1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License along |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | * 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 |
27 | * 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 |
… | |
… | |
33 | |
33 | |
34 | //#define TREASURE_VERBOSE |
34 | //#define TREASURE_VERBOSE |
35 | |
35 | |
36 | #include <global.h> |
36 | #include <global.h> |
37 | #include <treasure.h> |
37 | #include <treasure.h> |
38 | #include <funcpoint.h> |
|
|
39 | #include <loader.h> |
38 | #include <loader.h> |
40 | |
39 | |
41 | extern char *spell_mapping[]; |
40 | extern char *spell_mapping[]; |
42 | |
41 | |
43 | static treasurelist *first_treasurelist; |
42 | static treasurelist *first_treasurelist; |
… | |
… | |
47 | typedef std::tr1::unordered_map< |
46 | typedef std::tr1::unordered_map< |
48 | const char *, |
47 | const char *, |
49 | treasurelist *, |
48 | treasurelist *, |
50 | str_hash, |
49 | str_hash, |
51 | str_equal, |
50 | str_equal, |
52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
51 | slice_allocator< std::pair<const char *const, treasurelist *> > |
53 | true |
|
|
54 | > tl_map_t; |
52 | > tl_map_t; |
55 | |
53 | |
56 | static tl_map_t tl_map; |
54 | static tl_map_t tl_map; |
|
|
55 | |
|
|
56 | //TODO: class method |
|
|
57 | static void free_treasurestruct (treasure *t); // bleh desu |
|
|
58 | static void |
|
|
59 | clear (treasurelist *tl) |
|
|
60 | { |
|
|
61 | if (tl->items) |
|
|
62 | { |
|
|
63 | free_treasurestruct (tl->items); |
|
|
64 | tl->items = 0; |
|
|
65 | } |
|
|
66 | |
|
|
67 | tl->total_chance = 0; |
|
|
68 | } |
57 | |
69 | |
58 | /* |
70 | /* |
59 | * Searches for the given treasurelist |
71 | * Searches for the given treasurelist |
60 | */ |
72 | */ |
61 | treasurelist * |
73 | treasurelist * |
… | |
… | |
93 | } |
105 | } |
94 | |
106 | |
95 | return tl; |
107 | return tl; |
96 | } |
108 | } |
97 | |
109 | |
98 | //TODO: class method |
|
|
99 | void |
|
|
100 | clear (treasurelist *tl) |
|
|
101 | { |
|
|
102 | if (tl->items) |
|
|
103 | { |
|
|
104 | free_treasurestruct (tl->items); |
|
|
105 | tl->items = 0; |
|
|
106 | } |
|
|
107 | |
|
|
108 | tl->total_chance = 0; |
|
|
109 | } |
|
|
110 | |
|
|
111 | #ifdef TREASURE_DEBUG |
110 | #ifdef TREASURE_DEBUG |
112 | /* recursived checks the linked list. Treasurelist is passed only |
111 | /* recursived checks the linked list. Treasurelist is passed only |
113 | * so that the treasure name can be printed out |
112 | * so that the treasure name can be printed out |
114 | */ |
113 | */ |
115 | static void |
114 | static void |
… | |
… | |
140 | |
139 | |
141 | f.next (); |
140 | f.next (); |
142 | |
141 | |
143 | for (;;) |
142 | for (;;) |
144 | { |
143 | { |
145 | coroapi::cede_to_tick_every (10); |
144 | coroapi::cede_to_tick (); |
146 | |
145 | |
147 | switch (f.kw) |
146 | switch (f.kw) |
148 | { |
147 | { |
149 | case KW_arch: |
148 | case KW_arch: |
150 | t->item = archetype::get (f.get_str ()); |
149 | t->item = archetype::find (f.get_str ()); |
|
|
150 | |
|
|
151 | if (!t->item) |
|
|
152 | { |
|
|
153 | f.parse_warn ("treasure references unknown archetype"); |
|
|
154 | t->item = archetype::empty; |
|
|
155 | } |
|
|
156 | |
151 | break; |
157 | break; |
152 | |
158 | |
153 | case KW_list: f.get (t->name); break; |
159 | case KW_list: f.get (t->name); break; |
154 | case KW_change_name: f.get (t->change_arch.name); break; |
160 | case KW_change_name: f.get (t->change_arch.name); break; |
155 | case KW_change_title: f.get (t->change_arch.title); break; |
161 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
169 | t->next = read_treasure (f); |
175 | t->next = read_treasure (f); |
170 | return t; |
176 | return t; |
171 | |
177 | |
172 | default: |
178 | default: |
173 | if (!f.parse_error ("treasurelist", t->name)) |
179 | if (!f.parse_error ("treasurelist", t->name)) |
174 | return 0; |
180 | goto error; |
175 | |
181 | |
176 | return t; |
182 | return t; |
177 | } |
183 | } |
178 | |
184 | |
179 | f.next (); |
185 | f.next (); |
180 | } |
186 | } |
|
|
