1 | |
|
|
2 | /* |
1 | /* |
3 | * static char *rcs_treasure_c = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
4 | * "$Id: treasure.C,v 1.7 2006/09/03 00:18:40 root Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
6 | |
|
|
7 | /* |
|
|
8 | CrossFire, A Multiplayer game for X-windows |
|
|
9 | |
|
|
10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
26 | |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
|
|
28 | */ |
22 | */ |
29 | |
|
|
30 | #define ALLOWED_COMBINATION |
|
|
31 | |
23 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 | * It is useful for finding bugs in the treasures file. Since it only |
25 | * 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 |
26 | * slows the startup some (and not actual game play), it is by default |
35 | * left on |
27 | * left on |
36 | */ |
28 | */ |
37 | #define TREASURE_DEBUG |
29 | #define TREASURE_DEBUG |
38 | |
30 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
31 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
|
|
32 | |
40 | /* #define TREASURE_VERBOSE */ |
33 | //#define TREASURE_VERBOSE |
41 | |
34 | |
42 | #include <global.h> |
35 | #include <global.h> |
43 | #include <treasure.h> |
36 | #include <treasure.h> |
44 | #include <funcpoint.h> |
37 | #include <funcpoint.h> |
45 | #include <loader.h> |
38 | #include <loader.h> |
46 | |
39 | |
47 | |
|
|
48 | static void change_treasure (treasure * t, object * op); /* overrule default values */ |
|
|
49 | extern char *spell_mapping[]; |
40 | extern char *spell_mapping[]; |
50 | |
41 | |
51 | /* |
42 | static treasurelist *first_treasurelist; |
52 | * Initialize global archtype pointers: |
|
|
53 | */ |
|
|
54 | |
43 | |
|
|
44 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
|
|
45 | |
|
|
46 | typedef std::tr1::unordered_map< |
|
|
47 | const char *, |
|
|
48 | treasurelist *, |
|
|
49 | str_hash, |
|
|
50 | str_equal, |
|
|
51 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
|
|
52 | true |
|
|
53 | > tl_map_t; |
|
|
54 | |
|
|
55 | static tl_map_t tl_map; |
|
|
56 | |
|
|
57 | /* |
|
|
58 | * Searches for the given treasurelist |
|
|
59 | */ |
|
|
60 | treasurelist * |
|
|
61 | treasurelist::find (const char *name) |
|
|
62 | { |
|
|
63 | if (!name) |
|
|
64 | return 0; |
|
|
65 | |
|
|
66 | auto (i, tl_map.find (name)); |
|
|
67 | |
|
|
68 | if (i == tl_map.end ()) |
|
|
69 | return 0; |
|
|
70 | |
|
|
71 | return i->second; |
|
|
72 | } |
|
|
73 | |
|
|
74 | /* |
|
|
75 | * Searches for the given treasurelist in the globally linked list |
|
|
76 | * of treasurelists which has been built by load_treasures(). |
|
|
77 | */ |
|
|
78 | treasurelist * |
|
|
79 | treasurelist::get (const char *name) |
|
|
80 | { |
|
|
81 | treasurelist *tl = find (name); |
|
|
82 | |
|
|
83 | if (!tl) |
|
|
84 | { |
|
|
85 | tl = new treasurelist; |
|
|
86 | |
|
|
87 | tl->name = name; |
|
|
88 | tl->next = first_treasurelist; |
|
|
89 | first_treasurelist = tl; |
|
|
90 | |
|
|
91 | tl_map.insert (std::make_pair (tl->name, tl)); |
|
|
92 | } |
|
|
93 | |
|
|
94 | return tl; |
|
|
95 | } |
|
|
96 | |
|
|
97 | //TODO: class method |
55 | void |
98 | void |
56 | init_archetype_pointers () |
99 | clear (treasurelist *tl) |
57 | { |
100 | { |
58 | int prev_warn = warn_archetypes; |
101 | if (tl->items) |
59 | warn_archetypes = 1; |
|
|
60 | if (ring_arch == NULL) |
|
|
61 | ring_arch = find_archetype ("ring"); |
|
|
62 | if (amulet_arch == NULL) |
|
|
63 | amulet_arch = find_archetype ("amulet"); |
|
|
64 | if (staff_arch == NULL) |
|
|
65 | staff_arch = find_archetype ("staff"); |
|
|
66 | if (crown_arch == NULL) |
|
|
67 | crown_arch = find_archetype ("crown"); |
|
|
68 | warn_archetypes = prev_warn; |
|
|
69 | } |
|
|
70 | |
|
|
71 | /* |
|
|
72 | * Allocate and return the pointer to an empty treasurelist structure. |
|
|
73 | */ |
|
|
74 | |
|
|
75 | static treasurelist * |
|
|
76 | get_empty_treasurelist (void) |
|
|
77 | { |
|
|
78 | return new treasurelist; |
|
|
79 | } |
|
|
80 | |
|
|
81 | /* |
|
|
82 | * Allocate and return the pointer to an empty treasure structure. |
|
|
83 | */ |
|
|
84 | //TODO: make this a constructor |
|
|
85 | static treasure * |
|
|
86 | get_empty_treasure (void) |
|
|
87 | { |
|
|
88 | treasure *t = new treasure; |
|
|
89 | |
|
|
90 | t->chance = 100; |
|
|
91 | |
|
|
92 | return t; |
|
|
93 | } |
|
|
94 | |
|
|
95 | /* |
|
|
96 | * Reads the lib/treasure file from disk, and parses the contents |
|
|
97 | * into an internal treasure structure (very linked lists) |
|
|
98 | */ |
|
|
99 | |
|
|
100 | static treasure * |
|
|
101 | load_treasure (FILE * fp, int *line) |
|
|
102 | { |
|
|
103 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
|
|
104 | treasure *t = get_empty_treasure (); |
|
|
105 | int value; |
|
|
106 | |
|
|
107 | nroftreasures++; |
|
|
108 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
|
109 | { |
|
|
110 | (*line)++; |
|
|
111 | |
|
|
112 | if (*buf == '#') |
|
|
113 | continue; |
|
|
114 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
115 | *cp = '\0'; |
|
|
116 | cp = buf; |
|
|
117 | while (isspace (*cp)) /* Skip blanks */ |
|
|
118 | cp++; |
|
|
119 | |
|
|
120 | if (sscanf (cp, "arch %s", variable)) |
|
|
121 | { |
|
|
122 | if ((t->item = find_archetype (variable)) == NULL) |
|
|
123 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
|
|
124 | } |
|
|
125 | else if (sscanf (cp, "list %s", variable)) |
|
|
126 | t->name = variable; |
|
|
127 | else if (sscanf (cp, "change_name %s", variable)) |
|
|
128 | t->change_arch.name = variable; |
|
|
129 | else if (sscanf (cp, "change_title %s", variable)) |
|
|
130 | t->change_arch.title = variable; |
|
|
131 | else if (sscanf (cp, "change_slaying %s", variable)) |
|
|
132 | t->change_arch.slaying = variable; |
|
|
133 | else if (sscanf (cp, "chance %d", &value)) |
|
|
134 | t->chance = (uint8) value; |
|
|
135 | else if (sscanf (cp, "nrof %d", &value)) |
|
|
136 | t->nrof = (uint16) value; |
|
|
137 | else if (sscanf (cp, "magic %d", &value)) |
|
|
138 | t->magic = (uint8) value; |
|
|
139 | else if (!strcmp (cp, "yes")) |
|
|
140 | t->next_yes = load_treasure (fp, line); |
|
|
141 | else if (!strcmp (cp, "no")) |
|
|
142 | t->next_no = load_treasure (fp, line); |
|
|
143 | else if (!strcmp (cp, "end")) |
|
|
144 | return t; |
|
|
145 | else if (!strcmp (cp, "more")) |
|
|
146 | { |
|
|
147 | t->next = load_treasure (fp, line); |
|
|
148 | return t; |
|
|
149 | } |
|
|
150 | else |
|
|
151 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
|
|
152 | } |
102 | { |
153 | LOG (llevError, "treasure lacks 'end'.\n"); |
103 | free_treasurestruct (tl->items); |
154 | return t; |
104 | tl->items = 0; |
|
|
105 | } |
|
|
106 | |
|
|
107 | tl->total_chance = 0; |
155 | } |
108 | } |
156 | |
109 | |
157 | #ifdef TREASURE_DEBUG |
110 | #ifdef TREASURE_DEBUG |
158 | /* recursived checks the linked list. Treasurelist is passed only |
111 | /* recursived checks the linked list. Treasurelist is passed only |
159 | * so that the treasure name can be printed out |
112 | * so that the treasure name can be printed out |
160 | */ |
113 | */ |
161 | static void |
114 | static void |
162 | check_treasurelist (const treasure * t, const treasurelist * tl) |
115 | check_treasurelist (const treasure *t, const treasurelist * tl) |
163 | { |
116 | { |
164 | if (t->item == NULL && t->name == NULL) |
|
|
165 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
|
|
166 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
117 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
167 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
118 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
168 | /* find_treasurelist will print out its own error message */ |
119 | |
169 | if (t->name && *t->name) |
|
|
170 | (void) find_treasurelist (t->name); |
|
|
171 | if (t->next) |
120 | if (t->next) |
172 | check_treasurelist (t->next, tl); |
121 | check_treasurelist (t->next, tl); |
|
|
122 | |
173 | if (t->next_yes) |
123 | if (t->next_yes) |
174 | check_treasurelist (t->next_yes, tl); |
124 | check_treasurelist (t->next_yes, tl); |
|
|
125 | |
175 | if (t->next_no) |
126 | if (t->next_no) |
176 | check_treasurelist (t->next_no, tl); |
127 | check_treasurelist (t->next_no, tl); |
177 | } |
128 | } |
178 | #endif |
129 | #endif |
179 | |
130 | |
180 | /* |
131 | /* |
181 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
132 | * Reads the lib/treasure file from disk, and parses the contents |
|
|
133 | * into an internal treasure structure (very linked lists) |
|
|
134 | */ |
|
|
135 | static treasure * |
|
|
136 | read_treasure (object_thawer &f) |
|
|
137 | { |
|
|
138 | treasure *t = new treasure; |
|
|
139 | |
|
|
140 | f.next (); |
|
|
141 | |
|
|
142 | for (;;) |
|
|
143 | { |
|
|
144 | coroapi::cede_to_tick_every (10); |
|
|
145 | |
|
|
146 | switch (f.kw) |
|
|
147 | { |
|
|
148 | case KW_arch: |
|
|
149 | t->item = archetype::get (f.get_str ()); |
|
|
150 | break; |
|
|
151 | |
|
|
152 | case KW_list: f.get (t->name); break; |
|
|
153 | case KW_change_name: f.get (t->change_arch.name); break; |
|
|
154 | case KW_change_title: f.get (t->change_arch.title); break; |
|
|
155 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
|
|
156 | case KW_chance: f.get (t->chance); break; |
|
|
157 | case KW_nrof: f.get (t->nrof); break; |
|
|
158 | case KW_magic: f.get (t->magic); break; |
|
|
159 | |
|
|
160 | case KW_yes: t->next_yes = read_treasure (f); continue; |
|
|
161 | case KW_no: t->next_no = read_treasure (f); continue; |
|
|
162 | |
|
|
163 | case KW_end: |
|
|
164 | f.next (); |
|
|
165 | return t; |
|
|
166 | |
|
|
167 | case KW_more: |
|
|
168 | t->next = read_treasure (f); |
|
|
169 | return t; |
|
|
170 | |
|
|
171 | default: |
|
|
172 | if (!f.parse_error ("treasurelist", t->name)) |
|
|
173 | return 0; |
|
|
174 | |
|
|
175 | return t; |
|
|
176 | } |
|
|
177 | |
|
|
178 | f.next (); |
|
|
179 | } |
|
|
180 | } |
|
|
181 | |
|
|
182 | /* |
182 | * Each treasure is parsed with the help of load_treasure(). |
183 | * Each treasure is parsed with the help of load_treasure(). |
183 | */ |
184 | */ |
184 | |
185 | treasurelist * |
185 | void |
186 | treasurelist::read (object_thawer &f) |
186 | load_treasures (void) |
|
|
187 | { |
187 | { |
188 | FILE *fp; |
188 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
189 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
|
|
190 | treasurelist *previous = NULL; |
|
|
191 | treasure *t; |
|
|
192 | int comp, line = 0; |
|
|
193 | |
189 | |
194 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
190 | bool one = f.kw == KW_treasureone; |
195 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
191 | treasurelist *tl = treasurelist::get (f.get_str ()); |
196 | { |
192 | clear (tl); |
197 | LOG (llevError, "Can't open treasure file.\n"); |
193 | tl->items = read_treasure (f); |
|
|
194 | if (!tl->items) |
198 | return; |
195 | return 0; |
199 | } |
|
|
200 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
|
201 | { |
|
|
202 | line++; |
|
|
203 | if (*buf == '#') |
|
|
204 | continue; |
|
|
205 | |
196 | |
206 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
|
|
207 | { |
|
|
208 | treasurelist *tl = get_empty_treasurelist (); |
|
|
209 | tl->name = name; |
|
|
210 | if (previous == NULL) |
|
|
211 | first_treasurelist = tl; |
|
|
212 | else |
|
|
213 | previous->next = tl; |
|
|
214 | previous = tl; |
|
|
215 | tl->items = load_treasure (fp, &line); |
|
|
216 | |
|
|
217 | /* This is a one of the many items on the list should be generated. |
197 | /* This is a one of the many items on the list should be generated. |
218 | * Add up the chance total, and check to make sure the yes & no |
198 | * Add up the chance total, and check to make sure the yes & no |
219 | * fields of the treasures are not being used. |
199 | * fields of the treasures are not being used. |
220 | */ |
|
|
221 | if (!strncmp (buf, "treasureone", 11)) |
|
|
222 | { |
|
|
223 | for (t = tl->items; t != NULL; t = t->next) |
|
|
224 | { |
|
|
225 | #ifdef TREASURE_DEBUG |
|
|
226 | if (t->next_yes || t->next_no) |
|
|
227 | { |
|
|
228 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
|
|
229 | LOG (llevError, " the next_yes or next_no field is set\n"); |
|
|
230 | } |
|
|
231 | #endif |
|
|
232 | tl->total_chance += t->chance; |
|
|
233 | } |
|
|
234 | } |
|
|
235 | } |
|
|
236 | else |
|
|
237 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
|
|
238 | } |
|
|
239 | close_and_delete (fp, comp); |
|
|
240 | |
|
|
241 | #ifdef TREASURE_DEBUG |
|
|
242 | /* Perform some checks on how valid the treasure data actually is. |
|
|
243 | * verify that list transitions work (ie, the list that it is supposed |
|
|
244 | * to transition to exists). Also, verify that at least the name |
|
|
245 | * or archetype is set for each treasure element. |
|
|
246 | */ |
200 | */ |
