item_power; |
|
|
1508 | |
|
|
1509 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1510 | if (change->resist[i]) |
|
|
1511 | op->resist[i] += change->resist[i]; |
|
|
1512 | |
|
|
1513 | if (change->stats.dam) |
|
|
1514 | { |
|
|
1515 | if (change->stats.dam < 0) |
|
|
1516 | op->stats.dam = (-change->stats.dam); |
|
|
1517 | else if (op->stats.dam) |
|
|
1518 | { |
|
|
1519 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
|
|
1520 | if (tmp == op->stats.dam) |
|
|
1521 | { |
|
|
1522 | if (change->stats.dam < 10) |
|
|
1523 | op->stats.dam--; |
|
|
1524 | else |
|
|
1525 | op->stats.dam++; |
1421 | } |
1526 | } |
1422 | tmp_obj = arch_to_object(change->other_arch); |
1527 | else |
1423 | insert_ob_in_ob(tmp_obj, op); |
1528 | op->stats.dam = tmp; |
1424 | } |
1529 | } |
1425 | /* No harm setting this for potions/horns */ |
1530 | } |
1426 | op->other_arch = change->other_arch; |
1531 | |
|
|
1532 | if (change->weight) |
1427 | } |
1533 | { |
1428 | |
|
|
1429 | if (change->stats.hp < 0) |
1534 | if (change->weight < 0) |
1430 | op->stats.hp = -change->stats.hp; |
1535 | op->weight = (-change->weight); |
1431 | else |
1536 | else |
1432 | op->stats.hp += change->stats.hp; |
1537 | op->weight = (op->weight * (change->weight)) / 100; |
|
|
1538 | } |
|
|
1539 | |
|
|
1540 | if (change->last_sp) |
|
|
1541 | { |
1433 | if (change->stats.maxhp < 0) |
1542 | if (change->last_sp < 0) |
1434 | op->stats.maxhp = -change->stats.maxhp; |
1543 | op->last_sp = (-change->last_sp); |
1435 | else |
1544 | else |
1436 | op->stats.maxhp += change->stats.maxhp; |
1545 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1437 | if (change->stats.sp < 0) |
1546 | } |
1438 | op->stats.sp = -change->stats.sp; |
|
|
1439 | else |
|
|
1440 | op->stats.sp += change->stats.sp; |
|
|
1441 | if (change->stats.maxsp < 0) |
|
|
1442 | op->stats.maxsp = -change->stats.maxsp; |
|
|
1443 | else |
|
|
1444 | op->stats.maxsp += change->stats.maxsp; |
|
|
1445 | if (change->stats.food < 0) |
|
|
1446 | op->stats.food = -(change->stats.food); |
|
|
1447 | else |
|
|
1448 | op->stats.food += change->stats.food; |
|
|
1449 | if (change->level < 0) |
|
|
1450 | op->level = -(change->level); |
|
|
1451 | else |
|
|
1452 | op->level += change->level; |
|
|
1453 | |
1547 | |
|
|
1548 | if (change->gen_sp_armour) |
|
|
1549 | { |
1454 | if (change->gen_sp_armour < 0) |
1550 | if (change->gen_sp_armour < 0) |
1455 | op->gen_sp_armour = -(change->gen_sp_armour); |
1551 | op->gen_sp_armour = (-change->gen_sp_armour); |
1456 | else |
|
|
1457 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
|
|
1458 | |
|
|
1459 | op->item_power = change->item_power; |
|
|
1460 | |
|
|
1461 | for (i=0; i<NROFATTACKS; i++) { |
|
|
1462 | if (change->resist[i]) { |
|
|
1463 | op->resist[i] += change->resist[i]; |
|
|
1464 | } |
|
|
1465 | } |
|
|
1466 | if (change->stats.dam) { |
|
|
1467 | if (change->stats.dam < 0) |
|
|
1468 | op->stats.dam = (-change->stats.dam); |
|
|
1469 | else if (op->stats.dam) { |
|
|
1470 | tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); |
|
|
1471 | if (tmp == op->stats.dam) { |
|
|
1472 | if (change->stats.dam < 10) |
|
|
1473 | op->stats.dam--; |
|
|
1474 | else |
|
|
1475 | op->stats.dam++; |
|
|
1476 | } |
|
|
1477 | else |
|
|
1478 | op->stats.dam = tmp; |
|
|
1479 | } |
|
|
1480 | } |
|
|
1481 | if (change->weight) { |
|
|
1482 | if (change->weight < 0) |
|
|
1483 | op->weight = (-change->weight); |
|
|
1484 | else |
1552 | else |
1485 | op->weight = (op->weight * (change->weight)) / 100; |
