1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
… | |
… | |
32 | |
33 | |
33 | //#define TREASURE_VERBOSE |
34 | //#define TREASURE_VERBOSE |
34 | |
35 | |
35 | #include <global.h> |
36 | #include <global.h> |
36 | #include <treasure.h> |
37 | #include <treasure.h> |
37 | #include <funcpoint.h> |
|
|
38 | #include <loader.h> |
38 | #include <loader.h> |
39 | |
39 | |
40 | extern char *spell_mapping[]; |
40 | extern char *spell_mapping[]; |
41 | |
41 | |
42 | static treasurelist *first_treasurelist; |
42 | static treasurelist *first_treasurelist; |
… | |
… | |
46 | typedef std::tr1::unordered_map< |
46 | typedef std::tr1::unordered_map< |
47 | const char *, |
47 | const char *, |
48 | treasurelist *, |
48 | treasurelist *, |
49 | str_hash, |
49 | str_hash, |
50 | str_equal, |
50 | str_equal, |
51 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
51 | slice_allocator< std::pair<const char *const, treasurelist *> > |
52 | true |
|
|
53 | > tl_map_t; |
52 | > tl_map_t; |
54 | |
53 | |
55 | static tl_map_t tl_map; |
54 | static tl_map_t tl_map; |
|
|
55 | |
|
|
56 | //TODO: class method |
|
|
57 | static void free_treasurestruct (treasure *t); // bleh desu |
|
|
58 | static void |
|
|
59 | clear (treasurelist *tl) |
|
|
60 | { |
|
|
61 | if (tl->items) |
|
|
62 | { |
|
|
63 | free_treasurestruct (tl->items); |
|
|
64 | tl->items = 0; |
|
|
65 | } |
|
|
66 | |
|
|
67 | tl->total_chance = 0; |
|
|
68 | } |
56 | |
69 | |
57 | /* |
70 | /* |
58 | * Searches for the given treasurelist |
71 | * Searches for the given treasurelist |
59 | */ |
72 | */ |
60 | treasurelist * |
73 | treasurelist * |
… | |
… | |
92 | } |
105 | } |
93 | |
106 | |
94 | return tl; |
107 | return tl; |
95 | } |
108 | } |
96 | |
109 | |
97 | //TODO: class method |
|
|
98 | void |
|
|
99 | clear (treasurelist *tl) |
|
|
100 | { |
|
|
101 | if (tl->items) |
|
|
102 | { |
|
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103 | free_treasurestruct (tl->items); |
|
|
104 | tl->items = 0; |
|
|
105 | } |
|
|
106 | |
|
|
107 | tl->total_chance = 0; |
|
|
108 | } |
|
|
109 | |
|
|
110 | #ifdef TREASURE_DEBUG |
110 | #ifdef TREASURE_DEBUG |
111 | /* recursived checks the linked list. Treasurelist is passed only |
111 | /* recursived checks the linked list. Treasurelist is passed only |
112 | * so that the treasure name can be printed out |
112 | * so that the treasure name can be printed out |
113 | */ |
113 | */ |
114 | static void |
114 | static void |
… | |
… | |
144 | coroapi::cede_to_tick (); |
144 | coroapi::cede_to_tick (); |
145 | |
145 | |
146 | switch (f.kw) |
146 | switch (f.kw) |
147 | { |
147 | { |
148 | case KW_arch: |
148 | case KW_arch: |
149 | t->item = archetype::get (f.get_str ()); |
149 | t->item = archetype::find (f.get_str ()); |
|
|
150 | |
|
|
151 | if (!t->item) |
|
|
152 | { |
|
|
153 | f.parse_warn ("treasure references unknown archetype"); |
|
|
154 | t->item = archetype::empty; |
|
|
155 | } |
|
|
156 | |
150 | break; |
157 | break; |
151 | |
158 | |
152 | case KW_list: f.get (t->name); break; |
159 | case KW_list: f.get (t->name); break; |
153 | case KW_change_name: f.get (t->change_arch.name); break; |
160 | case KW_change_name: f.get (t->change_arch.name); break; |
154 | case KW_change_title: f.get (t->change_arch.title); break; |
161 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
168 | t->next = read_treasure (f); |
175 | t->next = read_treasure (f); |
169 | return t; |
176 | return t; |
170 | |
177 | |
171 | default: |
178 | default: |
172 | if (!f.parse_error ("treasurelist", t->name)) |
179 | if (!f.parse_error ("treasurelist", t->name)) |
173 | return 0; |
180 | goto error; |
174 | |
181 | |
175 | return t; |
182 | return t; |
176 | } |
183 | } |
177 | |
184 | |
178 | f.next (); |
185 | f.next (); |
179 | } |
186 | } |
|
|
187 | |
|
|
188 | // not reached |
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189 | |
|
|
190 | error: |
|
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191 | delete t; |
|