247 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
201 | if (one) |
248 | check_treasurelist (previous->items, previous); |
202 | { |
249 | #endif |
203 | for (treasure *t = tl->items; t; t = t->next) |
250 | } |
204 | { |
|
|
205 | if (t->next_yes || t->next_no) |
|
|
206 | { |
|
|
207 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
|
|
208 | LOG (llevError, " the next_yes or next_no field is set\n"); |
|
|
209 | } |
251 | |
210 | |
252 | /* |
211 | tl->total_chance += t->chance; |
253 | * Searches for the given treasurelist in the globally linked list |
212 | } |
254 | * of treasurelists which has been built by load_treasures(). |
213 | } |
255 | */ |
|
|
256 | |
214 | |
257 | treasurelist * |
|
|
258 | find_treasurelist (const char *name) |
|
|
259 | { |
|
|
260 | const char *tmp = shstr::find (name); |
|
|
261 | treasurelist *tl; |
|
|
262 | |
|
|
263 | /* Special cases - randomitems of none is to override default. If |
|
|
264 | * first_treasurelist is null, it means we are on the first pass of |
|
|
265 | * of loading archetyps, so for now, just return - second pass will |
|
|
266 | * init these values. |
|
|
267 | */ |
|
|
268 | if (!name || !*name) |
|
|
269 | return NULL; |
|
|
270 | |
|
|
271 | if (tmp != NULL) |
|
|
272 | for (tl = first_treasurelist; tl != NULL; tl = tl->next) |
|
|
273 | if (tmp == tl->name) |
|
|
274 | return tl; |
215 | return tl; |
275 | |
|
|
276 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
|
|
277 | return NULL; |
|
|
278 | } |
216 | } |
279 | |
|
|
280 | |
217 | |
281 | /* |
218 | /* |
282 | * Generates the objects specified by the given treasure. |
219 | * Generates the objects specified by the given treasure. |
283 | * It goes recursively through the rest of the linked list. |
220 | * It goes recursively through the rest of the linked list. |
284 | * If there is a certain percental chance for a treasure to be generated, |
221 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
287 | * being generated. |
224 | * being generated. |
288 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
225 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
289 | * abilities. This is used by summon spells, thus no summoned monsters |
226 | * abilities. This is used by summon spells, thus no summoned monsters |
290 | * start with equipment, but only their abilities). |
227 | * start with equipment, but only their abilities). |
291 | */ |
228 | */ |
292 | |
|
|
293 | |
|
|
294 | static void |
229 | static void |
295 | put_treasure (object * op, object * creator, int flags) |
230 | put_treasure (object *op, object *creator, int flags) |
296 | { |
231 | { |
297 | object *tmp; |
232 | if (flags & GT_ENVIRONMENT) |
298 | |
233 | { |
299 | /* Bit of a hack - spells should never be put onto the map. The entire |
234 | /* Bit of a hack - spells should never be put onto the map. The entire |
300 | * treasure stuff is a problem - there is no clear idea of knowing |
235 | * treasure stuff is a problem - there is no clear idea of knowing |
301 | * this is the original object, or if this is an object that should be created |
236 | * this is the original object, or if this is an object that should be created |
302 | * by another object. |
237 | * by another object. |
303 | */ |
238 | */ |
304 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
239 | //TODO: flag such as objects... as such (no drop, anybody?) |
305 | { |
240 | if (op->type == SPELL) |
306 | op->x = creator->x; |
241 | { |
307 | op->y = creator->y; |
242 | op->destroy (); |
|
|
243 | return; |
|
|
244 | } |
|
|
245 | |
|
|
246 | op->expand_tail (); |
|
|
247 | |
|
|
248 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
|
|
249 | op->destroy (); |
|
|
250 | else |
|
|
251 | { |
308 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
252 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
309 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
253 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
254 | } |
310 | } |
255 | } |
311 | else |
256 | else |
312 | { |
257 | { |
313 | op = insert_ob_in_ob (op, creator); |
258 | op = creator->insert (op); |
|
|
259 | |
314 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
260 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
315 | monster_check_apply (creator, op); |
261 | monster_check_apply (creator, op); |
316 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
262 | |
|
|
263 | if (flags & GT_UPDATE_INV) |
|
|
264 | if (object *tmp = creator->in_player ()) |
317 | esrv_send_item (tmp, op); |
265 | esrv_send_item (tmp, op); |
318 | } |
266 | } |
319 | } |
267 | } |
320 | |
268 | |
321 | /* if there are change_xxx commands in the treasure, we include the changes |
269 | /* if there are change_xxx commands in the treasure, we include the changes |
322 | * in the generated object |
270 | * in the generated object |
323 | */ |
271 | */ |
324 | static void |
272 | static void |
325 | change_treasure (treasure * t, object * op) |
273 | change_treasure (treasure *t, object *op) |
326 | { |
274 | { |
327 | /* CMD: change_name xxxx */ |
275 | /* CMD: change_name xxxx */ |
328 | if (t->change_arch.name) |
276 | if (t->change_arch.name) |
329 | { |
277 | { |
330 | op->name = t->change_arch.name; |
278 | op->name = t->change_arch.name; |
… | |
… | |
336 | |
284 | |
337 | if (t->change_arch.slaying) |
285 | if (t->change_arch.slaying) |
338 | op->slaying = t->change_arch.slaying; |
286 | op->slaying = t->change_arch.slaying; |
339 | } |
287 | } |
340 | |
288 | |
341 | void |
289 | static void |
342 | create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) |
290 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
343 | { |
291 | { |
344 | object *tmp; |
|
|
345 | |
|
|
346 | |
|
|
347 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
292 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
348 | { |
293 | { |
349 | if (t->name) |
294 | if (t->name) |
350 | { |
295 | { |
351 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
296 | if (difficulty >= t->magic) |
352 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
297 | if (treasurelist *tl = treasurelist::find (t->name)) |
353 | } |
298 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
299 | else |
|
|
300 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
301 | } |
354 | else |
302 | else |
355 | { |
303 | { |
356 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
304 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
357 | { |
305 | { |
358 | tmp = arch_to_object (t->item); |
306 | object *tmp = arch_to_object (t->item); |
|
|
307 | |
359 | if (t->nrof && tmp->nrof <= 1) |
308 | if (t->nrof && tmp->nrof <= 1) |
360 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
309 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
310 | |
361 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
311 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
362 | change_treasure (t, tmp); |
312 | change_treasure (t, tmp); |
363 | put_treasure (tmp, op, flag); |
313 | put_treasure (tmp, op, flag); |
364 | } |
314 | } |
365 | } |
315 | } |
|
|
316 | |
366 | if (t->next_yes != NULL) |
317 | if (t->next_yes) |
367 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
318 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
368 | } |
319 | } |
369 | else if (t->next_no != NULL) |
320 | else if (t->next_no) |
370 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
321 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
|
|
322 | |
371 | if (t->next != NULL) |
323 | if (t->next) |
372 | create_all_treasures (t->next, op, flag, difficulty, tries); |
324 | create_all_treasures (t->next, op, flag, difficulty, tries); |
373 | } |
325 | } |
374 | |
326 | |
375 | void |
327 | static void |
376 | create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) |
328 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
377 | { |
329 | { |
378 | int value = RANDOM () % tl->total_chance; |
330 | int value = rndm (tl->total_chance); |
379 | treasure *t; |
331 | treasure *t; |
380 | |
332 | |
381 | if (tries++ > 100) |
333 | if (tries++ > 100) |
382 | { |
334 | { |
383 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
335 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
384 | return; |
336 | return; |
385 | } |
337 | } |
|
|
338 | |
386 | for (t = tl->items; t != NULL; t = t->next) |
339 | for (t = tl->items; t; t = t->next) |
387 | { |
340 | { |
388 | value -= t->chance; |
341 | value -= t->chance; |
|
|
342 | |
389 | if (value < 0) |
343 | if (value < 0) |
390 | break; |
344 | break; |
391 | } |
345 | } |
392 | |
346 | |
393 | if (!t || value >= 0) |
347 | if (!t || value >= 0) |
394 | { |
|
|
395 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
348 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
396 | abort (); |
349 | |
397 | return; |
|
|
398 | } |
|
|
399 | if (t->name) |
350 | if (t->name) |
400 | { |
351 | { |
401 | if (!strcmp (t->name, "NONE")) |
|
|
402 | return; |
|
|
403 | if (difficulty >= t->magic) |
352 | if (difficulty >= t->magic) |
404 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
353 | { |
|
|
354 | treasurelist *tl = treasurelist::find (t->name); |
|
|
355 | if (tl) |
|
|
356 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
357 | } |
405 | else if (t->nrof) |
358 | else if (t->nrof) |
406 | create_one_treasure (tl, op, flag, difficulty, tries); |
359 | create_one_treasure (tl, op, flag, difficulty, tries); |
407 | return; |
|
|
408 | } |
360 | } |
409 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
361 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
410 | { |
362 | { |
411 | object *tmp = arch_to_object (t->item); |
363 | if (object *tmp = arch_to_object (t->item)) |
412 | if (!tmp) |
364 | { |
413 | return; |
|
|
414 | if (t->nrof && tmp->nrof <= 1) |
365 | if (t->nrof && tmp->nrof <= 1) |
415 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
366 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
367 | |
416 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
368 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
417 | change_treasure (t, tmp); |
369 | change_treasure (t, tmp); |
418 | put_treasure (tmp, op, flag); |
370 | put_treasure (tmp, op, flag); |
|
|
371 | } |
419 | } |
372 | } |
|
|
373 | } |
|
|
374 | |
|
|
375 | void |
|
|
376 | object::create_treasure (treasurelist *tl, int flags) |
|
|
377 | { |
|
|
378 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
420 | } |
379 | } |
421 | |
380 | |
422 | /* This calls the appropriate treasure creation function. tries is passed |
381 | /* This calls the appropriate treasure creation function. tries is passed |
423 | * to determine how many list transitions or attempts to create treasure |
382 | * to determine how many list transitions or attempts to create treasure |
424 | * have been made. It is really in place to prevent infinite loops with |
383 | * have been made. It is really in place to prevent infinite loops with |
425 | * list transitions, or so that excessively good treasure will not be |
384 | * list transitions, or so that excessively good treasure will not be |
426 | * created on weak maps, because it will exceed the number of allowed tries |
385 | * created on weak maps, because it will exceed the number of allowed tries |
427 | * to do that. |
386 | * to do that. |
428 | */ |
387 | */ |
429 | void |
388 | void |
430 | create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) |
389 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
431 | { |
390 | { |
|
|
391 | // empty treasurelists are legal |
|
|
392 | if (!tl->items) |
|
|
393 | return; |
432 | |
394 | |
433 | if (tries++ > 100) |
395 | if (tries++ > 100) |
434 | { |
396 | { |
435 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
397 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
436 | return; |
398 | return; |
437 | } |
399 | } |
|
|
400 | |
|
|
401 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
402 | { |
|
|
403 | // do not generate items when there already is something above the object |
|
|
404 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
405 | return; |
|
|
406 | |
|
|
407 | flag |= GT_ENVIRONMENT; |
|
|
408 | } |
|
|
409 | |
438 | if (t->total_chance) |
410 | if (tl->total_chance) |
439 | create_one_treasure (t, op, flag, difficulty, tries); |
411 | create_one_treasure (tl, op, flag, difficulty, tries); |
440 | else |
412 | else |
441 | create_all_treasures (t->items, op, flag, difficulty, tries); |
413 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
442 | } |
414 | } |
443 | |
415 | |
444 | /* This is similar to the old generate treasure function. However, |
416 | /* This is similar to the old generate treasure function. However, |
445 | * it instead takes a treasurelist. It is really just a wrapper around |
417 | * it instead takes a treasurelist. It is really just a wrapper around |