|
|
1486 | } |
|
|
1487 | if (change->last_sp) { |
|
|
1488 | if (change->last_sp < 0) |
|
|
1489 | op->last_sp = (-change->last_sp); |
|
|
1490 | else |
|
|
1491 | op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); |
|
|
1492 | } |
|
|
1493 | if (change->gen_sp_armour) { |
|
|
1494 | if (change->gen_sp_armour < 0) |
|
|
1495 | op->gen_sp_armour = (-change->gen_sp_armour); |
|
|
1496 | else |
|
|
1497 | op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) |
1553 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1498 | / (int)100); |
|
|
1499 | } |
1554 | } |
|
|
1555 | |
1500 | op->value *= change->value; |
1556 | op->value *= change->value; |
1501 | |
1557 | |
1502 | if(change->material) op->material = change->material; |
1558 | if (change->materials) |
|
|
1559 | op->materials = change->materials; |
1503 | |
1560 | |
1504 | if (change->materialname) { |
1561 | if (change->materialname) |
1505 | if (op->materialname) |
|
|
1506 | free_string(op->materialname); |
|
|
1507 | op->materialname = add_refcount(change->materialname); |
1562 | op->materialname = change->materialname; |
1508 | } |
|
|
1509 | |
1563 | |
1510 | if (change->slaying) { |
1564 | if (change->slaying) |
1511 | if (op->slaying) |
|
|
1512 | free_string(op->slaying); |
|
|
1513 | op->slaying = add_refcount(change->slaying); |
1565 | op->slaying = change->slaying; |
1514 | } |
1566 | |
1515 | if (change->race) { |
1567 | if (change->race) |
1516 | if (op->race) |
|
|
1517 | free_string(op->race); |
|
|
1518 | op->race = add_refcount(change->race); |
1568 | op->race = change->race; |
1519 | } |
1569 | |
1520 | if (change->msg) { |
1570 | if (change->msg) |
1521 | if (op->msg) |
1571 | op->msg = change->msg; |
1522 | free_string(op->msg); |
|
|
1523 | op->msg = add_refcount(change->msg); |
|
|
1524 | } |
|
|
1525 | /* GROS: Added support for event_... in artifact file */ |
|
|
1526 | for(j=0;j<NR_EVENTS;j++) { |
|
|
1527 | event *evt; |
|
|
1528 | event *evt2; |
|
|
1529 | event *evtn; |
|
|
1530 | event *evtp; |
|
|
1531 | |
|
|
1532 | evt = find_event(change,j); |
|
|
1533 | evt2= find_event(op,j); |
|
|
1534 | |
|
|
1535 | if ((evt) && (evt->hook)) { |
|
|
1536 | if ((evt2)&&(evt2->hook)) { |
|
|
1537 | free_string(evt2->hook); |
|
|
1538 | free_string(evt2->plugin); |
|
|
1539 | free_string(evt2->options); |
|
|
1540 | evtp = NULL; |
|
|
1541 | evtn = evt2->next; |
|
|
1542 | if (evt2 == op->events) { |
|
|
1543 | free(evt2); |
|
|
1544 | op->events = evtn; |
|
|
1545 | } |
|
|
1546 | else { |
|
|
1547 | evtp = op->events; |
|
|
1548 | while (evtp->next != evt2) |
|
|
1549 | evtp = evtp->next; |
|
|
1550 | free(evt2); |
|
|
1551 | evtp->next = evtn; |
|
|
1552 | } |
|
|
1553 | } |
|
|
1554 | else if (evt2 == NULL) { |
|
|
1555 | if (op->events == NULL) { |
|
|
1556 | evt2 = (event *)malloc(sizeof(event)); |
|
|
1557 | op->events = evt2; |
|
|
1558 | } |
|
|
1559 | else { |
|
|
1560 | evtp = op->events; |
|
|
1561 | while (evtp->next != NULL) |
|
|
1562 | evtp = evtp->next; |
|
|
1563 | evtp->next = (event *)malloc(sizeof(event)); |
|
|
1564 | evt2 = evtp->next; |
|
|
1565 | } |
|
|
1566 | } |
|
|
1567 | evt2->next = NULL; |
|
|
1568 | evt2->hook = add_refcount(evt->hook); |
|
|
1569 | evt2->plugin = add_refcount(evt->plugin); |
|
|
1570 | evt2->type = j; |
|
|
1571 | |
|
|
1572 | if (evt->options) |
|
|
1573 | evt2->options = add_refcount(evt->options); |
|
|
1574 | else |
|
|
1575 | evt2->options = NULL; |
|
|
1576 | } |
|
|
1577 | } |
|
|
1578 | } |
1572 | } |
1579 | |