187 | |
|
|
188 | // not reached |
|
|
189 | |
|
|
190 | error: |
|
|
191 | delete t; |
|
|
192 | return 0; |
181 | } |
193 | } |
182 | |
194 | |
183 | /* |
195 | /* |
184 | * Each treasure is parsed with the help of load_treasure(). |
196 | * Each treasure is parsed with the help of load_treasure(). |
185 | */ |
197 | */ |
… | |
… | |
244 | return; |
256 | return; |
245 | } |
257 | } |
246 | |
258 | |
247 | op->expand_tail (); |
259 | op->expand_tail (); |
248 | |
260 | |
249 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
261 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
250 | op->destroy (); |
262 | op->destroy (); |
251 | else |
263 | else |
252 | { |
264 | { |
253 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
254 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
266 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
… | |
… | |
258 | { |
270 | { |
259 | op = creator->insert (op); |
271 | op = creator->insert (op); |
260 | |
272 | |
261 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
262 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
263 | |
|
|
264 | if (flags & GT_UPDATE_INV) |
|
|
265 | if (object *tmp = creator->in_player ()) |
|
|
266 | esrv_send_item (tmp, op); |
|
|
267 | } |
275 | } |
268 | } |
276 | } |
269 | |
277 | |
270 | /* if there are change_xxx commands in the treasure, we include the changes |
278 | /* if there are change_xxx commands in the treasure, we include the changes |
271 | * in the generated object |
279 | * in the generated object |
… | |
… | |
435 | |
443 | |
436 | if (ob->inv) |
444 | if (ob->inv) |
437 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
438 | |
446 | |
439 | ob->destroy (); |
447 | ob->destroy (); |
|
|
448 | |
440 | return tmp; |
449 | return tmp; |
441 | } |
450 | } |
442 | |
451 | |
443 | /* |
452 | /* |
444 | * This is a new way of calculating the chance for an item to have |
453 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
487 | * This code presumes that op has had its spell object created (in op->inv) |
496 | * This code presumes that op has had its spell object created (in op->inv) |
488 | * |
497 | * |
489 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
490 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
499 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
491 | */ |
500 | */ |
492 | int |
501 | static int |
493 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
494 | { |
503 | { |
495 | int olevel = 0; |
|
|
496 | |
|
|
497 | if (!op->inv) |
504 | if (!op->inv) |
498 | { |
505 | { |
499 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
506 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
500 | return 0; |
507 | return 0; |
501 | } |
508 | } |
502 | |
509 | |
503 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
510 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
504 | |
511 | |
505 | if (olevel <= 0) |
512 | if (olevel <= 0) |
506 | olevel = rndm (1, MIN (op->inv->level, 1)); |
513 | olevel = rndm (1, op->inv->level); |
507 | |
514 | |
508 | if (olevel > MAXLEVEL) |
515 | return min (olevel, MAXLEVEL); |
509 | olevel = MAXLEVEL; |
|
|
510 | |
|
|
511 | return olevel; |
|
|
512 | } |
516 | } |
513 | |
517 | |
514 | /* |
518 | /* |
515 | * Based upon the specified difficulty and upon the difftomagic_list array, |
519 | * Based upon the specified difficulty and upon the difftomagic_list array, |
516 | * a random magical bonus is returned. This is used when determine |
520 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
519 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
520 | * Scaling difficulty by max_level, as difficulty is a level and not some |
524 | * Scaling difficulty by max_level, as difficulty is a level and not some |
521 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
522 | * |
526 | * |
523 | */ |
527 | */ |
524 | int |
528 | static int |
525 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
526 | { |
530 | { |
527 | int percent = 0, magic = 0; |
531 | int percent = 0, magic = 0; |
528 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