446 | * create_treasure. We create a dummy object that the treasure gets |
418 | * create_treasure. We create a dummy object that the treasure gets |
447 | * inserted into, and then return that treausre |
419 | * inserted into, and then return that treausre |
448 | */ |
420 | */ |
449 | object * |
421 | object * |
450 | generate_treasure (treasurelist * t, int difficulty) |
422 | generate_treasure (treasurelist *tl, int difficulty) |
451 | { |
423 | { |
452 | object *ob = get_object (), *tmp; |
424 | difficulty = clamp (difficulty, 1, settings.max_level); |
453 | |
425 | |
|
|
426 | object *ob = object::create (); |
|
|
427 | |
454 | create_treasure (t, ob, 0, difficulty, 0); |
428 | create_treasure (tl, ob, 0, difficulty, 0); |
455 | |
429 | |
456 | /* Don't want to free the object we are about to return */ |
430 | /* Don't want to free the object we are about to return */ |
457 | tmp = ob->inv; |
431 | object *tmp = ob->inv; |
458 | if (tmp != NULL) |
432 | if (tmp) |
459 | remove_ob (tmp); |
433 | tmp->remove (); |
|
|
434 | |
460 | if (ob->inv) |
435 | if (ob->inv) |
461 | { |
|
|
462 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
436 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
463 | } |
437 | |
464 | free_object (ob); |
438 | ob->destroy (); |
465 | return tmp; |
439 | return tmp; |
466 | } |
440 | } |
467 | |
441 | |
468 | /* |
442 | /* |
469 | * This is a new way of calculating the chance for an item to have |
443 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
471 | * The array has two arguments, the difficulty of the level, and the |
445 | * The array has two arguments, the difficulty of the level, and the |
472 | * magical bonus "wanted". |
446 | * magical bonus "wanted". |
473 | */ |
447 | */ |
474 | |
448 | |
475 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
449 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
476 | /*chance of magic difficulty*/ |
450 | // chance of magic difficulty |
477 | /* +0 +1 +2 +3 +4 */ |
451 | // +0 +1 +2 +3 +4 |
478 | {95, 2, 2, 1, 0}, /*1 */ |
452 | {95, 2, 2, 1, 0}, // 1 |
479 | {92, 5, 2, 1, 0}, /*2 */ |
453 | {92, 5, 2, 1, 0}, // 2 |
480 | {85, 10, 4, 1, 0}, /*3 */ |
454 | {85, 10, 4, 1, 0}, // 3 |
481 | {80, 14, 4, 2, 0}, /*4 */ |
455 | {80, 14, 4, 2, 0}, // 4 |
482 | {75, 17, 5, 2, 1}, /*5 */ |
456 | {75, 17, 5, 2, 1}, // 5 |
483 | {70, 18, 8, 3, 1}, /*6 */ |
457 | {70, 18, 8, 3, 1}, // 6 |
484 | {65, 21, 10, 3, 1}, /*7 */ |
458 | {65, 21, 10, 3, 1}, // 7 |
485 | {60, 22, 12, 4, 2}, /*8 */ |
459 | {60, 22, 12, 4, 2}, // 8 |
486 | {55, 25, 14, 4, 2}, /*9 */ |
460 | {55, 25, 14, 4, 2}, // 9 |
487 | {50, 27, 16, 5, 2}, /*10 */ |
461 | {50, 27, 16, 5, 2}, // 10 |
488 | {45, 28, 18, 6, 3}, /*11 */ |
462 | {45, 28, 18, 6, 3}, // 11 |
489 | {42, 28, 20, 7, 3}, /*12 */ |
463 | {42, 28, 20, 7, 3}, // 12 |
490 | {40, 27, 21, 8, 4}, /*13 */ |
464 | {40, 27, 21, 8, 4}, // 13 |
491 | {38, 25, 22, 10, 5}, /*14 */ |
465 | {38, 25, 22, 10, 5}, // 14 |
492 | {36, 23, 23, 12, 6}, /*15 */ |
466 | {36, 23, 23, 12, 6}, // 15 |
493 | {33, 21, 24, 14, 8}, /*16 */ |
467 | {33, 21, 24, 14, 8}, // 16 |
494 | {31, 19, 25, 16, 9}, /*17 */ |
468 | {31, 19, 25, 16, 9}, // 17 |
495 | {27, 15, 30, 18, 10}, /*18 */ |
469 | {27, 15, 30, 18, 10}, // 18 |
496 | {20, 12, 30, 25, 13}, /*19 */ |
470 | {20, 12, 30, 25, 13}, // 19 |
497 | {15, 10, 28, 30, 17}, /*20 */ |
471 | {15, 10, 28, 30, 17}, // 20 |
498 | {13, 9, 27, 28, 23}, /*21 */ |
472 | {13, 9, 27, 28, 23}, // 21 |
499 | {10, 8, 25, 28, 29}, /*22 */ |
473 | {10, 8, 25, 28, 29}, // 22 |
500 | {8, 7, 23, 26, 36}, /*23 */ |
474 | { 8, 7, 23, 26, 36}, // 23 |
501 | {6, 6, 20, 22, 46}, /*24 */ |
475 | { 6, 6, 20, 22, 46}, // 24 |
502 | {4, 5, 17, 18, 56}, /*25 */ |
476 | { 4, 5, 17, 18, 56}, // 25 |
503 | {2, 4, 12, 14, 68}, /*26 */ |
477 | { 2, 4, 12, 14, 68}, // 26 |
504 | {0, 3, 7, 10, 80}, /*27 */ |
478 | { 0, 3, 7, 10, 80}, // 27 |
505 | {0, 0, 3, 7, 90}, /*28 */ |
479 | { 0, 0, 3, 7, 90}, // 28 |
506 | {0, 0, 0, 3, 97}, /*29 */ |
480 | { 0, 0, 0, 3, 97}, // 29 |
507 | {0, 0, 0, 0, 100}, /*30 */ |
481 | { 0, 0, 0, 0, 100}, // 30 |
508 | {0, 0, 0, 0, 100}, /*31 */ |
482 | { 0, 0, 0, 0, 100}, // 31 |
509 | }; |
483 | }; |
510 | |
|
|
511 | |
484 | |
512 | /* calculate the appropriate level for wands staves and scrolls. |
485 | /* calculate the appropriate level for wands staves and scrolls. |
513 | * This code presumes that op has had its spell object created (in op->inv) |
486 | * This code presumes that op has had its spell object created (in op->inv) |
514 | * |
487 | * |
515 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
488 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
516 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
489 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
517 | */ |
490 | */ |
518 | |
|
|
519 | int |
491 | int |
520 | level_for_item (const object * op, int difficulty) |
492 | level_for_item (const object *op, int difficulty) |
521 | { |
493 | { |
522 | int mult = 0, olevel = 0; |
494 | int olevel = 0; |
523 | |
495 | |
524 | if (!op->inv) |
496 | if (!op->inv) |
525 | { |
497 | { |
526 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
498 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
527 | return 0; |
499 | return 0; |
… | |
… | |
546 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
518 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
547 | * Scaling difficulty by max_level, as difficulty is a level and not some |
519 | * Scaling difficulty by max_level, as difficulty is a level and not some |
548 | * weird integer between 1-31. |
520 | * weird integer between 1-31. |
549 | * |
521 | * |
550 | */ |
522 | */ |
551 | |
|
|
552 | int |
523 | int |
553 | magic_from_difficulty (int difficulty) |
524 | magic_from_difficulty (int difficulty) |
554 | { |
525 | { |
555 | int percent = 0, magic = 0; |
526 | int percent = 0, magic = 0; |
556 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
527 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
… | |
… | |
561 | scaled_diff = 0; |
532 | scaled_diff = 0; |
562 | |
533 | |
563 | if (scaled_diff >= DIFFLEVELS) |
534 | if (scaled_diff >= DIFFLEVELS) |
564 | scaled_diff = DIFFLEVELS - 1; |
535 | scaled_diff = DIFFLEVELS - 1; |
565 | |
536 | |
566 | percent = RANDOM () % 100; |
537 | percent = rndm (100); |
567 | |
538 | |
568 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
539 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
569 | { |
540 | { |
570 | percent -= difftomagic_list[scaled_diff][magic]; |
541 | percent -= difftomagic_list[scaled_diff][magic]; |
571 | |
542 | |
572 | if (percent < 0) |
543 | if (percent < 0) |
573 | break; |
544 | break; |
574 | } |
545 | } |
575 | |
546 | |
576 | if (magic == (MAXMAGIC + 1)) |
547 | if (magic == (MAXMAGIC + 1)) |
577 | { |
548 | { |
578 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
549 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
579 | magic = 0; |
550 | magic = 0; |
580 | } |
551 | } |
581 | |
552 | |
582 | magic = (RANDOM () % 3) ? magic : -magic; |
553 | magic = (rndm (3)) ? magic : -magic; |
583 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
554 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
584 | |
555 | |
585 | return magic; |
556 | return magic; |
586 | } |
557 | } |
587 | |
558 | |
… | |
… | |
591 | * This function doesn't work properly, should add use of archetypes |
562 | * This function doesn't work properly, should add use of archetypes |
592 | * to make it truly absolute. |
563 | * to make it truly absolute. |
593 | */ |
564 | */ |
594 | |
565 | |
595 | void |
566 | void |
596 | set_abs_magic (object * op, int magic) |
567 | set_abs_magic (object *op, int magic) |
597 | { |
568 | { |
598 | if (!magic) |
569 | if (!magic) |
599 | return; |
570 | return; |
600 | |
571 | |
601 | op->magic = magic; |
572 | op->magic = magic; |
602 | if (op->arch) |
573 | if (op->arch) |
603 | { |
574 | { |
604 | if (op->type == ARMOUR) |
575 | if (op->type == ARMOUR) |
605 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
576 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
606 | |
577 | |
607 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
578 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
608 | magic = (-magic); |
579 | magic = (-magic); |
609 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
580 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
610 | } |
581 | } |
611 | else |
582 | else |
612 | { |
583 | { |
613 | if (op->type == ARMOUR) |
584 | if (op->type == ARMOUR) |
614 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
585 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
615 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
586 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
616 | magic = (-magic); |
587 | magic = (-magic); |
617 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
588 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
618 | } |
589 | } |
619 | } |
590 | } |
620 | |
591 | |
621 | /* |
592 | /* |
622 | * Sets a random magical bonus in the given object based upon |
593 | * Sets a random magical bonus in the given object based upon |
623 | * the given difficulty, and the given max possible bonus. |
594 | * the given difficulty, and the given max possible bonus. |
624 | */ |
595 | */ |
625 | |
596 | |
626 | static void |
597 | static void |
627 | set_magic (int difficulty, object * op, int max_magic, int flags) |
598 | set_magic (int difficulty, object *op, int max_magic, int flags) |
628 | { |
599 | { |
629 | int i; |
600 | int i; |
|
|
601 | |
630 | i = magic_from_difficulty (difficulty); |
602 | i = magic_from_difficulty (difficulty); |
631 | if ((flags & GT_ONLY_GOOD) && i < 0) |
603 | if ((flags & GT_ONLY_GOOD) && i < 0) |
632 | i = -i; |
604 | i = -i; |
633 | if (i > max_magic) |
605 | if (i > max_magic) |
634 | i = max_magic; |
606 | i = max_magic; |
… | |
… | |
643 | * 1) Since rings can have multiple bonuses, if the same bonus |
615 | * 1) Since rings can have multiple bonuses, if the same bonus |
644 | * is rolled again, increase it - the bonuses now stack with |
616 | * is rolled again, increase it - the bonuses now stack with |
645 | * other bonuses previously rolled and ones the item might natively have. |
617 | * other bonuses previously rolled and ones the item might natively have. |
646 | * 2) Add code to deal with new PR method. |
618 | * 2) Add code to deal with new PR method. |
647 | */ |
619 | */ |
648 | |
|
|
649 | void |
620 | void |
650 | set_ring_bonus (object * op, int bonus) |
621 | set_ring_bonus (object *op, int bonus) |
651 | { |
622 | { |
652 | |
623 | |
653 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
624 | int r = rndm (bonus > 0 ? 25 : 11); |
654 | |
625 | |
655 | if (op->type == AMULET) |
626 | if (op->type == AMULET) |
656 | { |
627 | { |
657 | if (!(RANDOM () % 21)) |
628 | if (!(rndm (21))) |
658 | r = 20 + RANDOM () % 2; |
629 | r = 20 + rndm (2); |
659 | else |
630 | else |
660 | { |
631 | { |
661 | if (RANDOM () & 2) |
632 | if (rndm (2)) |
662 | r = 10; |
633 | r = 10; |
663 | else |
634 | else |
664 | r = 11 + RANDOM () % 9; |
635 | r = 11 + rndm (9); |
665 | } |
636 | } |
666 | } |
637 | } |
667 | |
638 | |
668 | switch (r) |
639 | switch (r) |
669 | { |
640 | { |
670 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
641 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
671 | * bonuses and penalties will stack and add to existing values. |
642 | * bonuses and penalties will stack and add to existing values. |
672 | * of the item. |
643 | * of the item. |
673 | */ |
644 | */ |
674 | case 0: |
645 | case 0: |
675 | case 1: |
646 | case 1: |
676 | case 2: |
647 | case 2: |
677 | case 3: |
648 | case 3: |
678 | case 4: |
649 | case 4: |
679 | case 5: |
650 | case 5: |
680 | case 6: |
651 | case 6: |
681 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
652 | op->stats.stat (r) += bonus; |
682 | break; |
653 | break; |
683 | |
654 | |
684 | case 7: |
655 | case 7: |
685 | op->stats.dam += bonus; |
656 | op->stats.dam += bonus; |
686 | break; |
657 | break; |
687 | |
658 | |
688 | case 8: |
659 | case 8: |
689 | op->stats.wc += bonus; |
660 | op->stats.wc += bonus; |
690 | break; |
661 | break; |
691 | |
662 | |
692 | case 9: |
663 | case 9: |
693 | op->stats.food += bonus; /* hunger/sustenance */ |
664 | op->stats.food += bonus; /* hunger/sustenance */ |
694 | break; |
665 | break; |
695 | |
666 | |
696 | case 10: |
667 | case 10: |
697 | op->stats.ac += bonus; |
668 | op->stats.ac += bonus; |
698 | break; |
669 | break; |
699 | |
670 | |
700 | /* Item that gives protections/vulnerabilities */ |
671 | /* Item that gives protections/vulnerabilities */ |
701 | case 11: |
672 | case 11: |
702 | case 12: |
673 | case 12: |
703 | case 13: |
674 | case 13: |
704 | case 14: |
675 | case 14: |
705 | case 15: |