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192 | return 0; |
180 | } |
193 | } |
181 | |
194 | |
182 | /* |
195 | /* |
183 | * Each treasure is parsed with the help of load_treasure(). |
196 | * Each treasure is parsed with the help of load_treasure(). |
184 | */ |
197 | */ |
… | |
… | |
243 | return; |
256 | return; |
244 | } |
257 | } |
245 | |
258 | |
246 | op->expand_tail (); |
259 | op->expand_tail (); |
247 | |
260 | |
248 | if (op->blocked (creator->map, creator->x, creator->y)) |
261 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
249 | op->destroy (); |
262 | op->destroy (); |
250 | else |
263 | else |
251 | { |
264 | { |
252 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
253 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
266 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
… | |
… | |
257 | { |
270 | { |
258 | op = creator->insert (op); |
271 | op = creator->insert (op); |
259 | |
272 | |
260 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
261 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
262 | |
|
|
263 | if (flags & GT_UPDATE_INV) |
|
|
264 | if (object *tmp = creator->in_player ()) |
|
|
265 | esrv_send_item (tmp, op); |
|
|
266 | } |
275 | } |
267 | } |
276 | } |
268 | |
277 | |
269 | /* if there are change_xxx commands in the treasure, we include the changes |
278 | /* if there are change_xxx commands in the treasure, we include the changes |
270 | * in the generated object |
279 | * in the generated object |
… | |
… | |
434 | |
443 | |
435 | if (ob->inv) |
444 | if (ob->inv) |
436 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
437 | |
446 | |
438 | ob->destroy (); |
447 | ob->destroy (); |
|
|
448 | |
439 | return tmp; |
449 | return tmp; |
440 | } |
450 | } |
441 | |
451 | |
442 | /* |
452 | /* |
443 | * This is a new way of calculating the chance for an item to have |
453 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
486 | * This code presumes that op has had its spell object created (in op->inv) |
496 | * This code presumes that op has had its spell object created (in op->inv) |
487 | * |
497 | * |
488 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
489 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
499 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
490 | */ |
500 | */ |
491 | int |
501 | static int |
492 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
493 | { |
503 | { |
494 | if (!op->inv) |
504 | if (!op->inv) |
495 | { |
505 | { |
496 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
506 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
… | |
… | |
513 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
514 | * Scaling difficulty by max_level, as difficulty is a level and not some |
524 | * Scaling difficulty by max_level, as difficulty is a level and not some |
515 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
516 | * |
526 | * |
517 | */ |
527 | */ |
518 | int |
528 | static int |
519 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
520 | { |
530 | { |
521 | int percent = 0, magic = 0; |
531 | int percent = 0, magic = 0; |
522 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
523 | |
533 | |
… | |
… | |
570 | if (op->type == ARMOUR) |
580 | if (op->type == ARMOUR) |
571 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
581 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
572 | |
582 | |
573 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
583 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
574 | magic = (-magic); |
584 | magic = (-magic); |
|
|
585 | |
575 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
586 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
576 | } |
587 | } |
577 | else |
588 | else |
578 | { |
589 | { |
579 | if (op->type == ARMOUR) |
590 | if (op->type == ARMOUR) |
580 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
591 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
592 | |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
593 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