529 | |
533 | |
… | |
… | |
576 | if (op->type == ARMOUR) |
580 | if (op->type == ARMOUR) |
577 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
581 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
578 | |
582 | |
579 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
583 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
580 | magic = (-magic); |
584 | magic = (-magic); |
|
|
585 | |
581 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
586 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
582 | } |
587 | } |
583 | else |
588 | else |
584 | { |
589 | { |
585 | if (op->type == ARMOUR) |
590 | if (op->type == ARMOUR) |
586 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
591 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
592 | |
587 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
593 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
588 | magic = (-magic); |
594 | magic = (-magic); |
|
|
595 | |
589 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
590 | } |
597 | } |
591 | } |
598 | } |
592 | |
599 | |
593 | /* |
600 | /* |
… | |
… | |
616 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
617 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
618 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
619 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
620 | */ |
627 | */ |
621 | void |
628 | static void |
622 | set_ring_bonus (object *op, int bonus) |
629 | set_ring_bonus (object *op, int bonus) |
623 | { |
630 | { |
624 | |
|
|
625 | int r = rndm (bonus > 0 ? 25 : 11); |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
626 | |
632 | |
627 | if (op->type == AMULET) |
633 | if (op->type == AMULET) |
628 | { |
634 | { |
629 | if (!(rndm (21))) |
635 | if (!(rndm (21))) |
… | |
… | |
752 | * higher is the chance of returning a low number. |
758 | * higher is the chance of returning a low number. |
753 | * It is only used in fix_generated_treasure() to set bonuses on |
759 | * It is only used in fix_generated_treasure() to set bonuses on |
754 | * rings and amulets. |
760 | * rings and amulets. |
755 | * Another scheme is used to calculate the magic of weapons and armours. |
761 | * Another scheme is used to calculate the magic of weapons and armours. |
756 | */ |
762 | */ |
757 | int |
763 | static int |
758 | get_magic (int diff) |
764 | get_magic (int diff) |
759 | { |
765 | { |
760 | int i; |
766 | int i; |
761 | |
767 | |
762 | if (diff < 3) |
768 | if (diff < 3) |
… | |
… | |
765 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
766 | if (rndm (diff)) |
772 | if (rndm (diff)) |
767 | return i; |
773 | return i; |
768 | |
774 | |
769 | return 4; |
775 | return 4; |
|
|
776 | } |
|
|
777 | |
|
|
778 | /* special_potion() - so that old potion code is still done right. */ |
|
|
779 | static int |
|
|
780 | special_potion (object *op) |
|
|
781 | { |
|
|
782 | if (op->attacktype) |
|
|
783 | return 1; |
|
|
784 | |
|
|
785 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
786 | return 1; |
|
|
787 | |
|
|
788 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
789 | if (op->resist[i]) |
|
|
790 | return 1; |
|
|
791 | |
|
|
792 | return 0; |
770 | } |
793 | } |
771 | |
794 | |
772 | #define DICE2 (get_magic(2)==2?2:1) |
795 | #define DICE2 (get_magic(2)==2?2:1) |
773 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
796 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
774 | |
797 | |
… | |
… | |
822 | ARG_INT (flags))) |
845 | ARG_INT (flags))) |
823 | return; |
846 | return; |
824 | |
847 | |
825 | if (!(flags & GT_MINIMAL)) |
848 | if (!(flags & GT_MINIMAL)) |
826 | { |
849 | { |
827 | if (op->arch == crown_arch) |
850 | if (IS_ARCH (op->arch, crown)) |
828 | { |
851 | { |
829 | set_magic (difficulty, op, max_magic, flags); |
852 | set_magic (difficulty, op, max_magic, flags); |
830 | num_enchantments = calc_item_power (op, 1); |
853 | num_enchantments = calc_item_power (op, 1); |
831 | generate_artifact (op, difficulty); |
854 | generate_artifact (op, difficulty); |
832 | } |
855 | } |
… | |
… | |
837 | |