676 | case 15: |
706 | case 16: |
677 | case 16: |
707 | case 17: |
678 | case 17: |
708 | case 18: |
679 | case 18: |
709 | case 19: |
680 | case 19: |
710 | { |
681 | { |
711 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
682 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
712 | |
683 | |
713 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
684 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
714 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
685 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
715 | |
686 | |
716 | /* Cursed items need to have higher negative values to equal out with |
687 | /* Cursed items need to have higher negative values to equal out with |
717 | * positive values for how protections work out. Put another |
688 | * positive values for how protections work out. Put another |
718 | * little random element in since that they don't always end up with |
689 | * little random element in since that they don't always end up with |
719 | * even values. |
690 | * even values. |
720 | */ |
691 | */ |
721 | if (bonus < 0) |
692 | if (bonus < 0) |
722 | val = 2 * -val - RANDOM () % b; |
693 | val = 2 * -val - rndm (b); |
723 | if (val > 35) |
694 | if (val > 35) |
724 | val = 35; /* Upper limit */ |
695 | val = 35; /* Upper limit */ |
725 | b = 0; |
696 | b = 0; |
|
|
697 | |
726 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
698 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
727 | { |
699 | resist = rndm (num_resist_table); |
728 | resist = RANDOM () % num_resist_table; |
700 | |
729 | } |
701 | if (b == 4) |
730 | if (b == 4) |
|
|
731 | return; /* Not able to find a free resistance */ |
702 | return; /* Not able to find a free resistance */ |
|
|
703 | |
732 | op->resist[resist_table[resist]] = val; |
704 | op->resist[resist_table[resist]] = val; |
733 | /* We should probably do something more clever here to adjust value |
705 | /* We should probably do something more clever here to adjust value |
734 | * based on how good a resistance we gave. |
706 | * based on how good a resistance we gave. |
735 | */ |
707 | */ |
736 | break; |
708 | break; |
737 | } |
709 | } |
738 | case 20: |
710 | case 20: |
739 | if (op->type == AMULET) |
711 | if (op->type == AMULET) |
740 | { |
712 | { |
741 | SET_FLAG (op, FLAG_REFL_SPELL); |
713 | SET_FLAG (op, FLAG_REFL_SPELL); |
742 | op->value *= 11; |
714 | op->value *= 11; |
743 | } |
715 | } |
744 | else |
716 | else |
745 | { |
717 | { |
746 | op->stats.hp = 1; /* regenerate hit points */ |
718 | op->stats.hp = 1; /* regenerate hit points */ |
747 | op->value *= 4; |
719 | op->value *= 4; |
748 | } |
720 | } |
749 | break; |
721 | break; |
750 | |
722 | |
751 | case 21: |
723 | case 21: |
752 | if (op->type == AMULET) |
724 | if (op->type == AMULET) |
753 | { |
725 | { |
754 | SET_FLAG (op, FLAG_REFL_MISSILE); |
726 | SET_FLAG (op, FLAG_REFL_MISSILE); |
755 | op->value *= 9; |
727 | op->value *= 9; |
756 | } |
728 | } |
757 | else |
729 | else |
758 | { |
730 | { |
759 | op->stats.sp = 1; /* regenerate spell points */ |
731 | op->stats.sp = 1; /* regenerate spell points */ |
760 | op->value *= 3; |
732 | op->value *= 3; |
761 | } |
733 | } |
762 | break; |
734 | break; |
763 | |
735 | |
764 | case 22: |
736 | case 22: |
765 | op->stats.exp += bonus; /* Speed! */ |
737 | op->stats.exp += bonus; /* Speed! */ |
766 | op->value = (op->value * 2) / 3; |
738 | op->value = (op->value * 2) / 3; |
767 | break; |
739 | break; |
768 | } |
740 | } |
|
|
741 | |
769 | if (bonus > 0) |
742 | if (bonus > 0) |
770 | op->value *= 2 * bonus; |
743 | op->value *= 2 * bonus; |
771 | else |
744 | else |
772 | op->value = -(op->value * 2 * bonus) / 3; |
745 | op->value = -(op->value * 2 * bonus) / 3; |
773 | } |
746 | } |
… | |
… | |
778 | * higher is the chance of returning a low number. |
751 | * higher is the chance of returning a low number. |
779 | * It is only used in fix_generated_treasure() to set bonuses on |
752 | * It is only used in fix_generated_treasure() to set bonuses on |
780 | * rings and amulets. |
753 | * rings and amulets. |
781 | * Another scheme is used to calculate the magic of weapons and armours. |
754 | * Another scheme is used to calculate the magic of weapons and armours. |
782 | */ |
755 | */ |
783 | |
|
|
784 | int |
756 | int |
785 | get_magic (int diff) |
757 | get_magic (int diff) |
786 | { |
758 | { |
787 | int i; |
759 | int i; |
|
|
760 | |
788 | if (diff < 3) |
761 | if (diff < 3) |
789 | diff = 3; |
762 | diff = 3; |
|
|
763 | |
790 | for (i = 0; i < 4; i++) |
764 | for (i = 0; i < 4; i++) |
791 | if (RANDOM () % diff) |
765 | if (rndm (diff)) |
792 | return i; |
766 | return i; |
|
|
767 | |
793 | return 4; |
768 | return 4; |
794 | } |
769 | } |
795 | |
770 | |
796 | #define DICE2 (get_magic(2)==2?2:1) |
771 | #define DICE2 (get_magic(2)==2?2:1) |
797 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
772 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
798 | |
773 | |
799 | /* |
774 | /* |
800 | * fix_generated_item(): This is called after an item is generated, in |
775 | * fix_generated_item(): This is called after an item is generated, in |
801 | * order to set it up right. This produced magical bonuses, puts spells |
776 | * order to set it up right. This produced magical bonuses, puts spells |
802 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
777 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
803 | */ |
778 | */ |
|
|
779 | |
804 | /* 4/28/96 added creator object from which op may now inherit properties based on |
780 | /* 4/28/96 added creator object from which op may now inherit properties based on |
805 | * op->type. Right now, which stuff the creator passes on is object type |
781 | * op->type. Right now, which stuff the creator passes on is object type |
806 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
782 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
807 | * way to do this? b.t. */ |
783 | * way to do this? b.t. */ |
|
|
784 | |
808 | /* |
785 | /* |
809 | * ! (flags & GT_ENVIRONMENT): |
786 | * ! (flags & GT_ENVIRONMENT): |
810 | * Automatically calls fix_flesh_item(). |
787 | * Automatically calls fix_flesh_item(). |
811 | * |
788 | * |
812 | * flags: |
789 | * flags: |
… | |
… | |
814 | * value. |
791 | * value. |
815 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
792 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
816 | * a working object - don't change magic, value, etc, but set it material |
793 | * a working object - don't change magic, value, etc, but set it material |
817 | * type as appropriate, for objects that need spell objects, set those, etc |
794 | * type as appropriate, for objects that need spell objects, set those, etc |
818 | */ |
795 | */ |
819 | |
|
|
820 | void |
796 | void |
821 | fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) |
797 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
822 | { |
798 | { |
823 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
799 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
824 | |
800 | |
825 | if (!creator || creator->type == op->type) |
801 | if (!creator || creator->type == op->type) |
826 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
802 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
827 | |
803 | |
828 | /* If we make an artifact, this information will be destroyed */ |
804 | /* If we make an artifact, this information will be destroyed */ |
829 | save_item_power = op->item_power; |
805 | save_item_power = op->item_power; |
830 | op->item_power = 0; |
806 | op->item_power = 0; |
831 | |
807 | |
832 | if (op->randomitems && op->type != SPELL) |
808 | if (op->randomitems && op->type != SPELL) |
833 | { |
809 | { |
834 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
810 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
835 | if (!op->inv) |
|
|
836 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
837 | |
|
|
838 | /* So the treasure doesn't get created again */ |
811 | /* So the treasure doesn't get created again */ |
839 | op->randomitems = NULL; |
812 | op->randomitems = 0; |
840 | } |
813 | } |
841 | |
814 | |
842 | if (difficulty < 1) |
815 | if (difficulty < 1) |
843 | difficulty = 1; |
816 | difficulty = 1; |
844 | |
817 | |
|
|
818 | if (INVOKE_OBJECT (ADD_BONUS, op, |
|
|
819 | ARG_OBJECT (creator != op ? creator : 0), |
|
|
820 | ARG_INT (difficulty), ARG_INT (max_magic), |
|
|
821 | ARG_INT (flags))) |
|
|
822 | return; |
|
|
823 | |
845 | if (!(flags & GT_MINIMAL)) |
824 | if (!(flags & GT_MINIMAL)) |
846 | { |
825 | { |
847 | if (op->arch == crown_arch) |
826 | if (op->arch == crown_arch) |
848 | { |
827 | { |
849 | set_magic (difficulty, op, max_magic, flags); |
828 | set_magic (difficulty, op, max_magic, flags); |
850 | num_enchantments = calc_item_power (op, 1); |
829 | num_enchantments = calc_item_power (op, 1); |
851 | generate_artifact (op, difficulty); |
830 | generate_artifact (op, difficulty); |
852 | } |
831 | } |
853 | else |
832 | else |
854 | { |
833 | { |
855 | if (!op->magic && max_magic) |
834 | if (!op->magic && max_magic) |
856 | set_magic (difficulty, op, max_magic, flags); |
835 | set_magic (difficulty, op, max_magic, flags); |
857 | |
836 | |
858 | num_enchantments = calc_item_power (op, 1); |
837 | num_enchantments = calc_item_power (op, 1); |
859 | |
838 | |
860 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
839 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
861 | * used for shop_floors or treasures */ |
840 | || op->type == HORN |
|
|
841 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
|
|
842 | * used for shop_floors or treasures */ |
862 | generate_artifact (op, difficulty); |
843 | generate_artifact (op, difficulty); |
863 | } |
844 | } |
864 | |
845 | |
865 | /* Object was made an artifact. Calculate its item_power rating. |
846 | /* Object was made an artifact. Calculate its item_power rating. |
866 | * the item_power in the object is what the artfiact adds. |
847 | * the item_power in the object is what the artfiact adds. |
867 | */ |
848 | */ |
868 | if (op->title) |
849 | if (op->title) |
869 | { |
850 | { |
870 | /* if save_item_power is set, then most likely we started with an |
851 | /* if save_item_power is set, then most likely we started with an |
871 | * artifact and have added new abilities to it - this is rare, but |
852 | * artifact and have added new abilities to it - this is rare, but |
872 | * but I have seen things like 'strange rings of fire'. So just figure |
853 | * but I have seen things like 'strange rings of fire'. So just figure |
873 | * out the power from the base power plus what this one adds. Note |
854 | * out the power from the base power plus what this one adds. Note |
874 | * that since item_power is not quite linear, this actually ends up |
855 | * that since item_power is not quite linear, this actually ends up |
875 | * being somewhat of a bonus |
856 | * being somewhat of a bonus |
876 | */ |
857 | */ |
877 | if (save_item_power) |
858 | if (save_item_power) |
878 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
859 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
879 | else |
860 | else |
880 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
861 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
881 | } |
862 | } |
882 | else if (save_item_power) |
863 | else if (save_item_power) |
883 | { |
864 | { |
884 | /* restore the item_power field to the object if we haven't changed it. |
865 | /* restore the item_power field to the object if we haven't changed it. |
885 | * we don't care about num_enchantments - that will basically just |
866 | * we don't care about num_enchantments - that will basically just |
886 | * have calculated some value from the base attributes of the archetype. |
867 | * have calculated some value from the base attributes of the archetype. |
887 | */ |
868 | */ |
888 | op->item_power = save_item_power; |
869 | op->item_power = save_item_power; |
889 | } |
870 | } |
890 | else |
871 | else |
891 | { |
872 | { |
892 | /* item_power was zero. This is suspicious, as it may be because it |
873 | /* item_power was zero. This is suspicious, as it may be because it |
893 | * was never previously calculated. Let's compute a value and see if |
874 | * was never previously calculated. Let's compute a value and see if |
894 | * it is non-zero. If it indeed is, then assign it as the new |
875 | * it is non-zero. If it indeed is, then assign it as the new |
895 | * item_power value. |
876 | * item_power value. |
896 | * - gros, 21th of July 2006. |
877 | * - gros, 21th of July 2006. |
897 | */ |
878 | */ |
898 | op->item_power = calc_item_power (op, 0); |
879 | op->item_power = calc_item_power (op, 0); |
899 | save_item_power = op->item_power; /* Just in case it would get used |