1573 | |
|
|
1574 | static int |
1580 | static int legal_artifact_combination(object *op, artifact *art) { |
1575 | legal_artifact_combination (object *op, artifact * art) |
|
|
1576 | { |
1581 | int neg, success = 0; |
1577 | int neg, success = 0; |
1582 | linked_char *tmp; |
1578 | linked_char *tmp; |
1583 | const char *name; |
1579 | const char *name; |
1584 | |
1580 | |
1585 | if (art->allowed == (linked_char *) NULL) |
1581 | if (art->allowed == (linked_char *) NULL) |
1586 | return 1; /* Ie, "all" */ |
1582 | return 1; /* Ie, "all" */ |
1587 | for (tmp = art->allowed; tmp; tmp = tmp->next) { |
1583 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
|
|
1584 | { |
1588 | #ifdef TREASURE_VERBOSE |
1585 | #ifdef TREASURE_VERBOSE |
1589 | LOG(llevDebug, "legal_art: %s\n", tmp->name); |
1586 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1590 | #endif |
1587 | #endif |
1591 | if (*tmp->name == '!') |
1588 | if (*tmp->name == '!') |
1592 | name = tmp->name + 1, neg = 1; |
1589 | name = tmp->name + 1, neg = 1; |
1593 | else |
1590 | else |
1594 | name = tmp->name, neg = 0; |
1591 | name = tmp->name, neg = 0; |
1595 | |
1592 | |
1596 | /* If we match name, then return the opposite of 'neg' */ |
1593 | /* If we match name, then return the opposite of 'neg' */ |
1597 | if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) |
1594 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1598 | return !neg; |
1595 | return !neg; |
1599 | |
1596 | |
1600 | /* Set success as true, since if the match was an inverse, it means |
1597 | /* Set success as true, since if the match was an inverse, it means |
1601 | * everything is allowed except what we match |
1598 | * everything is allowed except what we match |
1602 | */ |
1599 | */ |
1603 | else if (neg) |
1600 | else if (neg) |
1604 | success = 1; |
1601 | success = 1; |
1605 | } |
1602 | } |
1606 | return success; |
1603 | return success; |
1607 | } |
1604 | } |
1608 | |
1605 | |
1609 | /* |
1606 | /* |
1610 | * Fixes the given object, giving it the abilities and titles |
1607 | * Fixes the given object, giving it the abilities and titles |
1611 | * it should have due to the second artifact-template. |
1608 | * it should have due to the second artifact-template. |
1612 | */ |
1609 | */ |
1613 | |
1610 | |
|
|
1611 | void |
1614 | void give_artifact_abilities(object *op, object *artifct) { |
1612 | give_artifact_abilities (object *op, object *artifct) |
|
|
1613 | { |
1615 | char new_name[MAX_BUF]; |
1614 | char new_name[MAX_BUF]; |
1616 | |
1615 | |
1617 | sprintf(new_name, "of %s", artifct->name); |
1616 | sprintf (new_name, "of %s", &artifct->name); |
1618 | if (op->title) |
|
|
1619 | free_string(op->title); |
|
|
1620 | op->title = add_string(new_name); |
1617 | op->title = new_name; |
1621 | add_abilities(op, artifct); /* Give out the bonuses */ |
1618 | add_abilities (op, artifct); /* Give out the bonuses */ |
1622 | |
1619 | |
1623 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1620 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1624 | { |
1621 | { |
1625 | char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); |
1622 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1623 | |
1626 | SET_FLAG(op, FLAG_IDENTIFIED); |
1624 | SET_FLAG (op, FLAG_IDENTIFIED); |
1627 | LOG(llevDebug, "Generated artifact %s %s [%s]\n", |
1625 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1628 | op->name, op->title, describe_item(op, NULL)); |
|
|
1629 | if (!identified) |
1626 | if (!identified) |