860 | |
838 | num_enchantments = calc_item_power (op, 1); |
861 | num_enchantments = calc_item_power (op, 1); |
839 | |
862 | |
840 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
863 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
841 | || op->type == HORN |
864 | || op->type == HORN |
842 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
865 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
843 | * used for shop_floors or treasures */ |
|
|
844 | generate_artifact (op, difficulty); |
866 | generate_artifact (op, difficulty); |
845 | } |
867 | } |
846 | |
868 | |
847 | /* Object was made an artifact. Calculate its item_power rating. |
869 | /* Object was made an artifact. Calculate its item_power rating. |
848 | * the item_power in the object is what the artfiact adds. |
870 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
890 | { |
912 | { |
891 | if (op->type == POTION) |
913 | if (op->type == POTION) |
892 | /* Handle healing and magic power potions */ |
914 | /* Handle healing and magic power potions */ |
893 | if (op->stats.sp && !op->randomitems) |
915 | if (op->stats.sp && !op->randomitems) |
894 | { |
916 | { |
895 | object *tmp; |
|
|
896 | |
|
|
897 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
917 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
898 | insert_ob_in_ob (tmp, op); |
918 | insert_ob_in_ob (tmp, op); |
899 | op->stats.sp = 0; |
919 | op->stats.sp = 0; |
900 | } |
920 | } |
901 | } |
921 | } |
902 | else if (!op->title) /* Only modify object if not special */ |
922 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
960 | SET_FLAG (op, FLAG_CURSED); |
980 | SET_FLAG (op, FLAG_CURSED); |
961 | break; |
981 | break; |
962 | } |
982 | } |
963 | |
983 | |
964 | case AMULET: |
984 | case AMULET: |
965 | if (op->arch == amulet_arch) |
985 | if (IS_ARCH (op->arch, amulet)) |
966 | op->value *= 5; /* Since it's not just decoration */ |
986 | op->value *= 5; /* Since it's not just decoration */ |
967 | |
987 | |
968 | case RING: |
988 | case RING: |
969 | if (op->arch == NULL) |
|
|
970 | { |
|
|
971 | op->destroy (); |
|
|
972 | op = 0; |
|
|
973 | break; |
|
|
974 | } |
|
|
975 | |
|
|
976 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
989 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
977 | break; |
990 | break; |
978 | |
991 | |
979 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
992 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
980 | SET_FLAG (op, FLAG_CURSED); |
993 | SET_FLAG (op, FLAG_CURSED); |
981 | |
994 | |
… | |
… | |
1001 | op->value *= 5; |
1014 | op->value *= 5; |
1002 | set_ring_bonus (op, d); |
1015 | set_ring_bonus (op, d); |
1003 | } |
1016 | } |
1004 | } |
1017 | } |
1005 | |
1018 | |
1006 | if (GET_ANIM_ID (op)) |
1019 | if (op->animation_id) |
1007 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1020 | op->set_anim_frame (rndm (op->anim_frames ())); |
1008 | |
1021 | |
1009 | break; |
1022 | break; |
1010 | |
1023 | |
1011 | case BOOK: |
1024 | case BOOK: |
1012 | /* Is it an empty book?, if yes lets make a special· |
1025 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1027 | op->level = rndm (creator->level); |
1040 | op->level = rndm (creator->level); |
1028 | |
1041 | |
1029 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1042 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1030 | /* books w/ info are worth more! */ |
1043 | /* books w/ info are worth more! */ |
1031 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1044 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1032 | /* creator related stuff */ |
|
|
1033 | |
|
|
1034 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1035 | * set - we don't want to set no pick in that case. |
|
|
1036 | */ |
|
|
1037 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1038 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1039 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1040 | op->slaying = creator->slaying; |
|
|
1041 | |
1045 | |
1042 | /* add exp so reading it gives xp (once) */ |
1046 | /* add exp so reading it gives xp (once) */ |