880 | save_item_power = op->item_power; /* Just in case it would get used |
900 | * again below */ |
881 | * again below */ |
901 | } |
882 | } |
902 | } |
883 | } |
903 | |
884 | |
904 | /* materialtype modifications. Note we allow this on artifacts. */ |
885 | /* materialtype modifications. Note we allow this on artifacts. */ |
905 | set_materialname (op, difficulty, NULL); |
886 | set_materialname (op, difficulty, NULL); |
906 | |
887 | |
907 | if (flags & GT_MINIMAL) |
888 | if (flags & GT_MINIMAL) |
908 | { |
889 | { |
909 | if (op->type == POTION) |
890 | if (op->type == POTION) |
910 | /* Handle healing and magic power potions */ |
891 | /* Handle healing and magic power potions */ |
911 | if (op->stats.sp && !op->randomitems) |
892 | if (op->stats.sp && !op->randomitems) |
912 | { |
893 | { |
913 | object *tmp; |
894 | object *tmp; |
914 | |
895 | |
915 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
896 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
916 | insert_ob_in_ob (tmp, op); |
897 | insert_ob_in_ob (tmp, op); |
917 | op->stats.sp = 0; |
898 | op->stats.sp = 0; |
918 | } |
899 | } |
919 | } |
900 | } |
920 | else if (!op->title) /* Only modify object if not special */ |
901 | else if (!op->title) /* Only modify object if not special */ |
921 | switch (op->type) |
902 | switch (op->type) |
922 | { |
903 | { |
923 | case WEAPON: |
904 | case WEAPON: |
924 | case ARMOUR: |
905 | case ARMOUR: |
925 | case SHIELD: |
906 | case SHIELD: |
926 | case HELMET: |
907 | case HELMET: |
927 | case CLOAK: |
908 | case CLOAK: |
928 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
909 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
929 | set_ring_bonus (op, -DICE2); |
910 | set_ring_bonus (op, -DICE2); |
930 | break; |
911 | break; |
931 | |
912 | |
932 | case BRACERS: |
913 | case BRACERS: |
933 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
914 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
934 | { |
915 | { |
|
|
916 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
917 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
918 | op->value *= 3; |
|
|
919 | } |
|
|
920 | break; |
|
|
921 | |
|
|
922 | case POTION: |
|
|
923 | { |
|
|
924 | int too_many_tries = 0, is_special = 0; |
|
|
925 | |
|
|
926 | /* Handle healing and magic power potions */ |
|
|
927 | if (op->stats.sp && !op->randomitems) |
|
|
928 | { |
|
|
929 | object *tmp; |
|
|
930 | |
|
|
931 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
932 | insert_ob_in_ob (tmp, op); |
|
|
933 | op->stats.sp = 0; |
|
|
934 | } |
|
|
935 | |
|
|
936 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
937 | { |
|
|
938 | generate_artifact (op, difficulty); |
|
|
939 | if (too_many_tries++ > 10) |
|
|
940 | break; |
|
|
941 | } |
|
|
942 | |
|
|
943 | /* don't want to change value for healing/magic power potions, |
|
|
944 | * since the value set on those is already correct. |
|
|
945 | */ |
|
|
946 | if (op->inv && op->randomitems) |
|
|
947 | { |
|
|
948 | /* value multiplier is same as for scrolls */ |
|
|
949 | op->value = (op->value * op->inv->value); |
|
|
950 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
|
|
951 | } |
|
|
952 | else |
|
|
953 | { |
|
|
954 | op->name = "potion"; |
|
|
955 | op->name_pl = "potions"; |
|
|
956 | } |
|
|
957 | |
|
|
958 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
|
|
959 | SET_FLAG (op, FLAG_CURSED); |
|
|
960 | break; |
|
|
961 | } |
|
|
962 | |
|
|
963 | case AMULET: |
|
|
964 | if (op->arch == amulet_arch) |
|
|
965 | op->value *= 5; /* Since it's not just decoration */ |
|
|
966 | |
|
|
967 | case RING: |
|
|
968 | if (op->arch == NULL) |
|
|
969 | { |
|
|
970 | op->destroy (); |
|
|
971 | op = 0; |
|
|
972 | break; |
|
|
973 | } |
|
|
974 | |
|
|
975 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
976 | break; |
|
|
977 | |
|
|
978 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
|
|
979 | SET_FLAG (op, FLAG_CURSED); |
|
|
980 | |
935 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
981 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
936 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
937 | op->value *= 3; |
|
|
938 | } |
|
|
939 | break; |
|
|
940 | |
982 | |
941 | case POTION: |
|
|
942 | { |
|
|
943 | int too_many_tries = 0, is_special = 0; |
|
|
944 | |
|
|
945 | /* Handle healing and magic power potions */ |
|
|
946 | if (op->stats.sp && !op->randomitems) |
|
|
947 | { |
|
|
948 | object *tmp; |
|
|
949 | |
|
|
950 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
951 | insert_ob_in_ob (tmp, op); |
|
|
952 | op->stats.sp = 0; |
|
|
953 | } |
|
|
954 | |
|
|
955 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
956 | { |
|
|
957 | generate_artifact (op, difficulty); |
|
|
958 | if (too_many_tries++ > 10) |
|
|
959 | break; |
|
|
960 | } |
|
|
961 | |
|
|
962 | /* don't want to change value for healing/magic power potions, |
|
|
963 | * since the value set on those is already correct. |
|
|
964 | */ |
|
|
965 | if (op->inv && op->randomitems) |
|
|
966 | { |
|
|
967 | /* value multiplier is same as for scrolls */ |
|
|
968 | op->value = (op->value * op->inv->value); |
|
|
969 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
|
|
970 | } |
|
|
971 | else |
|
|
972 | { |
|
|
973 | op->name = "potion"; |
|
|
974 | op->name_pl = "potions"; |
|
|
975 | } |
|
|
976 | |
|
|
977 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
978 | SET_FLAG (op, FLAG_CURSED); |
|
|
979 | break; |
|
|
980 | } |
|
|
981 | |
|
|
982 | case AMULET: |
|
|
983 | if (op->arch == amulet_arch) |
|
|
984 | op->value *= 5; /* Since it's not just decoration */ |
|
|
985 | |
|
|
986 | case RING: |
|
|
987 | if (op->arch == NULL) |
|
|
988 | { |
|
|
989 | remove_ob (op); |
|
|
990 | free_object (op); |
|
|
991 | op = NULL; |
|
|
992 | break; |
|
|
993 | } |
|
|
994 | |
|
|
995 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
996 | break; |
|
|
997 | |
|
|
998 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
999 | SET_FLAG (op, FLAG_CURSED); |
|
|
1000 | |
|
|
1001 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
1002 | |
|
|
1003 | if (op->type != RING) /* Amulets have only one ability */ |
983 | if (op->type != RING) /* Amulets have only one ability */ |
1004 | break; |
984 | break; |
1005 | |
985 | |
1006 | if (!(RANDOM () % 4)) |
986 | if (!(rndm (4))) |
1007 | { |
987 | { |
1008 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
988 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1009 | |
989 | |
1010 | if (d > 0) |
990 | if (d > 0) |
1011 | op->value *= 3; |
991 | op->value *= 3; |
1012 | |
992 | |
1013 | set_ring_bonus (op, d); |
993 | set_ring_bonus (op, d); |
1014 | |
994 | |
1015 | if (!(RANDOM () % 4)) |
995 | if (!(rndm (4))) |
1016 | { |
996 | { |
1017 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
997 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1018 | if (d > 0) |
|
|
1019 | op->value *= 5; |
|
|
1020 | set_ring_bonus (op, d); |
|
|
1021 | } |
|
|
1022 | } |
|
|
1023 | |
998 | |
|
|
999 | if (d > 0) |
|
|
1000 | op->value *= 5; |
|
|
1001 | set_ring_bonus (op, d); |
|
|
1002 | } |
|
|
1003 | } |
|
|
1004 | |
1024 | if (GET_ANIM_ID (op)) |
1005 | if (GET_ANIM_ID (op)) |
1025 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1006 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1026 | |
1007 | |
1027 | break; |
1008 | break; |
1028 | |
1009 | |
1029 | case BOOK: |
1010 | case BOOK: |
1030 | /* Is it an empty book?, if yes lets make a special· |
1011 | /* Is it an empty book?, if yes lets make a special· |
1031 | * msg for it, and tailor its properties based on the· |
1012 | * msg for it, and tailor its properties based on the· |
1032 | * creator and/or map level we found it on. |
1013 | * creator and/or map level we found it on. |
1033 | */ |
1014 | */ |
1034 | if (!op->msg && RANDOM () % 10) |
1015 | if (!op->msg && rndm (10)) |
1035 | { |
1016 | { |
1036 | /* set the book level properly */ |
1017 | /* set the book level properly */ |
1037 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1018 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1038 | { |
1019 | { |
1039 | if (op->map && op->map->difficulty) |
1020 | if (op->map && op->map->difficulty) |
1040 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1021 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1041 | else |
1022 | else |
1042 | op->level = RANDOM () % 20 + 1; |
1023 | op->level = rndm (20) + 1; |
1043 | } |
1024 | } |
1044 | else |
1025 | else |
1045 | op->level = RANDOM () % creator->level; |
1026 | op->level = rndm (creator->level); |
1046 | |
1027 | |
1047 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1028 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1048 | /* books w/ info are worth more! */ |
1029 | /* books w/ info are worth more! */ |
1049 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1030 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1050 | /* creator related stuff */ |
1031 | /* creator related stuff */ |
1051 | |
1032 | |
1052 | /* for library, chained books. Note that some monsters have no_pick |
1033 | /* for library, chained books. Note that some monsters have no_pick |
1053 | * set - we don't want to set no pick in that case. |
1034 | * set - we don't want to set no pick in that case. |
1054 | */ |
1035 | */ |
1055 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1036 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1056 | SET_FLAG (op, FLAG_NO_PICK); |
1037 | SET_FLAG (op, FLAG_NO_PICK); |
1057 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1038 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1058 | op->slaying = creator->slaying; |
1039 | op->slaying = creator->slaying; |
1059 | |
1040 | |
1060 | /* add exp so reading it gives xp (once) */ |
1041 | /* add exp so reading it gives xp (once) */ |
1061 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1042 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1062 | } |
1043 | } |
1063 | break; |
1044 | break; |
1064 | |
1045 | |
1065 | case SPELLBOOK: |
1046 | case SPELLBOOK: |
1066 | op->value = op->value * op->inv->value; |
1047 | op->value = op->value * op->inv->value; |
1067 | /* add exp so learning gives xp */ |
1048 | /* add exp so learning gives xp */ |
1068 | op->level = op->inv->level; |
1049 | op->level = op->inv->level; |
1069 | op->stats.exp = op->value; |
1050 | op->stats.exp = op->value; |
1070 | break; |
1051 | break; |
1071 | |
1052 | |
1072 | case WAND: |
1053 | case WAND: |
1073 | /* nrof in the treasure list is number of charges, |
1054 | /* nrof in the treasure list is number of charges, |
1074 | * not number of wands. So copy that into food (charges), |
1055 | * not number of wands. So copy that into food (charges), |
1075 | * and reset nrof. |
1056 | * and reset nrof. |
1076 | */ |
1057 | */ |
1077 | op->stats.food = op->inv->nrof; |
1058 | op->stats.food = op->inv->nrof; |
1078 | op->nrof = 1; |
1059 | op->nrof = 1; |
1079 | /* If the spell changes by level, choose a random level |
1060 | /* If the spell changes by level, choose a random level |
1080 | * for it, and adjust price. If the spell doesn't |
1061 | * for it, and adjust price. If the spell doesn't |
1081 | * change by level, just set the wand to the level of |
1062 | * change by level, just set the wand to the level of |
1082 | * the spell, and value calculation is simpler. |
1063 | * the spell, and value calculation is simpler. |
1083 | */ |
1064 | */ |
1084 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1065 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1085 | { |
1066 | { |
|
|
1067 | op->level = level_for_item (op, difficulty); |
|
|
1068 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1069 | } |
|
|
1070 | else |
|
|
1071 | { |
|
|
1072 | op->level = op->inv->level; |
|
|
1073 | op->value = op->value * op->inv->value; |
|
|
1074 | } |
|
|
1075 | break; |
|
|
1076 | |
|
|
1077 | case ROD: |
1086 | op->level = level_for_item (op, difficulty); |
1078 | op->level = level_for_item (op, difficulty); |
|
|
1079 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1080 | * reasonable. Otherwise, a high level version of a low level |
|
|
1081 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1082 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1083 | */ |
1087 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1084 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1088 | } |
1085 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1089 | else |
1086 | if (op->stats.maxhp) |
1090 | { |
1087 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1091 | op->level = op->inv->level; |
1088 | else |
1092 | op->value = op->value * op->inv->value; |
1089 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1093 | } |
|
|
1094 | break; |
|
|
1095 | |
1090 | |
|
|
1091 | op->stats.hp = op->stats.maxhp; |
|
|
1092 | break; |
|
|
1093 | |
