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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the GNU General Public License |
19 | * 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/>. |
20 | * and the GNU General Public License along with this program. If not, see |
|
|
21 | * <http://www.gnu.org/licenses/>. |
20 | * |
22 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | * It is useful for finding bugs in the treasures file. Since it only |
27 | * It is useful for finding bugs in the treasures file. Since it only |
… | |
… | |
32 | |
34 | |
33 | //#define TREASURE_VERBOSE |
35 | //#define TREASURE_VERBOSE |
34 | |
36 | |
35 | #include <global.h> |
37 | #include <global.h> |
36 | #include <treasure.h> |
38 | #include <treasure.h> |
37 | #include <funcpoint.h> |
39 | |
38 | #include <loader.h> |
40 | #include <flat_hash_map.hpp> |
|
|
41 | |
|
|
42 | // used only by treasure.C, does not handle null arch ptrs |
|
|
43 | #define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name) |
39 | |
44 | |
40 | extern char *spell_mapping[]; |
45 | extern char *spell_mapping[]; |
41 | |
46 | |
42 | static treasurelist *first_treasurelist; |
47 | static treasurelist *first_treasurelist; |
43 | |
48 | |
44 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
45 | |
50 | |
46 | typedef std::tr1::unordered_map< |
51 | typedef ska::flat_hash_map |
|
|
52 | < |
47 | const char *, |
53 | const char *, |
48 | treasurelist *, |
54 | treasurelist *, |
49 | str_hash, |
55 | str_hash, |
50 | str_equal, |
56 | str_equal, |
51 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
57 | slice_allocator< std::pair<const char *const, treasurelist *> > |
52 | true |
|
|
53 | > tl_map_t; |
58 | > tl_map_t; |
54 | |
59 | |
55 | static tl_map_t tl_map; |
60 | static tl_map_t tl_map; |
|
|
61 | |
|
|
62 | //TODO: class method |
|
|
63 | static void free_treasurestruct (treasure *t); // bleh desu |
|
|
64 | static void |
|
|
65 | clear (treasurelist *tl) |
|
|
66 | { |
|
|
67 | if (tl->items) |
|
|
68 | { |
|
|
69 | free_treasurestruct (tl->items); |
|
|
70 | tl->items = 0; |
|
|
71 | } |
|
|
72 | |
|
|
73 | tl->total_chance = 0; |
|
|
74 | } |
56 | |
75 | |
57 | /* |
76 | /* |
58 | * Searches for the given treasurelist |
77 | * Searches for the given treasurelist |
59 | */ |
78 | */ |
60 | treasurelist * |
79 | treasurelist * |
61 | treasurelist::find (const char *name) |
80 | treasurelist::find (const char *name) |
62 | { |
81 | { |
63 | if (!name) |
82 | if (!name) |
64 | return 0; |
83 | return 0; |
65 | |
84 | |
66 | auto (i, tl_map.find (name)); |
85 | auto i = tl_map.find (name); |
67 | |
86 | |
68 | if (i == tl_map.end ()) |
87 | if (i == tl_map.end ()) |
69 | return 0; |
88 | return 0; |
70 | |
89 | |
71 | return i->second; |
90 | return i->second; |
… | |
… | |
92 | } |
111 | } |
93 | |
112 | |
94 | return tl; |
113 | return tl; |
95 | } |
114 | } |
96 | |
115 | |
97 | //TODO: class method |
|
|
98 | void |
|
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99 | clear (treasurelist *tl) |
|
|
100 | { |
|
|
101 | if (tl->items) |
|
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102 | { |
|
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103 | free_treasurestruct (tl->items); |
|
|
104 | tl->items = 0; |
|
|
105 | } |
|
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106 | |
|
|
107 | tl->total_chance = 0; |
|
|
108 | } |
|
|
109 | |
|
|
110 | #ifdef TREASURE_DEBUG |
116 | #ifdef TREASURE_DEBUG |
111 | /* recursived checks the linked list. Treasurelist is passed only |
117 | /* recursived checks the linked list. Treasurelist is passed only |
112 | * so that the treasure name can be printed out |
118 | * so that the treasure name can be printed out |
113 | */ |
119 | */ |
114 | static void |
120 | static void |
… | |
… | |
145 | |
151 | |
146 | switch (f.kw) |
152 | switch (f.kw) |
147 | { |
153 | { |
148 | case KW_arch: |
154 | case KW_arch: |
149 | t->item = archetype::find (f.get_str ()); |
155 | t->item = archetype::find (f.get_str ()); |
|
|
156 | |
150 | if (!t->item) |
157 | if (!t->item) |
151 | { |
158 | { |