1630 | CLEAR_FLAG(op, FLAG_IDENTIFIED); |
1627 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1631 | } |
1628 | } |
1632 | #endif |
1629 | #endif |
1633 | return; |
1630 | return; |
1634 | } |
1631 | } |
1635 | |
1632 | |
… | |
… | |
1642 | */ |
1639 | */ |
1643 | |
1640 | |
1644 | /* Give 1 re-roll attempt per artifact */ |
1641 | /* Give 1 re-roll attempt per artifact */ |
1645 | #define ARTIFACT_TRIES 2 |
1642 | #define ARTIFACT_TRIES 2 |
1646 | |
1643 | |
|
|
1644 | void |
1647 | void generate_artifact(object *op, int difficulty) { |
1645 | generate_artifact (object *op, int difficulty) |
|
|
1646 | { |
1648 | artifactlist *al; |
1647 | artifactlist *al; |
1649 | artifact *art; |
1648 | artifact *art; |
1650 | int i; |
1649 | int i; |
1651 | |
1650 | |
1652 | al = find_artifactlist(op->type); |
1651 | al = find_artifactlist (op->type); |
1653 | |
1652 | |
1654 | if (al==NULL) { |
1653 | if (al == NULL) |
|
|
1654 | { |
1655 | #if 0 /* This is too verbose, usually */ |
1655 | #if 0 /* This is too verbose, usually */ |
1656 | LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1656 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1657 | #endif |
|
|
1658 | return; |
|
|
1659 | } |
|
|
1660 | |
|
|
1661 | for (i = 0; i < ARTIFACT_TRIES; i++) { |
|
|
1662 | int roll = RANDOM()% al->total_chance; |
|
|
1663 | |
|
|
1664 | for (art=al->items; art!=NULL; art=art->next) { |
|
|
1665 | roll -= art->chance; |
|
|
1666 | if (roll<0) break; |
|
|
1667 | } |
|
|
1668 | |
|
|
1669 | if (art == NULL || roll>=0) { |
|
|
1670 | #if 1 |
|
|
1671 | LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", |
|
|
1672 | op->type); |
|
|
1673 | #endif |
1657 | #endif |
1674 | return; |
1658 | return; |
1675 | } |
1659 | } |
|
|
1660 | |
|
|
1661 | for (i = 0; i < ARTIFACT_TRIES; i++) |
|
|
1662 | { |
|
|
1663 | int roll = rndm (al->total_chance); |
|
|
1664 | |
|
|
1665 | for (art = al->items; art; art = art->next) |
|
|
1666 | { |
|
|
1667 | roll -= art->chance; |
|
|
1668 | if (roll < 0) |
|
|
1669 | break; |
|
|
1670 | } |
|
|
1671 | |
|
|
1672 | if (art == NULL || roll >= 0) |
|
|
1673 | { |
|
|
1674 | #if 1 |
|
|
1675 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
|
|
1676 | #endif |
|
|
1677 | return; |
|
|
1678 | } |
1676 | if (!strcmp(art->item->name,"NONE")) |
1679 | if (!strcmp (art->item->name, "NONE")) |
1677 | return; |
1680 | return; |
1678 | if (FABS(op->magic) < art->item->magic) |
1681 | if (FABS (op->magic) < art->item->magic) |
1679 | continue; /* Not magic enough to be this item */ |
1682 | continue; /* Not magic enough to be this item */ |
1680 | |
1683 | |
1681 | /* Map difficulty not high enough */ |
1684 | /* Map difficulty not high enough */ |
1682 | if (difficulty<art->difficulty) |
1685 | if (difficulty < art->difficulty) |
1683 | continue; |
1686 | continue; |
1684 | |
1687 | |
1685 | if (!legal_artifact_combination(op, art)) { |
1688 | if (!legal_artifact_combination (op, art)) |
|
|
1689 | { |
1686 | #ifdef TREASURE_VERBOSE |
1690 | #ifdef TREASURE_VERBOSE |
1687 | LOG(llevDebug, "%s of %s was not a legal combination.\n", |
1691 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1688 | op->name, art->item->name); |
|
|
1689 | #endif |
1692 | #endif |
1690 | continue; |
1693 | continue; |
1691 | } |
1694 | } |
|
|
1695 | |
1692 | give_artifact_abilities(op, art->item); |
1696 | give_artifact_abilities (op, art->item); |
1693 | return; |
1697 | return; |
1694 | } |
1698 | } |
1695 | } |
1699 | } |
1696 | |
1700 | |