1096 | case ROD: |
1094 | case SCROLL: |
1097 | op->level = level_for_item (op, difficulty); |
1095 | op->level = level_for_item (op, difficulty); |
1098 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1099 | * reasonable. Otherwise, a high level version of a low level |
|
|
1100 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1101 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1102 | */ |
|
|
1103 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1096 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1104 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
|
|
1105 | if (op->stats.maxhp) |
|
|
1106 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1107 | else |
|
|
1108 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1109 | |
1097 | |
1110 | op->stats.hp = op->stats.maxhp; |
|
|
1111 | break; |
|
|
1112 | |
|
|
1113 | case SCROLL: |
|
|
1114 | op->level = level_for_item (op, difficulty); |
|
|
1115 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1116 | |
|
|
1117 | /* add exp so reading them properly gives xp */ |
1098 | /* add exp so reading them properly gives xp */ |
1118 | op->stats.exp = op->value / 5; |
1099 | op->stats.exp = op->value / 5; |
1119 | op->nrof = op->inv->nrof; |
1100 | op->nrof = op->inv->nrof; |
1120 | break; |
1101 | break; |
1121 | |
1102 | |
1122 | case RUNE: |
1103 | case RUNE: |
1123 | trap_adjust (op, difficulty); |
1104 | trap_adjust (op, difficulty); |
1124 | break; |
1105 | break; |
1125 | |
1106 | |
1126 | case TRAP: |
1107 | case TRAP: |
1127 | trap_adjust (op, difficulty); |
1108 | trap_adjust (op, difficulty); |
1128 | break; |
1109 | break; |
1129 | } /* switch type */ |
1110 | } /* switch type */ |
1130 | |
1111 | |
1131 | if (flags & GT_STARTEQUIP) |
1112 | if (flags & GT_STARTEQUIP) |
1132 | { |
1113 | { |
1133 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1114 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1134 | SET_FLAG (op, FLAG_STARTEQUIP); |
1115 | SET_FLAG (op, FLAG_STARTEQUIP); |
1135 | else if (op->type != MONEY) |
1116 | else if (op->type != MONEY) |
1136 | op->value = 0; |
1117 | op->value = 0; |
1137 | } |
1118 | } |
1138 | |
1119 | |
1139 | if (!(flags & GT_ENVIRONMENT)) |
1120 | if (!(flags & GT_ENVIRONMENT)) |
1140 | fix_flesh_item (op, creator); |
1121 | fix_flesh_item (op, creator); |
1141 | } |
1122 | } |
… | |
… | |
1149 | */ |
1130 | */ |
1150 | |
1131 | |
1151 | /* |
1132 | /* |
1152 | * Allocate and return the pointer to an empty artifactlist structure. |
1133 | * Allocate and return the pointer to an empty artifactlist structure. |
1153 | */ |
1134 | */ |
1154 | |
|
|
1155 | static artifactlist * |
1135 | static artifactlist * |
1156 | get_empty_artifactlist (void) |
1136 | get_empty_artifactlist (void) |
1157 | { |
1137 | { |
1158 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1138 | return salloc0 <artifactlist> (); |
1159 | if (tl == NULL) |
|
|
1160 | fatal (OUT_OF_MEMORY); |
|
|
1161 | tl->next = NULL; |
|
|
1162 | tl->items = NULL; |
|
|
1163 | tl->total_chance = 0; |
|
|
1164 | return tl; |
|
|
1165 | } |
1139 | } |
1166 | |
1140 | |
1167 | /* |
1141 | /* |
1168 | * Allocate and return the pointer to an empty artifact structure. |
1142 | * Allocate and return the pointer to an empty artifact structure. |
1169 | */ |
1143 | */ |
1170 | |
|
|
1171 | static artifact * |
1144 | static artifact * |
1172 | get_empty_artifact (void) |
1145 | get_empty_artifact (void) |
1173 | { |
1146 | { |
1174 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1147 | return salloc0 <artifact> (); |
1175 | if (t == NULL) |
|
|
1176 | fatal (OUT_OF_MEMORY); |
|
|
1177 | t->item = NULL; |
|
|
1178 | t->next = NULL; |
|
|
1179 | t->chance = 0; |
|
|
1180 | t->difficulty = 0; |
|
|
1181 | t->allowed = NULL; |
|
|
1182 | return t; |
|
|
1183 | } |
1148 | } |
1184 | |
1149 | |
1185 | /* |
1150 | /* |
1186 | * Searches the artifact lists and returns one that has the same type |
1151 | * Searches the artifact lists and returns one that has the same type |
1187 | * of objects on it. |
1152 | * of objects on it. |
1188 | */ |
1153 | */ |
1189 | |
|
|
1190 | artifactlist * |
1154 | artifactlist * |
1191 | find_artifactlist (int type) |
1155 | find_artifactlist (int type) |
1192 | { |
1156 | { |
1193 | artifactlist *al; |
|
|
1194 | |
|
|
1195 | for (al = first_artifactlist; al != NULL; al = al->next) |
1157 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1196 | if (al->type == type) |
1158 | if (al->type == type) |
1197 | return al; |
1159 | return al; |
|
|
1160 | |
1198 | return NULL; |
1161 | return 0; |
1199 | } |
1162 | } |
1200 | |
1163 | |
1201 | /* |
1164 | /* |
1202 | * For debugging purposes. Dumps all tables. |
1165 | * For debugging purposes. Dumps all tables. |
1203 | */ |
1166 | */ |
1204 | |
|
|
1205 | void |
1167 | void |
1206 | dump_artifacts (void) |
1168 | dump_artifacts (void) |
1207 | { |
1169 | { |
1208 | artifactlist *al; |
1170 | artifactlist *al; |
1209 | artifact *art; |
1171 | artifact *art; |
… | |
… | |
1212 | fprintf (logfile, "\n"); |
1174 | fprintf (logfile, "\n"); |
1213 | for (al = first_artifactlist; al != NULL; al = al->next) |
1175 | for (al = first_artifactlist; al != NULL; al = al->next) |
1214 | { |
1176 | { |
1215 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1177 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1216 | for (art = al->items; art != NULL; art = art->next) |
1178 | for (art = al->items; art != NULL; art = art->next) |
1217 | { |
1179 | { |
1218 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1180 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1219 | if (art->allowed != NULL) |
1181 | if (art->allowed != NULL) |
1220 | { |
1182 | { |
1221 | fprintf (logfile, "\tAllowed combinations:"); |
1183 | fprintf (logfile, "\tallowed combinations:"); |
1222 | for (next = art->allowed; next != NULL; next = next->next) |
1184 | for (next = art->allowed; next != NULL; next = next->next) |
1223 | fprintf (logfile, "%s,", &next->name); |
1185 | fprintf (logfile, "%s,", &next->name); |
1224 | fprintf (logfile, "\n"); |
1186 | fprintf (logfile, "\n"); |
1225 | } |
1187 | } |
1226 | } |
1188 | } |
1227 | } |
1189 | } |
1228 | fprintf (logfile, "\n"); |
1190 | fprintf (logfile, "\n"); |
1229 | } |
1191 | } |
1230 | |
1192 | |
1231 | /* |
1193 | /* |
1232 | * For debugging purposes. Dumps all treasures recursively (see below). |
1194 | * For debugging purposes. Dumps all treasures recursively (see below). |
1233 | */ |
1195 | */ |
1234 | void |
1196 | void |
1235 | dump_monster_treasure_rec (const char *name, treasure * t, int depth) |
1197 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1236 | { |
1198 | { |
1237 | treasurelist *tl; |
1199 | treasurelist *tl; |
1238 | int i; |
1200 | int i; |
1239 | |
1201 | |
1240 | if (depth > 100) |
1202 | if (depth > 100) |
1241 | return; |
1203 | return; |
1242 | while (t != NULL) |
1204 | |
|
|
1205 | while (t) |
1243 | { |
1206 | { |
1244 | if (t->name != NULL) |
1207 | if (t->name) |
1245 | { |
1208 | { |
1246 | for (i = 0; i < depth; i++) |
1209 | for (i = 0; i < depth; i++) |
1247 | fprintf (logfile, " "); |
1210 | fprintf (logfile, " "); |
|
|
1211 | |
1248 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1212 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1213 | |
1249 | tl = find_treasurelist (t->name); |
1214 | tl = treasurelist::find (t->name); |
|
|
1215 | if (tl) |
1250 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1216 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1217 | |
1251 | for (i = 0; i < depth; i++) |
1218 | for (i = 0; i < depth; i++) |
1252 | fprintf (logfile, " "); |
1219 | fprintf (logfile, " "); |
|
|
1220 | |
1253 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1221 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1254 | } |
1222 | } |
1255 | else |
1223 | else |
1256 | { |
1224 | { |
1257 | for (i = 0; i < depth; i++) |
1225 | for (i = 0; i < depth; i++) |
1258 | fprintf (logfile, " "); |
1226 | fprintf (logfile, " "); |
1259 | if (t->item->clone.type == FLESH) |
1227 | |
|
|
1228 | if (t->item && t->item->type == FLESH) |
1260 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1229 | fprintf (logfile, "%s's %s\n", name, &t->item->object::name); |
1261 | else |
1230 | else |
1262 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1231 | fprintf (logfile, "%s\n", &t->item->object::name); |
1263 | } |
1232 | } |
|
|
1233 | |
1264 | if (t->next_yes != NULL) |
1234 | if (t->next_yes) |
1265 | { |
1235 | { |
1266 | for (i = 0; i < depth; i++) |
1236 | for (i = 0; i < depth; i++) |
1267 | fprintf (logfile, " "); |
1237 | fprintf (logfile, " "); |
|
|
1238 | |
1268 | fprintf (logfile, " (if yes)\n"); |
1239 | fprintf (logfile, " (if yes)\n"); |
1269 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1240 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1270 | } |
1241 | } |
|
|
1242 | |
1271 | if (t->next_no != NULL) |
1243 | if (t->next_no) |
1272 | { |
1244 | { |
1273 | for (i = 0; i < depth; i++) |
1245 | for (i = 0; i < depth; i++) |
1274 | fprintf (logfile, " "); |
1246 | fprintf (logfile, " "); |
|
|
1247 | |
1275 | fprintf (logfile, " (if no)\n"); |
1248 | fprintf (logfile, " (if no)\n"); |
1276 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1249 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1277 | } |
1250 | } |
|
|
1251 | |
1278 | t = t->next; |
1252 | t = t->next; |
1279 | } |
1253 | } |
1280 | } |
1254 | } |
1281 | |
1255 | |
1282 | /* |
1256 | /* |
1283 | * For debugging purposes. Dumps all treasures for a given monster. |
1257 | * For debugging purposes. Dumps all treasures for a given monster. |
1284 | * Created originally by Raphael Quinet for debugging the alchemy code. |
1258 | * Created originally by Raphael Quinet for debugging the alchemy code. |
1285 | */ |
1259 | */ |
1286 | |
|
|
1287 | void |
1260 | void |
1288 | dump_monster_treasure (const char *name) |
1261 | dump_monster_treasure (const char *name) |
1289 | { |
1262 | { |
1290 | archetype *at; |
1263 | archetype *at; |
1291 | int found; |
1264 | int found; |
1292 | |
1265 | |
1293 | found = 0; |
1266 | found = 0; |
1294 | fprintf (logfile, "\n"); |
1267 | fprintf (logfile, "\n"); |
1295 | for (at = first_archetype; at != NULL; at = at->next) |
1268 | |
|
|
1269 | for_all_archetypes (at) |
1296 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1270 | if (!strcasecmp (at->object::name, name) && at->title == NULL) |
1297 | { |
1271 | { |
1298 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1272 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname); |
1299 | if (at->clone.randomitems != NULL) |
1273 | if (at->randomitems != NULL) |
1300 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1274 | dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1); |
1301 | else |
1275 | else |
1302 | fprintf (logfile, "(nothing)\n"); |
1276 | fprintf (logfile, "(nothing)\n"); |
|
|
1277 | |
1303 | fprintf (logfile, "\n"); |
1278 | fprintf (logfile, "\n"); |
1304 | found++; |
1279 | found++; |
1305 | } |
1280 | } |
|
|
1281 | |
1306 | if (found == 0) |
1282 | if (found == 0) |
1307 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1283 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1308 | } |
1284 | } |
1309 | |
1285 | |
1310 | /* |
1286 | /* |
1311 | * Builds up the lists of artifacts from the file in the libdir. |
1287 | * Builds up the lists of artifacts from the file in the libdir. |
1312 | */ |
1288 | */ |
1313 | |
|
|
1314 | void |
1289 | void |
1315 | init_artifacts (void) |
1290 | init_artifacts (void) |
1316 | { |
1291 | { |
1317 | static int has_been_inited = 0; |
1292 | static int has_been_inited = 0; |
1318 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1293 | char filename[MAX_BUF]; |
1319 | artifact *art = NULL; |
1294 | artifact *art = NULL; |
1320 | linked_char *tmp; |
|
|
1321 | int value, comp; |
|
|
1322 | artifactlist *al; |
1295 | artifactlist *al; |
1323 | |
1296 | |
1324 | if (has_been_inited) |
1297 | if (has_been_inited) |
1325 | return; |
1298 | return; |
1326 | else |
1299 | else |
1327 | has_been_inited = 1; |
1300 | has_been_inited = 1; |
1328 | |
1301 | |
1329 | sprintf (filename, "%s/artifacts", settings.datadir); |
1302 | sprintf (filename, "%s/artifacts", settings.datadir); |
1330 | object_thawer thawer (filename); |
1303 | object_thawer f (filename); |
1331 | |
1304 | |
1332 | if (!thawer) |
1305 | if (!f) |
1333 | return; |
1306 | return; |
1334 | |
1307 | |
1335 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1308 | for (;;) |
1336 | { |
|
|
1337 | if (*buf == '#') |
|
|
1338 | continue; |
|
|
1339 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1340 | *cp = '\0'; |
|
|
1341 | cp = buf; |
|
|
1342 | while (*cp == ' ') /* Skip blanks */ |
|
|
1343 | cp++; |
|
|
1344 | if (*cp == '\0') |
|
|
1345 | continue; |
|
|
1346 | |
|
|