582 | magic = (-magic); |
594 | magic = (-magic); |
|
|
595 | |
583 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
584 | } |
597 | } |
585 | } |
598 | } |
586 | |
599 | |
587 | /* |
600 | /* |
… | |
… | |
610 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
611 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
612 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
613 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
614 | */ |
627 | */ |
615 | void |
628 | static void |
616 | set_ring_bonus (object *op, int bonus) |
629 | set_ring_bonus (object *op, int bonus) |
617 | { |
630 | { |
618 | |
|
|
619 | int r = rndm (bonus > 0 ? 25 : 11); |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
620 | |
632 | |
621 | if (op->type == AMULET) |
633 | if (op->type == AMULET) |
622 | { |
634 | { |
623 | if (!(rndm (21))) |
635 | if (!(rndm (21))) |
… | |
… | |
746 | * higher is the chance of returning a low number. |
758 | * higher is the chance of returning a low number. |
747 | * It is only used in fix_generated_treasure() to set bonuses on |
759 | * It is only used in fix_generated_treasure() to set bonuses on |
748 | * rings and amulets. |
760 | * rings and amulets. |
749 | * Another scheme is used to calculate the magic of weapons and armours. |
761 | * Another scheme is used to calculate the magic of weapons and armours. |
750 | */ |
762 | */ |
751 | int |
763 | static int |
752 | get_magic (int diff) |
764 | get_magic (int diff) |
753 | { |
765 | { |
754 | int i; |
766 | int i; |
755 | |
767 | |
756 | if (diff < 3) |
768 | if (diff < 3) |
… | |
… | |
759 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
760 | if (rndm (diff)) |
772 | if (rndm (diff)) |
761 | return i; |
773 | return i; |
762 | |
774 | |
763 | return 4; |
775 | return 4; |
|
|
776 | } |
|
|
777 | |
|
|
778 | /* special_potion() - so that old potion code is still done right. */ |
|
|
779 | static int |
|
|
780 | special_potion (object *op) |
|
|
781 | { |
|
|
782 | if (op->attacktype) |
|
|
783 | return 1; |
|
|
784 | |
|
|
785 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
786 | return 1; |
|
|
787 | |
|
|
788 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
789 | if (op->resist[i]) |
|
|
790 | return 1; |
|
|
791 | |
|
|
792 | return 0; |
764 | } |
793 | } |
765 | |
794 | |
766 | #define DICE2 (get_magic(2)==2?2:1) |
795 | #define DICE2 (get_magic(2)==2?2:1) |
767 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
796 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
768 | |
797 | |
… | |
… | |
816 | ARG_INT (flags))) |
845 | ARG_INT (flags))) |
817 | return; |
846 | return; |
818 | |
847 | |
819 | if (!(flags & GT_MINIMAL)) |
848 | if (!(flags & GT_MINIMAL)) |
820 | { |
849 | { |
821 | if (op->arch == crown_arch) |
850 | if (IS_ARCH (op->arch, crown)) |
822 | { |
851 | { |
823 | set_magic (difficulty, op, max_magic, flags); |
852 | set_magic (difficulty, op, max_magic, flags); |
824 | num_enchantments = calc_item_power (op, 1); |
853 | num_enchantments = calc_item_power (op, 1); |
825 | generate_artifact (op, difficulty); |
854 | generate_artifact (op, difficulty); |
826 | } |
855 | } |
… | |
… | |
831 | |
860 | |
832 | num_enchantments = calc_item_power (op, 1); |
861 | num_enchantments = calc_item_power (op, 1); |
833 | |
862 | |
834 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
863 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
835 | || op->type == HORN |
864 | || op->type == HORN |
836 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
865 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
837 | * used for shop_floors or treasures */ |
|
|
838 | generate_artifact (op, difficulty); |
866 | generate_artifact (op, difficulty); |
839 | } |
867 | } |
840 | |
868 | |
841 | /* Object was made an artifact. Calculate its item_power rating. |
869 | /* Object was made an artifact. Calculate its item_power rating. |
842 | * the item_power in the object is what the artfiact adds. |