1697 | /* fix_flesh_item() - objects of type FLESH are similar to type |
1701 | /* fix_flesh_item() - objects of type FLESH are similar to type |
1698 | * FOOD, except they inherit properties (name, food value, etc). |
1702 | * FOOD, except they inherit properties (name, food value, etc). |
1699 | * based on the original owner (or 'donor' if you like). -b.t. |
1703 | * based on the original owner (or 'donor' if you like). -b.t. |
1700 | */ |
1704 | */ |
1701 | |
1705 | |
|
|
1706 | void |
1702 | void fix_flesh_item(object *item, object *donor) { |
1707 | fix_flesh_item (object *item, object *donor) |
|
|
1708 | { |
1703 | char tmpbuf[MAX_BUF]; |
1709 | char tmpbuf[MAX_BUF]; |
1704 | int i; |
1710 | int i; |
1705 | |
1711 | |
1706 | if(item->type==FLESH && donor) { |
1712 | if (item->type == FLESH && donor) |
|
|
1713 | { |
1707 | /* change the name */ |
1714 | /* change the name */ |
1708 | sprintf(tmpbuf,"%s's %s",donor->name,item->name); |
1715 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1709 | FREE_AND_COPY(item->name, tmpbuf); |
1716 | item->name = tmpbuf; |
1710 | sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); |
1717 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1711 | FREE_AND_COPY(item->name_pl, tmpbuf); |
1718 | item->name_pl = tmpbuf; |
1712 | |
1719 | |
1713 | /* weight is FLESH weight/100 * donor */ |
1720 | /* weight is FLESH weight/100 * donor */ |
1714 | if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) |
1721 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1715 | item->weight=1; |
1722 | item->weight = 1; |
1716 | |
1723 | |
1717 | /* value is multiplied by level of donor */ |
1724 | /* value is multiplied by level of donor */ |
1718 | item->value *= isqrt(donor->level*2); |
1725 | item->value *= isqrt (donor->level * 2); |
1719 | |
1726 | |
1720 | /* food value */ |
1727 | /* food value */ |
1721 | item->stats.food += (donor->stats.hp/100) + donor->stats.Con; |
1728 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1722 | |
1729 | |
1723 | /* flesh items inherit some abilities of donor, but not |
1730 | /* flesh items inherit some abilities of donor, but not |
1724 | * full effect. |
1731 | * full effect. |
1725 | */ |
1732 | */ |
1726 | for (i=0; i<NROFATTACKS; i++) |
1733 | for (i = 0; i < NROFATTACKS; i++) |
1727 | item->resist[i] = donor->resist[i]/2; |
1734 | item->resist[i] = donor->resist[i] / 2; |
1728 | |
1735 | |
1729 | /* item inherits donor's level (important for quezals) */ |
1736 | /* item inherits donor's level (important for quezals) */ |
1730 | item->level = donor->level; |
1737 | item->level = donor->level; |
1731 | |
1738 | |
1732 | /* if donor has some attacktypes, the flesh is poisonous */ |
1739 | /* if donor has some attacktypes, the flesh is poisonous */ |
1733 | if(donor->attacktype&AT_POISON) |
1740 | if (donor->attacktype & AT_POISON) |
1734 | item->type=POISON; |
1741 | item->type = POISON; |
1735 | if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; |
1742 | if (donor->attacktype & AT_ACID) |
|
|
1743 | item->stats.hp = -1 * item->stats.food; |
1736 | SET_FLAG(item,FLAG_NO_STEAL); |
1744 | SET_FLAG (item, FLAG_NO_STEAL); |
1737 | } |
1745 | } |
1738 | } |
1746 | } |
1739 | |
1747 | |
1740 | /* special_potion() - so that old potion code is still done right. */ |
1748 | /* special_potion() - so that old potion code is still done right. */ |
1741 | |
1749 | int |
1742 | int special_potion (object *op) { |
1750 | special_potion (object *op) |
1743 | |
1751 | { |
1744 | int i; |
|
|
1745 | |
|
|
1746 | if(op->attacktype) return 1; |