152 | f.parse_warn ("treasure references unknown archetype"); |
159 | f.parse_warn ("treasure references unknown archetype"); |
153 | goto error; |
160 | t->item = archetype::empty; |
154 | } |
161 | } |
155 | |
162 | |
156 | break; |
163 | break; |
157 | |
164 | |
158 | case KW_list: f.get (t->name); break; |
165 | case KW_list: f.get (t->name); break; |
… | |
… | |
255 | return; |
262 | return; |
256 | } |
263 | } |
257 | |
264 | |
258 | op->expand_tail (); |
265 | op->expand_tail (); |
259 | |
266 | |
|
|
267 | if (!creator->is_on_map () |
260 | if (op->blocked (creator->map, creator->x, creator->y)) |
268 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
261 | op->destroy (); |
269 | op->destroy (); |
262 | else |
270 | else |
263 | { |
271 | { |
264 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
272 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
265 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
273 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
266 | } |
274 | } |
267 | } |
275 | } |
268 | else |
276 | else |
269 | { |
277 | { |
270 | op = creator->insert (op); |
278 | op = creator->insert (op); |
271 | |
279 | |
272 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
280 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
273 | monster_check_apply (creator, op); |
281 | monster_check_apply (creator, op); |
274 | |
|
|
275 | if (flags & GT_UPDATE_INV) |
|
|
276 | if (object *tmp = creator->in_player ()) |
|
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277 | esrv_send_item (tmp, op); |
|
|
278 | } |
282 | } |
279 | } |
283 | } |
280 | |
284 | |
281 | /* if there are change_xxx commands in the treasure, we include the changes |
285 | /* if there are change_xxx commands in the treasure, we include the changes |
282 | * in the generated object |
286 | * in the generated object |
… | |
… | |
313 | } |
317 | } |
314 | else |
318 | else |
315 | { |
319 | { |
316 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
320 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
317 | { |
321 | { |
318 | object *tmp = arch_to_object (t->item); |
322 | object *tmp = t->item->instance (); |
319 | |
323 | |
320 | if (t->nrof && tmp->nrof <= 1) |
324 | if (t->nrof && tmp->nrof <= 1) |
321 | tmp->nrof = rndm (t->nrof) + 1; |
325 | tmp->nrof = rndm (t->nrof) + 1; |
322 | |
326 | |
323 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
327 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
370 | else if (t->nrof) |
374 | else if (t->nrof) |
371 | create_one_treasure (tl, op, flag, difficulty, tries); |
375 | create_one_treasure (tl, op, flag, difficulty, tries); |
372 | } |
376 | } |
373 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
377 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
374 | { |
378 | { |
375 | if (object *tmp = arch_to_object (t->item)) |
379 | if (object *tmp = t->item->instance ()) |
376 | { |
380 | { |
377 | if (t->nrof && tmp->nrof <= 1) |
381 | if (t->nrof && tmp->nrof <= 1) |
378 | tmp->nrof = rndm (t->nrof) + 1; |
382 | tmp->nrof = rndm (t->nrof) + 1; |
379 | |
383 | |
380 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
384 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
446 | |
450 | |
447 | if (ob->inv) |
451 | if (ob->inv) |
448 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
452 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
449 | |
453 | |
450 | ob->destroy (); |
454 | ob->destroy (); |
|
|
455 | |
451 | return tmp; |
456 | return tmp; |
452 | } |
457 | } |
453 | |
458 | |
454 | /* |
459 | /* |
455 | * This is a new way of calculating the chance for an item to have |
460 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
492 | { 0, 0, 0, 3, 97}, // 29 |
497 | { 0, 0, 0, 3, 97}, // 29 |
493 | { 0, 0, 0, 0, 100}, // 30 |
498 | { 0, 0, 0, 0, 100}, // 30 |
494 | { 0, 0, 0, 0, 100}, // 31 |
499 | { 0, 0, 0, 0, 100}, // 31 |
495 | }; |
500 | }; |
496 | |
501 | |
497 | /* calculate the appropriate level for wands staves and scrolls. |
502 | /* calculate the appropriate level for wands staves and scrolls. |
498 | * This code presumes that op has had its spell object created (in op->inv) |