870 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
876 | * again below */ |
904 | * again below */ |
877 | } |
905 | } |
878 | } |
906 | } |
879 | |
907 | |
880 | /* materialtype modifications. Note we allow this on artifacts. */ |
908 | /* materialtype modifications. Note we allow this on artifacts. */ |
881 | set_materialname (op, difficulty, NULL); |
909 | select_material (op, difficulty); |
882 | |
910 | |
883 | if (flags & GT_MINIMAL) |
911 | if (flags & GT_MINIMAL) |
884 | { |
912 | { |
885 | if (op->type == POTION) |
913 | if (op->type == POTION) |
886 | /* Handle healing and magic power potions */ |
914 | /* Handle healing and magic power potions */ |
887 | if (op->stats.sp && !op->randomitems) |
915 | if (op->stats.sp && !op->randomitems) |
888 | { |
916 | { |
889 | object *tmp; |
|
|
890 | |
|
|
891 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
917 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
892 | insert_ob_in_ob (tmp, op); |
918 | insert_ob_in_ob (tmp, op); |
893 | op->stats.sp = 0; |
919 | op->stats.sp = 0; |
894 | } |
920 | } |
895 | } |
921 | } |
896 | else if (!op->title) /* Only modify object if not special */ |
922 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
954 | SET_FLAG (op, FLAG_CURSED); |
980 | SET_FLAG (op, FLAG_CURSED); |
955 | break; |
981 | break; |
956 | } |
982 | } |
957 | |
983 | |
958 | case AMULET: |
984 | case AMULET: |
959 | if (op->arch == amulet_arch) |
985 | if (IS_ARCH (op->arch, amulet)) |
960 | op->value *= 5; /* Since it's not just decoration */ |
986 | op->value *= 5; /* Since it's not just decoration */ |
961 | |
987 | |
962 | case RING: |
988 | case RING: |
963 | if (op->arch == NULL) |
|
|
964 | { |
|
|
965 | op->destroy (); |
|
|
966 | op = 0; |
|
|
967 | break; |
|
|
968 | } |
|
|
969 | |
|
|
970 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
989 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
971 | break; |
990 | break; |
972 | |
991 | |
973 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
992 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
974 | SET_FLAG (op, FLAG_CURSED); |
993 | SET_FLAG (op, FLAG_CURSED); |
975 | |
994 | |
… | |
… | |
995 | op->value *= 5; |
1014 | op->value *= 5; |
996 | set_ring_bonus (op, d); |
1015 | set_ring_bonus (op, d); |
997 | } |
1016 | } |
998 | } |
1017 | } |
999 | |
1018 | |
1000 | if (GET_ANIM_ID (op)) |
1019 | if (op->animation_id) |
1001 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1020 | op->set_anim_frame (rndm (op->anim_frames ())); |
1002 | |
1021 | |
1003 | break; |
1022 | break; |
1004 | |
1023 | |
1005 | case BOOK: |
1024 | case BOOK: |
1006 | /* Is it an empty book?, if yes lets make a special· |
1025 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1021 | op->level = rndm (creator->level); |
1040 | op->level = rndm (creator->level); |
1022 | |
1041 | |
1023 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1042 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1024 | /* books w/ info are worth more! */ |
1043 | /* books w/ info are worth more! */ |
1025 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1044 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1026 | /* creator related stuff */ |
|
|
1027 | |
|
|
1028 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1029 | * set - we don't want to set no pick in that case. |
|
|
1030 | */ |
|
|
1031 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1032 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1033 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1034 | op->slaying = creator->slaying; |
|
|
1035 | |
1045 | |
1036 | /* add exp so reading it gives xp (once) */ |
1046 | /* add exp so reading it gives xp (once) */ |
1037 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1047 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1038 | } |
1048 | } |
|
|
1049 | |
|
|
1050 | /* creator related stuff */ |
|
|
1051 | |
|
|
1052 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1053 | * set - we don't want to set no pick in that case. |