1043 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1047 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1044 | } |
1048 | } |
|
|
1049 | |
|
|
1050 | /* creator related stuff */ |
|
|
1051 | |
|
|
1052 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1053 | * set - we don't want to set no pick in that case. |
|
|
1054 | */ |
|
|
1055 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1056 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1057 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1058 | op->slaying = creator->slaying; |
1045 | break; |
1059 | break; |
1046 | |
1060 | |
1047 | case SPELLBOOK: |
1061 | case SPELLBOOK: |
1048 | op->value = op->value * op->inv->value; |
1062 | op->value = op->value * op->inv->value; |
1049 | /* add exp so learning gives xp */ |
1063 | /* add exp so learning gives xp */ |
… | |
… | |
1134 | * Allocate and return the pointer to an empty artifactlist structure. |
1148 | * Allocate and return the pointer to an empty artifactlist structure. |
1135 | */ |
1149 | */ |
1136 | static artifactlist * |
1150 | static artifactlist * |
1137 | get_empty_artifactlist (void) |
1151 | get_empty_artifactlist (void) |
1138 | { |
1152 | { |
1139 | return salloc0 <artifactlist> (); |
1153 | return salloc0<artifactlist> (); |
1140 | } |
1154 | } |
1141 | |
1155 | |
1142 | /* |
1156 | /* |
1143 | * Allocate and return the pointer to an empty artifact structure. |
1157 | * Allocate and return the pointer to an empty artifact structure. |
1144 | */ |
1158 | */ |
1145 | static artifact * |
1159 | static artifact * |
1146 | get_empty_artifact (void) |
1160 | get_empty_artifact (void) |
1147 | { |
1161 | { |
1148 | return salloc0 <artifact> (); |
1162 | return salloc0<artifact> (); |
1149 | } |
1163 | } |
1150 | |
1164 | |
1151 | /* |
1165 | /* |
1152 | * Searches the artifact lists and returns one that has the same type |
1166 | * Searches the artifact lists and returns one that has the same type |
1153 | * of objects on it. |
1167 | * of objects on it. |
… | |
… | |
1158 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1172 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1159 | if (al->type == type) |
1173 | if (al->type == type) |
1160 | return al; |
1174 | return al; |
1161 | |
1175 | |
1162 | return 0; |
1176 | return 0; |
1163 | } |
|
|
1164 | |
|
|
1165 | /* |
|
|
1166 | * For debugging purposes. Dumps all tables. |
|
|
1167 | */ |
|
|
1168 | void |
|
|
1169 | dump_artifacts (void) |
|
|
1170 | { |
|
|
1171 | artifactlist *al; |
|
|
1172 | artifact *art; |
|
|
1173 | linked_char *next; |
|
|
1174 | |
|
|
1175 | fprintf (logfile, "\n"); |
|
|
1176 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1177 | { |
|
|
1178 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1179 | for (art = al->items; art != NULL; art = art->next) |
|
|
1180 | { |
|
|
1181 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1182 | if (art->allowed != NULL) |
|
|
1183 | { |
|
|
1184 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1185 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1186 | fprintf (logfile, "%s,", &next->name); |
|
|
1187 | fprintf (logfile, "\n"); |
|
|
1188 | } |
|
|
1189 | } |
|
|
1190 | } |
|
|
1191 | fprintf (logfile, "\n"); |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | /* |
|
|
1195 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1196 | */ |
|
|
1197 | void |
|
|
1198 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1199 | { |
|
|
1200 | treasurelist *tl; |
|
|
1201 | int i; |
|
|
1202 | |
|
|
1203 | if (depth > 100) |
|
|
1204 | return; |
|
|
1205 | |
|
|
1206 | while (t) |
|
|
1207 | { |
|
|
1208 | if (t->name) |
|
|
1209 | { |
|
|
1210 | for (i = 0; i < depth; i++) |
|
|
1211 | fprintf (logfile, " "); |
|
|
1212 | |
|
|
1213 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1214 | |
|
|
1215 | tl = treasurelist::find (t->name); |
|
|
1216 | if (tl) |
|
|
1217 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1218 | |
|
|
1219 | for (i = 0; i < depth; i++) |
|
|
1220 | fprintf (logfile, " "); |