503 | * This code presumes that op has had its spell object created (in op->inv) |
499 | * |
504 | * |
500 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
505 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
501 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
506 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
502 | */ |
507 | */ |
503 | int |
508 | static int |
504 | level_for_item (const object *op, int difficulty) |
509 | level_for_item (const object *op, int difficulty) |
505 | { |
510 | { |
506 | if (!op->inv) |
511 | if (!op->inv) |
507 | { |
512 | { |
508 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
513 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
… | |
… | |
512 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
517 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
513 | |
518 | |
514 | if (olevel <= 0) |
519 | if (olevel <= 0) |
515 | olevel = rndm (1, op->inv->level); |
520 | olevel = rndm (1, op->inv->level); |
516 | |
521 | |
517 | return min (olevel, MAXLEVEL); |
522 | return min (olevel, MAXLEVEL_TREASURE); |
518 | } |
523 | } |
519 | |
524 | |
520 | /* |
525 | /* |
521 | * Based upon the specified difficulty and upon the difftomagic_list array, |
526 | * Based upon the specified difficulty and upon the difftomagic_list array, |
522 | * a random magical bonus is returned. This is used when determine |
527 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
525 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
530 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
526 | * Scaling difficulty by max_level, as difficulty is a level and not some |
531 | * Scaling difficulty by max_level, as difficulty is a level and not some |
527 | * weird integer between 1-31. |
532 | * weird integer between 1-31. |
528 | * |
533 | * |
529 | */ |
534 | */ |
530 | int |
535 | static int |
531 | magic_from_difficulty (int difficulty) |
536 | magic_from_difficulty (int difficulty) |
532 | { |
537 | { |
533 | int percent = 0, magic = 0; |
|
|
534 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
538 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
539 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
535 | |
540 | |
536 | scaled_diff--; |
|
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537 | |
|
|
538 | if (scaled_diff < 0) |
|
|
539 | scaled_diff = 0; |
|
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540 | |
|
|
541 | if (scaled_diff >= DIFFLEVELS) |
|
|
542 | scaled_diff = DIFFLEVELS - 1; |
|
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543 | |
|
|
544 | percent = rndm (100); |
541 | int percent = rndm (100); |
|
|
542 | int magic; |
545 | |
543 | |
546 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
544 | for (magic = 0; magic <= MAXMAGIC; magic++) |
547 | { |
545 | { |
548 | percent -= difftomagic_list[scaled_diff][magic]; |
546 | percent -= difftomagic_list[scaled_diff][magic]; |
549 | |
547 | |
550 | if (percent < 0) |
548 | if (percent < 0) |
551 | break; |
549 | break; |
552 | } |
550 | } |
553 | |
551 | |
554 | if (magic == (MAXMAGIC + 1)) |
552 | if (magic > MAXMAGIC) |
555 | { |
553 | { |
556 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
554 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
557 | magic = 0; |
555 | magic = 0; |
558 | } |
556 | } |
559 | |
557 | |
… | |
… | |
567 | * Sets magical bonus in an object, and recalculates the effect on |
565 | * Sets magical bonus in an object, and recalculates the effect on |
568 | * the armour variable, and the effect on speed of armour. |
566 | * the armour variable, and the effect on speed of armour. |
569 | * This function doesn't work properly, should add use of archetypes |
567 | * This function doesn't work properly, should add use of archetypes |
570 | * to make it truly absolute. |
568 | * to make it truly absolute. |
571 | */ |
569 | */ |
572 | |
|
|
573 | void |
570 | void |
574 | set_abs_magic (object *op, int magic) |
571 | set_abs_magic (object *op, int magic) |
575 | { |
572 | { |
576 | if (!magic) |
573 | if (!magic) |
577 | return; |
574 | return; |
… | |
… | |
582 | if (op->type == ARMOUR) |