|
|
1054 | */ |
|
|
1055 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1056 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1057 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1058 | op->slaying = creator->slaying; |
1039 | break; |
1059 | break; |
1040 | |
1060 | |
1041 | case SPELLBOOK: |
1061 | case SPELLBOOK: |
1042 | op->value = op->value * op->inv->value; |
1062 | op->value = op->value * op->inv->value; |
1043 | /* add exp so learning gives xp */ |
1063 | /* add exp so learning gives xp */ |
… | |
… | |
1077 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1097 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1078 | */ |
1098 | */ |
1079 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1099 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1080 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1100 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1081 | if (op->stats.maxhp) |
1101 | if (op->stats.maxhp) |
1082 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1102 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1083 | else |
1103 | else |
1084 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1104 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1085 | |
1105 | |
1086 | op->stats.hp = op->stats.maxhp; |
1106 | op->stats.hp = op->stats.maxhp; |
1087 | break; |
1107 | break; |
1088 | |
1108 | |
1089 | case SCROLL: |
1109 | case SCROLL: |
… | |
… | |
1188 | |
1208 | |
1189 | { |
1209 | { |
1190 | if (!strcmp (f.get_str (), "all")) |
1210 | if (!strcmp (f.get_str (), "all")) |
1191 | break; |
1211 | break; |
1192 | |
1212 | |
1193 | char *next, *cp = f.get_str (); |
1213 | const char *cp = f.get_str (); |
1194 | |
1214 | char *next; |
1195 | do |
1215 | do |
1196 | { |
1216 | { |
1197 | if ((next = strchr (cp, ','))) |
1217 | if ((next = strchr (cp, ','))) |
1198 | *next++ = '\0'; |
1218 | *next++ = '\0'; |
1199 | |
1219 | |
… | |
… | |
1346 | * to cast. So convert that to into a spell and put it into |
1366 | * to cast. So convert that to into a spell and put it into |
1347 | * this object. |
1367 | * this object. |
1348 | */ |
1368 | */ |
1349 | if (op->type == HORN || op->type == POTION) |
1369 | if (op->type == HORN || op->type == POTION) |
1350 | { |
1370 | { |
1351 | object *tmp_obj; |
|
|
1352 | |
|
|
1353 | /* Remove any spells this object currently has in it */ |
1371 | /* Remove any spells this object currently has in it */ |
1354 | while (op->inv) |
|
|
1355 | op->inv->destroy (); |
1372 | op->destroy_inv (false); |
1356 | |
1373 | |
1357 | tmp_obj = arch_to_object (change->other_arch); |
1374 | object *tmp = arch_to_object (change->other_arch); |
1358 | insert_ob_in_ob (tmp_obj, op); |
1375 | insert_ob_in_ob (tmp, op); |
1359 | } |
1376 | } |
1360 | /* No harm setting this for potions/horns */ |
1377 | /* No harm setting this for potions/horns */ |
1361 | op->other_arch = change->other_arch; |
1378 | op->other_arch = change->other_arch; |
1362 | } |
1379 | } |
1363 | |
1380 | |
… | |
… | |
1448 | op->value *= change->value; |
1465 | op->value *= change->value; |
1449 | |
1466 | |
1450 | if (change->materials) |
1467 | if (change->materials) |
1451 | op->materials = change->materials; |
1468 | op->materials = change->materials; |
1452 | |
1469 | |
1453 | if (change->materialname) |
1470 | if (change->material != MATERIAL_NULL) |
1454 | op->materialname = change->materialname; |
1471 | op->material = change->material; |
1455 | |
1472 | |
1456 | if (change->slaying) |
1473 | if (change->slaying) |
1457 | op->slaying = change->slaying; |
1474 | op->slaying = change->slaying; |
1458 | |
1475 | |
1459 | if (change->race) |
1476 | if (change->race) |
… | |
… | |
1568 | #if 1 |
1585 | #if 1 |
1569 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1586 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1570 | #endif |
1587 | #endif |
1571 | return; |
1588 | return; |
1572 | } |
1589 | } |
1573 | if (!strcmp (art->item->name, "NONE")) |
1590 | |
|
|