|
|
1221 | |
|
|
1222 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1223 | } |
|
|
1224 | else |
|
|
1225 | { |
|
|
1226 | for (i = 0; i < depth; i++) |
|
|
1227 | fprintf (logfile, " "); |
|
|
1228 | |
|
|
1229 | if (t->item && t->item->type == FLESH) |
|
|
1230 | fprintf (logfile, "%s's %s\n", name, &t->item->object::name); |
|
|
1231 | else |
|
|
1232 | fprintf (logfile, "%s\n", &t->item->object::name); |
|
|
1233 | } |
|
|
1234 | |
|
|
1235 | if (t->next_yes) |
|
|
1236 | { |
|
|
1237 | for (i = 0; i < depth; i++) |
|
|
1238 | fprintf (logfile, " "); |
|
|
1239 | |
|
|
1240 | fprintf (logfile, " (if yes)\n"); |
|
|
1241 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1242 | } |
|
|
1243 | |
|
|
1244 | if (t->next_no) |
|
|
1245 | { |
|
|
1246 | for (i = 0; i < depth; i++) |
|
|
1247 | fprintf (logfile, " "); |
|
|
1248 | |
|
|
1249 | fprintf (logfile, " (if no)\n"); |
|
|
1250 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1251 | } |
|
|
1252 | |
|
|
1253 | t = t->next; |
|
|
1254 | } |
|
|
1255 | } |
|
|
1256 | |
|
|
1257 | /* |
|
|
1258 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1259 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1260 | */ |
|
|
1261 | void |
|
|
1262 | dump_monster_treasure (const char *name) |
|
|
1263 | { |
|
|
1264 | archetype *at; |
|
|
1265 | int found; |
|
|
1266 | |
|
|
1267 | found = 0; |
|
|
1268 | fprintf (logfile, "\n"); |
|
|
1269 | |
|
|
1270 | for_all_archetypes (at) |
|
|
1271 | if (!strcasecmp (at->object::name, name) && at->title == NULL) |
|
|
1272 | { |
|
|
1273 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname); |
|
|
1274 | if (at->randomitems != NULL) |
|
|
1275 | dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1); |
|
|
1276 | else |
|
|
1277 | fprintf (logfile, "(nothing)\n"); |
|
|
1278 | |
|
|
1279 | fprintf (logfile, "\n"); |
|
|
1280 | found++; |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | if (found == 0) |
|
|
1284 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1285 | } |
1177 | } |
1286 | |
1178 | |
1287 | /* |
1179 | /* |
1288 | * Builds up the lists of artifacts from the file in the libdir. |
1180 | * Builds up the lists of artifacts from the file in the libdir. |
1289 | */ |
1181 | */ |
… | |
… | |
1303 | sprintf (filename, "%s/artifacts", settings.datadir); |
1195 | sprintf (filename, "%s/artifacts", settings.datadir); |
1304 | object_thawer f (filename); |
1196 | object_thawer f (filename); |
1305 | |
1197 | |
1306 | if (!f) |
1198 | if (!f) |
1307 | return; |
1199 | return; |
1308 | |
|
|
1309 | f.next (); |
|
|
1310 | |
1200 | |
1311 | for (;;) |
1201 | for (;;) |
1312 | { |
1202 | { |
1313 | switch (f.kw) |
1203 | switch (f.kw) |
1314 | { |
1204 | { |
… | |
… | |
1476 | * to cast. So convert that to into a spell and put it into |
1366 | * to cast. So convert that to into a spell and put it into |
1477 | * this object. |
1367 | * this object. |
1478 | */ |
1368 | */ |
1479 | if (op->type == HORN || op->type == POTION) |
1369 | if (op->type == HORN || op->type == POTION) |
1480 | { |
1370 | { |
1481 | object *tmp_obj; |
|
|
1482 | |
|
|
1483 | /* Remove any spells this object currently has in it */ |
1371 | /* Remove any spells this object currently has in it */ |
1484 | while (op->inv) |
|
|
1485 | op->inv->destroy (); |
1372 | op->destroy_inv (false); |
1486 | |
1373 | |
1487 | tmp_obj = arch_to_object (change->other_arch); |
1374 | object *tmp = arch_to_object (change->other_arch); |
1488 | insert_ob_in_ob (tmp_obj, op); |
1375 | insert_ob_in_ob (tmp, op); |
1489 | } |
1376 | } |
1490 | /* No harm setting this for potions/horns */ |
1377 | /* No harm setting this for potions/horns */ |
1491 | op->other_arch = change->other_arch; |
1378 | op->other_arch = change->other_arch; |
1492 | } |
1379 | } |
1493 | |
1380 | |
… | |
… | |
1698 | #if 1 |
1585 | #if 1 |
1699 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1586 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1700 | #endif |
1587 | #endif |
1701 | return; |
1588 | return; |
1702 | } |
1589 | } |