579 | if (op->type == ARMOUR) |
583 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
580 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
584 | |
581 | |
585 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
582 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
586 | magic = (-magic); |
583 | magic = (-magic); |
|
|
584 | |
587 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
585 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
588 | } |
586 | } |
589 | else |
587 | else |
590 | { |
588 | { |
591 | if (op->type == ARMOUR) |
589 | if (op->type == ARMOUR) |
592 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
590 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
591 | |
593 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
592 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
594 | magic = (-magic); |
593 | magic = (-magic); |
|
|
594 | |
595 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
595 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 | } |
596 | } |
597 | } |
597 | } |
598 | |
598 | |
599 | /* |
599 | /* |
… | |
… | |
602 | */ |
602 | */ |
603 | |
603 | |
604 | static void |
604 | static void |
605 | set_magic (int difficulty, object *op, int max_magic, int flags) |
605 | set_magic (int difficulty, object *op, int max_magic, int flags) |
606 | { |
606 | { |
607 | int i; |
|
|
608 | |
|
|
609 | i = magic_from_difficulty (difficulty); |
607 | int i = magic_from_difficulty (difficulty); |
|
|
608 | |
610 | if ((flags & GT_ONLY_GOOD) && i < 0) |
609 | if ((flags & GT_ONLY_GOOD) && i < 0) |
611 | i = -i; |
610 | i = -i; |
|
|
611 | |
612 | if (i > max_magic) |
612 | i = min (i, max_magic); |
613 | i = max_magic; |
613 | |
614 | set_abs_magic (op, i); |
614 | set_abs_magic (op, i); |
615 | if (i < 0) |
615 | if (i < 0) |
616 | SET_FLAG (op, FLAG_CURSED); |
616 | op->set_flag (FLAG_CURSED); |
617 | } |
617 | } |
618 | |
618 | |
619 | /* |
619 | /* |
620 | * Randomly adds one magical ability to the given object. |
620 | * Randomly adds one magical ability to the given object. |
621 | * Modified for Partial Resistance in many ways: |
621 | * Modified for Partial Resistance in many ways: |
622 | * 1) Since rings can have multiple bonuses, if the same bonus |
622 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * is rolled again, increase it - the bonuses now stack with |
623 | * is rolled again, increase it - the bonuses now stack with |
624 | * other bonuses previously rolled and ones the item might natively have. |
624 | * other bonuses previously rolled and ones the item might natively have. |
625 | * 2) Add code to deal with new PR method. |
625 | * 2) Add code to deal with new PR method. |
626 | */ |
626 | */ |
627 | void |
627 | static void |
628 | set_ring_bonus (object *op, int bonus) |
628 | set_ring_bonus (object *op, int bonus) |
629 | { |
629 | { |
630 | |
|
|
631 | int r = rndm (bonus > 0 ? 25 : 11); |
630 | int r = rndm (bonus > 0 ? 25 : 11); |
632 | |
631 | |
633 | if (op->type == AMULET) |
632 | if (op->type == AMULET) |
634 | { |
|
|
635 | if (!(rndm (21))) |
633 | if (!rndm (21)) |
636 | r = 20 + rndm (2); |
634 | r = 20 + rndm (2); |
|
|
635 | else if (rndm (2)) |
|
|
636 | r = 10; |
637 | else |
637 | else |
638 | { |
|
|
639 | if (rndm (2)) |
|
|
640 | r = 10; |
|
|
641 | else |
|
|
642 | r = 11 + rndm (9); |
638 | r = 11 + rndm (9); |
643 | } |
|
|
644 | } |
|
|
645 | |
639 | |
646 | switch (r) |
640 | switch (r) |
647 | { |
641 | { |
648 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
642 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
649 | * bonuses and penalties will stack and add to existing values. |
643 | * bonuses and penalties will stack and add to existing values. |
650 | * of the item. |
644 | * of the item. |
651 | */ |
645 | */ |
652 | case 0: |
646 | case 0: |
653 | case 1: |
647 | case 1: |
654 | case 2: |
648 | case 2: |
655 | case 3: |
649 | case 3: |
656 | case 4: |
650 | case 4: |
… | |
… | |
696 | * little random element in since that they don't always end up with |
690 | * little random element in since that they don't always end up with |
697 | * even values. |