1591 | if (art->item->name == shstr_NONE) |
1574 | return; |
1592 | return; |
|
|
1593 | |
1575 | if (FABS (op->magic) < art->item->magic) |
1594 | if (fabs (op->magic) < art->item->magic) |
1576 | continue; /* Not magic enough to be this item */ |
1595 | continue; /* Not magic enough to be this item */ |
1577 | |
1596 | |
1578 | /* Map difficulty not high enough */ |
1597 | /* Map difficulty not high enough */ |
1579 | if (difficulty < art->difficulty) |
1598 | if (difficulty < art->difficulty) |
1580 | continue; |
1599 | continue; |
… | |
… | |
1631 | item->level = donor->level; |
1650 | item->level = donor->level; |
1632 | |
1651 | |
1633 | /* if donor has some attacktypes, the flesh is poisonous */ |
1652 | /* if donor has some attacktypes, the flesh is poisonous */ |
1634 | if (donor->attacktype & AT_POISON) |
1653 | if (donor->attacktype & AT_POISON) |
1635 | item->type = POISON; |
1654 | item->type = POISON; |
|
|
1655 | |
1636 | if (donor->attacktype & AT_ACID) |
1656 | if (donor->attacktype & AT_ACID) |
1637 | item->stats.hp = -1 * item->stats.food; |
1657 | item->stats.hp = -1 * item->stats.food; |
|
|
1658 | |
1638 | SET_FLAG (item, FLAG_NO_STEAL); |
1659 | SET_FLAG (item, FLAG_NO_STEAL); |
1639 | } |
1660 | } |
1640 | } |
1661 | } |
1641 | |
1662 | |
1642 | /* special_potion() - so that old potion code is still done right. */ |
1663 | static void |
1643 | int |
|
|
1644 | special_potion (object *op) |
|
|
1645 | { |
|
|
1646 | if (op->attacktype) |
|
|
1647 | return 1; |
|
|
1648 | |
|
|
1649 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1650 | return 1; |
|
|
1651 | |
|
|
1652 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1653 | if (op->resist[i]) |
|
|
1654 | return 1; |
|
|
1655 | |
|
|
1656 | return 0; |
|
|
1657 | } |
|
|
1658 | |
|
|
1659 | void |
|
|
1660 | free_treasurestruct (treasure *t) |
1664 | free_treasurestruct (treasure *t) |
1661 | { |
1665 | { |
1662 | if (t->next) free_treasurestruct (t->next); |
1666 | if (t->next) free_treasurestruct (t->next); |
1663 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1667 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1664 | if (t->next_no) free_treasurestruct (t->next_no); |
1668 | if (t->next_no) free_treasurestruct (t->next_no); |
1665 | |
1669 | |
1666 | delete t; |
1670 | delete t; |
1667 | } |
1671 | } |
1668 | |
1672 | |
1669 | void |
1673 | static void |
1670 | free_charlinks (linked_char *lc) |
1674 | free_charlinks (linked_char *lc) |
1671 | { |
1675 | { |
1672 | if (lc->next) |
1676 | if (lc->next) |
1673 | free_charlinks (lc->next); |
1677 | free_charlinks (lc->next); |
1674 | |
1678 | |
1675 | delete lc; |
1679 | delete lc; |
1676 | } |
1680 | } |
1677 | |
1681 | |
1678 | void |
1682 | static void |
1679 | free_artifact (artifact *at) |
1683 | free_artifact (artifact *at) |
1680 | { |
1684 | { |
1681 | if (at->next) free_artifact (at->next); |
1685 | if (at->next) free_artifact (at->next); |
1682 | if (at->allowed) free_charlinks (at->allowed); |
1686 | if (at->allowed) free_charlinks (at->allowed); |
1683 | |
1687 | |
1684 | at->item->destroy (1); |
1688 | at->item->destroy (); |
1685 | |
1689 | |
1686 | sfree (at); |
1690 | sfree (at); |
1687 | } |
1691 | } |
1688 | |
1692 | |
1689 | void |
|
|
1690 | free_artifactlist (artifactlist *al) |
|
|
1691 | { |
|
|
1692 | artifactlist *nextal; |
|
|
1693 | |
|
|
1694 | for (al = first_artifactlist; al; al = nextal) |
|
|
1695 | { |
|
|
1696 | nextal = al->next; |
|
|
1697 | |
|
|
1698 | if (al->items) |
|
|
1699 | free_artifact (al->items); |
|
|
1700 | |
|
|
1701 | sfree (al); |
|
|
1702 | } |
|
|
1703 | } |
|
|
1704 | |
|
|
1705 | void |
|
|
1706 | free_all_treasures (void) |
|
|
1707 | { |
|
|
1708 | treasurelist *tl, *next; |
|
|
1709 | |
|
|
1710 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1711 | { |
|
|
1712 | clear (tl); |
|
|
1713 | |
|
|
1714 | next = tl->next; |
|
|
1715 | delete tl; |
|
|
1716 | } |
|
|
1717 | |
|
|
1718 | free_artifactlist (first_artifactlist); |
|
|
1719 | } |
|
|