1347 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1348 | { |
|
|
1349 | if (art == NULL) |
|
|
1350 | { |
1309 | { |
|
|
1310 | switch (f.kw) |
|
|
1311 | { |
|
|
1312 | case KW_allowed: |
|
|
1313 | if (!art) |
1351 | art = get_empty_artifact (); |
1314 | art = get_empty_artifact (); |
1352 | nrofartifacts++; |
1315 | |
|
|
1316 | { |
|
|
1317 | if (!strcmp (f.get_str (), "all")) |
|
|
1318 | break; |
|
|
1319 | |
|
|
1320 | char *next, *cp = f.get_str (); |
|
|
1321 | |
|
|
1322 | do |
|
|
1323 | { |
|
|
1324 | if ((next = strchr (cp, ','))) |
|
|
1325 | *next++ = '\0'; |
|
|
1326 | |
|
|
1327 | linked_char *tmp = new linked_char; |
|
|
1328 | |
|
|
1329 | tmp->name = cp; |
|
|
1330 | tmp->next = art->allowed; |
|
|
1331 | art->allowed = tmp; |
|
|
1332 | } |
|
|
1333 | while ((cp = next)); |
|
|
1334 | } |
|
|
1335 | break; |
|
|
1336 | |
|
|
1337 | case KW_chance: |
|
|
1338 | f.get (art->chance); |
|
|
1339 | break; |
|
|
1340 | |
|
|
1341 | case KW_difficulty: |
|
|
1342 | f.get (art->difficulty); |
|
|
1343 | break; |
|
|
1344 | |
|
|
1345 | case KW_object: |
|
|
1346 | { |
|
|
1347 | art->item = object::create (); |
|
|
1348 | f.get (art->item->name); |
|
|
1349 | f.next (); |
|
|
1350 | |
|
|
1351 | if (!art->item->parse_kv (f)) |
|
|
1352 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1353 | |
|
|
1354 | al = find_artifactlist (art->item->type); |
|
|
1355 | |
|
|
1356 | if (!al) |
|
|
1357 | { |
|
|
1358 | al = get_empty_artifactlist (); |
|
|
1359 | al->type = art->item->type; |
|
|
1360 | al->next = first_artifactlist; |
|
|
1361 | first_artifactlist = al; |
|
|
1362 | } |
|
|
1363 | |
|
|
1364 | art->next = al->items; |
|
|
1365 | al->items = art; |
|
|
1366 | art = 0; |
|
|
1367 | } |
|
|
1368 | continue; |
|
|
1369 | |
|
|
1370 | case KW_EOF: |
|
|
1371 | goto done; |
|
|
1372 | |
|
|
1373 | default: |
|
|
1374 | if (!f.parse_error ("artifacts file")) |
|
|
1375 | cleanup ("artifacts file required"); |
|
|
1376 | break; |
|
|
1377 | } |
|
|
1378 | |
|
|
1379 | f.next (); |
1353 | } |
1380 | } |
1354 | cp = strchr (cp, ' ') + 1; |
|
|
1355 | if (!strcmp (cp, "all")) |
|
|
1356 | continue; |
|
|
1357 | |
1381 | |
1358 | do |
1382 | done: |
1359 | { |
|
|
1360 | nrofallowedstr++; |
|
|
1361 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1362 | *(next++) = '\0'; |
|
|
1363 | tmp = new linked_char; |
|
|
1364 | tmp->name = cp; |
|
|
1365 | tmp->next = art->allowed; |
|
|
1366 | art->allowed = tmp; |
|
|
1367 | } |
|
|
1368 | while ((cp = next) != NULL); |
|
|
1369 | } |
|
|
1370 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1371 | art->chance = (uint16) value; |
|
|
1372 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1373 | art->difficulty = (uint8) value; |
|
|
1374 | else if (!strncmp (cp, "Object", 6)) |
|
|
1375 | { |
|
|
1376 | art->item = (object *) calloc (1, sizeof (object)); |
|
|
1377 | reset_object (art->item); |
|
|
1378 | if (!load_object (thawer, art->item, LO_LINEMODE, 0)) |
|
|
1379 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1380 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1381 | al = find_artifactlist (art->item->type); |
|
|
1382 | if (al == NULL) |
|
|
1383 | { |
|
|
1384 | al = get_empty_artifactlist (); |
|
|
1385 | al->type = art->item->type; |
|
|
1386 | al->next = first_artifactlist; |
|
|
1387 | first_artifactlist = al; |
|
|
1388 | } |
|
|
1389 | art->next = al->items; |
|
|
1390 | al->items = art; |
|
|
1391 | art = NULL; |
|
|
1392 | } |
|
|
1393 | else |
|
|
1394 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1395 | } |
|
|
1396 | |
|
|
1397 | for (al = first_artifactlist; al != NULL; al = al->next) |
1383 | for (al = first_artifactlist; al; al = al->next) |
1398 | { |
1384 | { |
|
|
1385 | al->total_chance = 0; |
|
|
1386 | |
1399 | for (art = al->items; art != NULL; art = art->next) |
1387 | for (art = al->items; art; art = art->next) |
1400 | { |
1388 | { |
1401 | if (!art->chance) |
1389 | if (!art->chance) |
1402 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1390 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1403 | else |
1391 | else |
1404 | al->total_chance += art->chance; |
1392 | al->total_chance += art->chance; |
1405 | } |
1393 | } |
1406 | #if 0 |
1394 | #if 0 |
1407 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1395 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1408 | #endif |
1396 | #endif |
1409 | } |
1397 | } |
1410 | |
1398 | |
1411 | LOG (llevDebug, "done.\n"); |
1399 | LOG (llevDebug, "done.\n"); |
1412 | } |
1400 | } |
1413 | |
1401 | |
1414 | |
|
|
1415 | /* |
1402 | /* |
1416 | * Used in artifact generation. The bonuses of the first object |
1403 | * Used in artifact generation. The bonuses of the first object |
1417 | * is modified by the bonuses of the second object. |
1404 | * is modified by the bonuses of the second object. |
1418 | */ |
1405 | */ |
1419 | |
|
|
1420 | void |
1406 | void |
1421 | add_abilities (object * op, object * change) |
1407 | add_abilities (object *op, object *change) |
1422 | { |
1408 | { |
1423 | int i, j, tmp; |
1409 | int i, tmp; |
1424 | |
1410 | |
1425 | if (change->face != blank_face) |
1411 | if (change->face != blank_face) |
1426 | { |
1412 | { |
1427 | #ifdef TREASURE_VERBOSE |
1413 | #ifdef TREASURE_VERBOSE |
1428 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1414 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1429 | #endif |
1415 | #endif |
1430 | op->face = change->face; |
1416 | op->face = change->face; |
1431 | } |
1417 | } |
1432 | |
1418 | |
1433 | for (i = 0; i < NUM_STATS; i++) |
1419 | for (i = 0; i < NUM_STATS; i++) |
1434 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1420 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1435 | |
1421 | |
1436 | op->attacktype |= change->attacktype; |
1422 | op->attacktype |= change->attacktype; |
1437 | op->path_attuned |= change->path_attuned; |
1423 | op->path_attuned |= change->path_attuned; |
1438 | op->path_repelled |= change->path_repelled; |
1424 | op->path_repelled |= change->path_repelled; |
1439 | op->path_denied |= change->path_denied; |
1425 | op->path_denied |= change->path_denied; |
… | |
… | |
1467 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1453 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1468 | { |
1454 | { |
1469 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1455 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1470 | /* so artifacts will join */ |
1456 | /* so artifacts will join */ |
1471 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1457 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1472 | op->speed = 0.0; |
1458 | op->speed = 0.0; |
1473 | update_ob_speed (op); |
1459 | |
|
|
1460 | op->set_speed (op->speed); |
1474 | } |
1461 | } |
1475 | |
1462 | |
1476 | if (change->nrof) |
1463 | if (change->nrof) |
1477 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1464 | op->nrof = rndm (change->nrof) + 1; |
1478 | |
1465 | |
1479 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1466 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1480 | op->stats.wc += change->stats.wc; |
1467 | op->stats.wc += change->stats.wc; |
1481 | op->stats.ac += change->stats.ac; |
1468 | op->stats.ac += change->stats.ac; |
1482 | |
1469 | |
1483 | if (change->other_arch) |
1470 | if (change->other_arch) |
1484 | { |
1471 | { |
1485 | /* Basically, for horns & potions, the other_arch field is the spell |
1472 | /* Basically, for horns & potions, the other_arch field is the spell |
1486 | * to cast. So convert that to into a spell and put it into |
1473 | * to cast. So convert that to into a spell and put it into |
1487 | * this object. |
1474 | * this object. |
1488 | */ |
1475 | */ |
1489 | if (op->type == HORN || op->type == POTION) |
1476 | if (op->type == HORN || op->type == POTION) |
1490 | { |
1477 | { |
1491 | object *tmp_obj; |
1478 | object *tmp_obj; |
|
|
1479 | |
1492 | /* Remove any spells this object currently has in it */ |
1480 | /* Remove any spells this object currently has in it */ |
1493 | while (op->inv) |
1481 | while (op->inv) |
1494 | { |
1482 | op->inv->destroy (); |
1495 | tmp_obj = op->inv; |
|
|
1496 | remove_ob (tmp_obj); |
|
|
1497 | free_object (tmp_obj); |
|
|
1498 | } |
|
|
1499 | |
1483 | |
1500 | tmp_obj = arch_to_object (change->other_arch); |
1484 | tmp_obj = arch_to_object (change->other_arch); |
1501 | insert_ob_in_ob (tmp_obj, op); |
1485 | insert_ob_in_ob (tmp_obj, op); |
1502 | } |
1486 | } |
1503 | /* No harm setting this for potions/horns */ |
1487 | /* No harm setting this for potions/horns */ |
1504 | op->other_arch = change->other_arch; |
1488 | op->other_arch = change->other_arch; |
1505 | } |
1489 | } |
1506 | |
1490 | |
1507 | if (change->stats.hp < 0) |
1491 | if (change->stats.hp < 0) |
… | |
… | |
1540 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1524 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1541 | |
1525 | |
1542 | op->item_power = change->item_power; |
1526 | op->item_power = change->item_power; |
1543 | |
1527 | |
1544 | for (i = 0; i < NROFATTACKS; i++) |
1528 | for (i = 0; i < NROFATTACKS; i++) |
1545 | { |
|
|
1546 | if (change->resist[i]) |
1529 | if (change->resist[i]) |
1547 | { |
|
|
1548 | op->resist[i] += change->resist[i]; |
1530 | op->resist[i] += change->resist[i]; |
1549 | } |
|
|
1550 | } |
|
|
1551 | |
1531 | |
1552 | if (change->stats.dam) |
1532 | if (change->stats.dam) |
1553 | { |
1533 | { |
1554 | if (change->stats.dam < 0) |
1534 | if (change->stats.dam < 0) |
1555 | op->stats.dam = (-change->stats.dam); |
1535 | op->stats.dam = (-change->stats.dam); |
1556 | else if (op->stats.dam) |
1536 | else if (op->stats.dam) |
1557 | { |
1537 | { |
1558 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1538 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1559 | if (tmp == op->stats.dam) |
1539 | if (tmp == op->stats.dam) |
1560 | { |
1540 | { |
1561 | if (change->stats.dam < 10) |
1541 | if (change->stats.dam < 10) |
1562 | op->stats.dam--; |
1542 | op->stats.dam--; |
|
|
1543 | else |
|
|
1544 | op->stats.dam++; |
|
|
1545 | } |
1563 | else |
1546 | else |
1564 | op->stats.dam++; |
|
|
1565 | } |
|
|
1566 | else |
|
|
1567 | op->stats.dam = tmp; |
1547 | op->stats.dam = tmp; |
1568 | } |
1548 | } |
1569 | } |
1549 | } |
1570 | |
1550 | |
1571 | if (change->weight) |
1551 | if (change->weight) |
1572 | { |
1552 | { |
1573 | if (change->weight < 0) |
1553 | if (change->weight < 0) |
1574 | op->weight = (-change->weight); |
1554 | op->weight = (-change->weight); |
1575 | else |
1555 | else |
1576 | op->weight = (op->weight * (change->weight)) / 100; |
1556 | op->weight = (op->weight * (change->weight)) / 100; |
1577 | } |
1557 | } |
1578 | |
1558 | |
1579 | if (change->last_sp) |
1559 | if (change->last_sp) |
1580 | { |
1560 | { |
1581 | if (change->last_sp < 0) |
1561 | if (change->last_sp < 0) |
1582 | op->last_sp = (-change->last_sp); |
1562 | op->last_sp = (-change->last_sp); |
1583 | else |
1563 | else |
1584 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1564 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1585 | } |
1565 | } |
1586 | |
1566 | |
1587 | if (change->gen_sp_armour) |
1567 | if (change->gen_sp_armour) |
1588 | { |
1568 | { |
1589 | if (change->gen_sp_armour < 0) |
1569 | if (change->gen_sp_armour < 0) |
1590 | op->gen_sp_armour = (-change->gen_sp_armour); |
1570 | op->gen_sp_armour = (-change->gen_sp_armour); |
1591 | else |
1571 | else |
1592 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1572 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1593 | } |
1573 | } |
1594 | |
1574 | |
1595 | op->value *= change->value; |
1575 | op->value *= change->value; |
1596 | |
1576 | |
1597 | if (change->material) |
1577 | if (change->materials) |
1598 | op->material = change->material; |
1578 | op->materials = change->materials; |
1599 | |
1579 | |
1600 | if (change->materialname) |
1580 | if (change->materialname) |
1601 | op->materialname = change->materialname; |
1581 | op->materialname = change->materialname; |
1602 | |
1582 | |
1603 | if (change->slaying) |
1583 | if (change->slaying) |
… | |
… | |
1609 | if (change->msg) |
1589 | if (change->msg) |
1610 | op->msg = change->msg; |
1590 | op->msg = change->msg; |
1611 | } |
1591 | } |
1612 | |
1592 | |
1613 | static int |
1593 | static int |
1614 | legal_artifact_combination (object * op, artifact * art) |
1594 | legal_artifact_combination (object *op, artifact *art) |
1615 | { |
1595 | { |
1616 | int neg, success = 0; |
1596 | int neg, success = 0; |
1617 | linked_char *tmp; |
1597 | linked_char *tmp; |
1618 | const char *name; |
1598 | const char *name; |
1619 | |
1599 | |
1620 | if (art->allowed == (linked_char *) NULL) |
1600 | if (!art->allowed) |
1621 | return 1; /* Ie, "all" */ |
1601 | return 1; /* Ie, "all" */ |
|
|
1602 | |