1703 | if (!strcmp (art->item->name, "NONE")) |
1590 | |
|
|
1591 | if (art->item->name == shstr_NONE) |
1704 | return; |
1592 | return; |
|
|
1593 | |
1705 | if (FABS (op->magic) < art->item->magic) |
1594 | if (fabs (op->magic) < art->item->magic) |
1706 | continue; /* Not magic enough to be this item */ |
1595 | continue; /* Not magic enough to be this item */ |
1707 | |
1596 | |
1708 | /* Map difficulty not high enough */ |
1597 | /* Map difficulty not high enough */ |
1709 | if (difficulty < art->difficulty) |
1598 | if (difficulty < art->difficulty) |
1710 | continue; |
1599 | continue; |
… | |
… | |
1761 | item->level = donor->level; |
1650 | item->level = donor->level; |
1762 | |
1651 | |
1763 | /* if donor has some attacktypes, the flesh is poisonous */ |
1652 | /* if donor has some attacktypes, the flesh is poisonous */ |
1764 | if (donor->attacktype & AT_POISON) |
1653 | if (donor->attacktype & AT_POISON) |
1765 | item->type = POISON; |
1654 | item->type = POISON; |
|
|
1655 | |
1766 | if (donor->attacktype & AT_ACID) |
1656 | if (donor->attacktype & AT_ACID) |
1767 | item->stats.hp = -1 * item->stats.food; |
1657 | item->stats.hp = -1 * item->stats.food; |
|
|
1658 | |
1768 | SET_FLAG (item, FLAG_NO_STEAL); |
1659 | SET_FLAG (item, FLAG_NO_STEAL); |
1769 | } |
1660 | } |
1770 | } |
1661 | } |
1771 | |
1662 | |
1772 | /* special_potion() - so that old potion code is still done right. */ |
1663 | static void |
1773 | int |
|
|
1774 | special_potion (object *op) |
|
|
1775 | { |
|
|
1776 | if (op->attacktype) |
|
|
1777 | return 1; |
|
|
1778 | |
|
|
1779 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1780 | return 1; |
|
|
1781 | |
|
|
1782 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1783 | if (op->resist[i]) |
|
|
1784 | return 1; |
|
|
1785 | |
|
|
1786 | return 0; |
|
|
1787 | } |
|
|
1788 | |
|
|
1789 | void |
|
|
1790 | free_treasurestruct (treasure *t) |
1664 | free_treasurestruct (treasure *t) |
1791 | { |
1665 | { |
1792 | if (t->next) free_treasurestruct (t->next); |
1666 | if (t->next) free_treasurestruct (t->next); |
1793 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1667 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1794 | if (t->next_no) free_treasurestruct (t->next_no); |
1668 | if (t->next_no) free_treasurestruct (t->next_no); |
1795 | |
1669 | |
1796 | delete t; |
1670 | delete t; |
1797 | } |
1671 | } |
1798 | |
1672 | |
1799 | void |
1673 | static void |
1800 | free_charlinks (linked_char *lc) |
1674 | free_charlinks (linked_char *lc) |
1801 | { |
1675 | { |
1802 | if (lc->next) |
1676 | if (lc->next) |
1803 | free_charlinks (lc->next); |
1677 | free_charlinks (lc->next); |
1804 | |
1678 | |
1805 | delete lc; |
1679 | delete lc; |
1806 | } |
1680 | } |
1807 | |
1681 | |
1808 | void |
1682 | static void |
1809 | free_artifact (artifact *at) |
1683 | free_artifact (artifact *at) |
1810 | { |
1684 | { |
1811 | if (at->next) free_artifact (at->next); |
1685 | if (at->next) free_artifact (at->next); |
1812 | if (at->allowed) free_charlinks (at->allowed); |
1686 | if (at->allowed) free_charlinks (at->allowed); |
1813 | |
1687 | |
1814 | at->item->destroy (1); |
1688 | at->item->destroy (); |
1815 | |
1689 | |
1816 | sfree (at); |
1690 | sfree (at); |
1817 | } |
1691 | } |
1818 | |
1692 | |
1819 | void |
1693 | static void |
1820 | free_artifactlist (artifactlist *al) |
1694 | free_artifactlist (artifactlist *al) |
1821 | { |
1695 | { |
1822 | artifactlist *nextal; |
1696 | artifactlist *nextal; |
1823 | |
1697 | |
1824 | for (al = first_artifactlist; al; al = nextal) |
1698 | for (al = first_artifactlist; al; al = nextal) |
… | |
… | |
1830 | |
1704 | |
1831 | sfree (al); |
1705 | sfree (al); |
1832 | } |
1706 | } |
1833 | } |
1707 | } |
1834 | |
1708 | |
1835 | void |
1709 | static void |
1836 | free_all_treasures (void) |
1710 | free_all_treasures (void) |
1837 | { |
1711 | { |
1838 | treasurelist *tl, *next; |
1712 | treasurelist *tl, *next; |
1839 | |
1713 | |
1840 | for (tl = first_treasurelist; tl; tl = next) |
1714 | for (tl = first_treasurelist; tl; tl = next) |