1752 | if (op->attacktype) |
1747 | |
|
|
1748 | if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow |
|
|
1749 | || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1; |
|
|
1750 | |
|
|
1751 | for (i=0; i<NROFATTACKS; i++) |
|
|
1752 | if (op->resist[i]) return 1; |
|
|
1753 | |
|
|
1754 | return 0; |
1753 | return 1; |
1755 | } |
|
|
1756 | |
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 | } |
|
|
1764 | |
|
|
1765 | void |
1757 | void free_treasurestruct(treasure *t) |
1766 | free_treasurestruct (treasure *t) |
1758 | { |
1767 | { |
1759 | if (t->next) free_treasurestruct(t->next); |
1768 | if (t->next) free_treasurestruct (t->next); |
1760 | if (t->next_yes) free_treasurestruct(t->next_yes); |
1769 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1761 | if (t->next_no) free_treasurestruct(t->next_no); |
1770 | if (t->next_no) free_treasurestruct (t->next_no); |
1762 | free(t); |
|
|
1763 | } |
|
|
1764 | |
1771 | |
|
|
1772 | delete t; |
|
|
1773 | } |
|
|
1774 | |
|
|
1775 | void |
1765 | void free_charlinks(linked_char *lc) |
1776 | free_charlinks (linked_char *lc) |
1766 | { |
1777 | { |
|
|
1778 | if (lc->next) |
1767 | if (lc->next) free_charlinks(lc->next); |
1779 | free_charlinks (lc->next); |
1768 | free(lc); |
|
|
1769 | } |
|
|
1770 | |
1780 | |
|
|
1781 | delete lc; |
|
|
1782 | } |
|
|
1783 | |
|
|
1784 | void |
1771 | void free_artifact(artifact *at) |
1785 | free_artifact (artifact *at) |
1772 | { |
1786 | { |
1773 | |
|
|
1774 | if (at->next) free_artifact(at->next); |
1787 | if (at->next) free_artifact (at->next); |
1775 | if (at->allowed) free_charlinks(at->allowed); |
1788 | if (at->allowed) free_charlinks (at->allowed); |
1776 | if (at->item) { |
1789 | |
1777 | if (at->item->name) free_string(at->item->name); |
1790 | at->item->destroy (1); |
1778 | if (at->item->name_pl) free_string(at->item->name_pl); |
1791 | |
1779 | if (at->item->msg) free_string(at->item->msg); |
|
|
1780 | if (at->item->title) free_string(at->item->title); |
|
|
1781 | free(at->item); |
|
|
1782 | } |
|
|
1783 | free(at); |
1792 | sfree (at); |
1784 | } |
1793 | } |
1785 | |
1794 | |
|
|
1795 | void |
1786 | void free_artifactlist(artifactlist *al) |
1796 | free_artifactlist (artifactlist *al) |
1787 | { |
1797 | { |
1788 | artifactlist *nextal; |
1798 | artifactlist *nextal; |
|
|
1799 | |
1789 | for (al=first_artifactlist; al!=NULL; al=nextal) { |
1800 | for (al = first_artifactlist; al; al = nextal) |
|
|
1801 | { |
1790 | nextal=al->next; |
1802 | nextal = al->next; |
|
|
1803 | |
1791 | if (al->items) { |
1804 | if (al->items) |
1792 | free_artifact(al->items); |
1805 | free_artifact (al->items); |
1793 | } |
1806 | |
1794 | free(al); |
1807 | sfree (al); |
1795 | } |
1808 | } |
1796 | } |
1809 | } |
1797 | |
1810 | |
|
|
1811 | void |
1798 | void free_all_treasures(void) { |
1812 | free_all_treasures (void) |
|
|
1813 | { |
1799 | treasurelist *tl, *next; |
1814 | treasurelist *tl, *next; |
1800 | |
1815 | |
1801 | |
|
|
1802 | for (tl=first_treasurelist; tl!=NULL; tl=next) { |
1816 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1817 | { |
|
|
1818 | clear (tl); |
|
|
1819 | |
1803 | next=tl->next; |
1820 | next = tl->next; |
1804 | if (tl->name) free_string(tl->name); |
1821 | delete tl; |
1805 | if (tl->items) free_treasurestruct(tl->items); |
|
|
1806 | free(tl); |
|
|
1807 | } |
1822 | } |
|
|
1823 | |
1808 | free_artifactlist(first_artifactlist); |
1824 | free_artifactlist (first_artifactlist); |
1809 | } |
1825 | } |