1622 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1603 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1623 | { |
1604 | { |
1624 | #ifdef TREASURE_VERBOSE |
1605 | #ifdef TREASURE_VERBOSE |
1625 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1606 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1626 | #endif |
1607 | #endif |
1627 | if (*tmp->name == '!') |
1608 | if (*tmp->name == '!') |
1628 | name = tmp->name + 1, neg = 1; |
1609 | name = tmp->name + 1, neg = 1; |
1629 | else |
1610 | else |
1630 | name = tmp->name, neg = 0; |
1611 | name = tmp->name, neg = 0; |
1631 | |
1612 | |
1632 | /* If we match name, then return the opposite of 'neg' */ |
1613 | /* If we match name, then return the opposite of 'neg' */ |
1633 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1614 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1634 | return !neg; |
1615 | return !neg; |
1635 | |
1616 | |
1636 | /* Set success as true, since if the match was an inverse, it means |
1617 | /* Set success as true, since if the match was an inverse, it means |
1637 | * everything is allowed except what we match |
1618 | * everything is allowed except what we match |
1638 | */ |
1619 | */ |
1639 | else if (neg) |
1620 | else if (neg) |
1640 | success = 1; |
1621 | success = 1; |
1641 | } |
1622 | } |
|
|
1623 | |
1642 | return success; |
1624 | return success; |
1643 | } |
1625 | } |
1644 | |
1626 | |
1645 | /* |
1627 | /* |
1646 | * Fixes the given object, giving it the abilities and titles |
1628 | * Fixes the given object, giving it the abilities and titles |
1647 | * it should have due to the second artifact-template. |
1629 | * it should have due to the second artifact-template. |
1648 | */ |
1630 | */ |
1649 | |
1631 | |
1650 | void |
1632 | void |
1651 | give_artifact_abilities (object * op, object * artifct) |
1633 | give_artifact_abilities (object *op, object *artifct) |
1652 | { |
1634 | { |
1653 | char new_name[MAX_BUF]; |
1635 | char new_name[MAX_BUF]; |
1654 | |
1636 | |
1655 | sprintf (new_name, "of %s", &artifct->name); |
1637 | sprintf (new_name, "of %s", &artifct->name); |
1656 | op->title = new_name; |
1638 | op->title = new_name; |
1657 | add_abilities (op, artifct); /* Give out the bonuses */ |
1639 | add_abilities (op, artifct); /* Give out the bonuses */ |
1658 | |
1640 | |
1659 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1641 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1660 | { |
1642 | { |
1661 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1643 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1644 | |
1662 | SET_FLAG (op, FLAG_IDENTIFIED); |
1645 | SET_FLAG (op, FLAG_IDENTIFIED); |
1663 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1646 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1664 | if (!identified) |
1647 | if (!identified) |
1665 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1648 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1666 | } |
1649 | } |
… | |
… | |
1678 | |
1661 | |
1679 | /* Give 1 re-roll attempt per artifact */ |
1662 | /* Give 1 re-roll attempt per artifact */ |
1680 | #define ARTIFACT_TRIES 2 |
1663 | #define ARTIFACT_TRIES 2 |
1681 | |
1664 | |
1682 | void |
1665 | void |
1683 | generate_artifact (object * op, int difficulty) |
1666 | generate_artifact (object *op, int difficulty) |
1684 | { |
1667 | { |
1685 | artifactlist *al; |
1668 | artifactlist *al; |
1686 | artifact *art; |
1669 | artifact *art; |
1687 | int i; |
1670 | int i; |
1688 | |
1671 | |
1689 | al = find_artifactlist (op->type); |
1672 | al = find_artifactlist (op->type); |
1690 | |
1673 | |
1691 | if (al == NULL) |
1674 | if (al == NULL) |
1692 | { |
1675 | { |
1693 | #if 0 /* This is too verbose, usually */ |
1676 | #if 0 /* This is too verbose, usually */ |
1694 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1677 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1695 | #endif |
1678 | #endif |
1696 | return; |
1679 | return; |
1697 | } |
1680 | } |
1698 | |
1681 | |
1699 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1682 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1700 | { |
1683 | { |
1701 | int roll = RANDOM () % al->total_chance; |
1684 | int roll = rndm (al->total_chance); |
1702 | |
1685 | |
1703 | for (art = al->items; art != NULL; art = art->next) |
1686 | for (art = al->items; art; art = art->next) |
1704 | { |
1687 | { |
1705 | roll -= art->chance; |
1688 | roll -= art->chance; |
1706 | if (roll < 0) |
1689 | if (roll < 0) |
1707 | break; |
1690 | break; |
1708 | } |
1691 | } |
1709 | |
1692 | |
1710 | if (art == NULL || roll >= 0) |
1693 | if (art == NULL || roll >= 0) |
1711 | { |
1694 | { |
1712 | #if 1 |
1695 | #if 1 |
1713 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1696 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1714 | #endif |
1697 | #endif |
1715 | return; |
1698 | return; |
1716 | } |
1699 | } |
1717 | if (!strcmp (art->item->name, "NONE")) |
1700 | if (!strcmp (art->item->name, "NONE")) |
1718 | return; |
1701 | return; |
1719 | if (FABS (op->magic) < art->item->magic) |
1702 | if (FABS (op->magic) < art->item->magic) |
1720 | continue; /* Not magic enough to be this item */ |
1703 | continue; /* Not magic enough to be this item */ |
1721 | |
1704 | |
1722 | /* Map difficulty not high enough */ |
1705 | /* Map difficulty not high enough */ |
1723 | if (difficulty < art->difficulty) |
1706 | if (difficulty < art->difficulty) |
1724 | continue; |
1707 | continue; |
1725 | |
1708 | |
1726 | if (!legal_artifact_combination (op, art)) |
1709 | if (!legal_artifact_combination (op, art)) |
1727 | { |
1710 | { |
1728 | #ifdef TREASURE_VERBOSE |
1711 | #ifdef TREASURE_VERBOSE |
1729 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1712 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1730 | #endif |
1713 | #endif |
1731 | continue; |
1714 | continue; |
1732 | } |
1715 | } |
|
|
1716 | |
1733 | give_artifact_abilities (op, art->item); |
1717 | give_artifact_abilities (op, art->item); |
1734 | return; |
1718 | return; |
1735 | } |
1719 | } |
1736 | } |
1720 | } |
1737 | |
1721 | |
… | |
… | |
1739 | * FOOD, except they inherit properties (name, food value, etc). |
1723 | * FOOD, except they inherit properties (name, food value, etc). |
1740 | * based on the original owner (or 'donor' if you like). -b.t. |
1724 | * based on the original owner (or 'donor' if you like). -b.t. |
1741 | */ |
1725 | */ |
1742 | |
1726 | |
1743 | void |
1727 | void |
1744 | fix_flesh_item (object * item, object * donor) |
1728 | fix_flesh_item (object *item, object *donor) |
1745 | { |
1729 | { |
1746 | char tmpbuf[MAX_BUF]; |
1730 | char tmpbuf[MAX_BUF]; |
1747 | int i; |
1731 | int i; |
1748 | |
1732 | |
1749 | if (item->type == FLESH && donor) |
1733 | if (item->type == FLESH && donor) |
1750 | { |
1734 | { |
1751 | /* change the name */ |
1735 | /* change the name */ |
1752 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; |
1736 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
|
|
1737 | item->name = tmpbuf; |
1753 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; |
1738 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
|
|
1739 | item->name_pl = tmpbuf; |
1754 | |
1740 | |
1755 | /* weight is FLESH weight/100 * donor */ |
1741 | /* weight is FLESH weight/100 * donor */ |
1756 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1742 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1757 | item->weight = 1; |
1743 | item->weight = 1; |
1758 | |
1744 | |
1759 | /* value is multiplied by level of donor */ |
1745 | /* value is multiplied by level of donor */ |
1760 | item->value *= isqrt (donor->level * 2); |
1746 | item->value *= isqrt (donor->level * 2); |
1761 | |
1747 | |
1762 | /* food value */ |
1748 | /* food value */ |
… | |
… | |
1764 | |
1750 | |
1765 | /* flesh items inherit some abilities of donor, but not |
1751 | /* flesh items inherit some abilities of donor, but not |
1766 | * full effect. |
1752 | * full effect. |
1767 | */ |
1753 | */ |
1768 | for (i = 0; i < NROFATTACKS; i++) |
1754 | for (i = 0; i < NROFATTACKS; i++) |
1769 | item->resist[i] = donor->resist[i] / 2; |
1755 | item->resist[i] = donor->resist[i] / 2; |
1770 | |
1756 | |
1771 | /* item inherits donor's level (important for quezals) */ |
1757 | /* item inherits donor's level (important for quezals) */ |
1772 | item->level = donor->level; |
1758 | item->level = donor->level; |
1773 | |
1759 | |
1774 | /* if donor has some attacktypes, the flesh is poisonous */ |
1760 | /* if donor has some attacktypes, the flesh is poisonous */ |
1775 | if (donor->attacktype & AT_POISON) |
1761 | if (donor->attacktype & AT_POISON) |
1776 | item->type = POISON; |
1762 | item->type = POISON; |
1777 | if (donor->attacktype & AT_ACID) |
1763 | if (donor->attacktype & AT_ACID) |
1778 | item->stats.hp = -1 * item->stats.food; |
1764 | item->stats.hp = -1 * item->stats.food; |
1779 | SET_FLAG (item, FLAG_NO_STEAL); |
1765 | SET_FLAG (item, FLAG_NO_STEAL); |
1780 | } |
1766 | } |
1781 | } |
1767 | } |
1782 | |
1768 | |
1783 | /* special_potion() - so that old potion code is still done right. */ |
1769 | /* special_potion() - so that old potion code is still done right. */ |
1784 | |
|
|
1785 | int |
1770 | int |
1786 | special_potion (object * op) |
1771 | special_potion (object *op) |
1787 | { |
1772 | { |
1788 | |
|
|
1789 | int i; |
|
|
1790 | |
|
|
1791 | if (op->attacktype) |
1773 | if (op->attacktype) |
1792 | return 1; |
1774 | return 1; |
1793 | |
1775 | |
1794 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1776 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1795 | return 1; |
1777 | return 1; |
1796 | |
1778 | |
1797 | for (i = 0; i < NROFATTACKS; i++) |
1779 | for (int i = 0; i < NROFATTACKS; i++) |
1798 | if (op->resist[i]) |
1780 | if (op->resist[i]) |
1799 | return 1; |
1781 | return 1; |
1800 | |
1782 | |
1801 | return 0; |
1783 | return 0; |
1802 | } |
1784 | } |
1803 | |
1785 | |
1804 | void |
1786 | void |
1805 | free_treasurestruct (treasure * t) |
1787 | free_treasurestruct (treasure *t) |
1806 | { |
1788 | { |
1807 | if (t->next) |
|
|
1808 | free_treasurestruct (t->next); |
1789 | if (t->next) free_treasurestruct (t->next); |
1809 | if (t->next_yes) |
|
|
1810 | free_treasurestruct (t->next_yes); |
1790 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1811 | if (t->next_no) |
|
|
1812 | free_treasurestruct (t->next_no); |
1791 | if (t->next_no) free_treasurestruct (t->next_no); |
1813 | free (t); |
1792 | |
|
|
1793 | delete t; |
1814 | } |
1794 | } |
1815 | |
1795 | |
1816 | void |
1796 | void |
1817 | free_charlinks (linked_char * lc) |
1797 | free_charlinks (linked_char *lc) |
1818 | { |
1798 | { |
1819 | if (lc->next) |
1799 | if (lc->next) |
1820 | free_charlinks (lc->next); |
1800 | free_charlinks (lc->next); |
1821 | |
1801 | |
1822 | delete lc; |
1802 | delete lc; |
1823 | } |
1803 | } |
1824 | |
1804 | |
1825 | void |
1805 | void |
1826 | free_artifact (artifact * at) |
1806 | free_artifact (artifact *at) |
1827 | { |
1807 | { |
1828 | |
|
|
1829 | if (at->next) |
|
|
1830 | free_artifact (at->next); |
1808 | if (at->next) free_artifact (at->next); |
1831 | if (at->allowed) |
|
|
1832 | free_charlinks (at->allowed); |
1809 | if (at->allowed) free_charlinks (at->allowed); |
1833 | |
1810 | |
1834 | delete at->item; |
1811 | at->item->destroy (1); |
1835 | |
1812 | |
1836 | delete at; |
1813 | sfree (at); |
1837 | } |
1814 | } |
1838 | |
1815 | |
1839 | void |
1816 | void |
1840 | free_artifactlist (artifactlist * al) |
1817 | free_artifactlist (artifactlist *al) |
1841 | { |
1818 | { |
1842 | artifactlist *nextal; |
1819 | artifactlist *nextal; |
|
|
1820 | |
1843 | for (al = first_artifactlist; al != NULL; al = nextal) |
1821 | for (al = first_artifactlist; al; al = nextal) |
1844 | { |
1822 | { |
1845 | nextal = al->next; |
1823 | nextal = al->next; |
|
|
1824 | |
1846 | if (al->items) |
1825 | if (al->items) |
1847 | { |
|
|
1848 | free_artifact (al->items); |
1826 | free_artifact (al->items); |
1849 | } |
1827 | |
1850 | free (al); |
1828 | sfree (al); |
1851 | } |
1829 | } |
1852 | } |
1830 | } |
1853 | |
1831 | |
1854 | void |
1832 | void |
1855 | free_all_treasures (void) |
1833 | free_all_treasures (void) |
1856 | { |
1834 | { |
1857 | treasurelist *tl, *next; |
1835 | treasurelist *tl, *next; |
1858 | |
1836 | |
1859 | |
|
|
1860 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1837 | for (tl = first_treasurelist; tl; tl = next) |
1861 | { |
1838 | { |
|
|
1839 | clear (tl); |
|
|
1840 | |
1862 | next = tl->next; |
1841 | next = tl->next; |
1863 | if (tl->items) |
|
|
1864 | free_treasurestruct (tl->items); |
|
|
1865 | delete tl; |
1842 | delete tl; |
1866 | } |
1843 | } |
|
|
1844 | |
1867 | free_artifactlist (first_artifactlist); |
1845 | free_artifactlist (first_artifactlist); |
1868 | } |
1846 | } |