691 | * even values. |
698 | */ |
692 | */ |
699 | if (bonus < 0) |
693 | if (bonus < 0) |
700 | val = 2 * -val - rndm (b); |
694 | val = 2 * -val - rndm (b); |
701 | if (val > 35) |
695 | |
702 | val = 35; /* Upper limit */ |
696 | val = min (35, val); /* Upper limit */ |
|
|
697 | |
703 | b = 0; |
698 | b = 0; |
704 | |
699 | |
705 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
700 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
706 | resist = rndm (num_resist_table); |
701 | resist = rndm (num_resist_table); |
707 | |
702 | |
… | |
… | |
715 | break; |
710 | break; |
716 | } |
711 | } |
717 | case 20: |
712 | case 20: |
718 | if (op->type == AMULET) |
713 | if (op->type == AMULET) |
719 | { |
714 | { |
720 | SET_FLAG (op, FLAG_REFL_SPELL); |
715 | op->set_flag (FLAG_REFL_SPELL); |
721 | op->value *= 11; |
716 | op->value *= 11; |
722 | } |
717 | } |
723 | else |
718 | else |
724 | { |
719 | { |
725 | op->stats.hp = 1; /* regenerate hit points */ |
720 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
728 | break; |
723 | break; |
729 | |
724 | |
730 | case 21: |
725 | case 21: |
731 | if (op->type == AMULET) |
726 | if (op->type == AMULET) |
732 | { |
727 | { |
733 | SET_FLAG (op, FLAG_REFL_MISSILE); |
728 | op->set_flag (FLAG_REFL_MISSILE); |
734 | op->value *= 9; |
729 | op->value *= 9; |
735 | } |
730 | } |
736 | else |
731 | else |
737 | { |
732 | { |
738 | op->stats.sp = 1; /* regenerate spell points */ |
733 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
740 | } |
735 | } |
741 | break; |
736 | break; |
742 | |
737 | |
743 | case 22: |
738 | case 22: |
744 | op->stats.exp += bonus; /* Speed! */ |
739 | op->stats.exp += bonus; /* Speed! */ |
745 | op->value = (op->value * 2) / 3; |
740 | op->value = op->value * 2 / 3; |
746 | break; |
741 | break; |
747 | } |
742 | } |
748 | |
743 | |
749 | if (bonus > 0) |
744 | if (bonus > 0) |
750 | op->value *= 2 * bonus; |
745 | op->value = 2 * op->value * bonus; |
751 | else |
746 | else |
752 | op->value = -(op->value * 2 * bonus) / 3; |
747 | op->value = -2 * op->value * bonus / 3; |
753 | } |
748 | } |
754 | |
749 | |
755 | /* |
750 | /* |
756 | * get_magic(diff) will return a random number between 0 and 4. |
751 | * get_magic(diff) will return a random number between 0 and 4. |
757 | * diff can be any value above 2. The higher the diff-variable, the |
752 | * diff can be any value above 2. The higher the diff-variable, the |
758 | * higher is the chance of returning a low number. |
753 | * higher is the chance of returning a low number. |
759 | * It is only used in fix_generated_treasure() to set bonuses on |
754 | * It is only used in fix_generated_treasure() to set bonuses on |
760 | * rings and amulets. |
755 | * rings and amulets. |
761 | * Another scheme is used to calculate the magic of weapons and armours. |
756 | * Another scheme is used to calculate the magic of weapons and armours. |
762 | */ |
757 | */ |
763 | int |
758 | static int |
764 | get_magic (int diff) |
759 | get_magic (int diff) |
765 | { |
760 | { |
766 | int i; |
761 | diff = min (3, diff); |
767 | |
762 | |
768 | if (diff < 3) |
|
|
769 | diff = 3; |
|
|
770 | |
|
|
771 | for (i = 0; i < 4; i++) |
763 | for (int i = 0; i < 4; i++) |
772 | if (rndm (diff)) |
764 | if (rndm (diff)) |
773 | return i; |
765 | return i; |
774 | |
766 | |
775 | return 4; |
767 | return 4; |
776 | } |
768 | } |
777 | |
769 | |
|
|
770 | /* special_potion() - so that old potion code is still done right. */ |
|
|
771 | static int |
|
|
772 | special_potion (object *op) |
|
|
773 | { |
|
|
774 | if (op->attacktype) |
|
|
775 | return 1; |
|
|
776 | |
|
|
777 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
778 | return 1; |
|
|
779 | |
|
|
780 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
781 | if (op->resist[i]) |
|
|
782 | return 1; |
|
|
783 | |
|
|
784 | return 0; |
|
|
785 | } |
|
|
786 | |
|
|
787 | static double |
|
|
788 | value_factor_from_spell_item (object *spell, object *item) |
|
|
789 | { |
|
|
790 | double factor = |
|
|
791 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
792 | * spell->level, 1.5); |
|
|
793 | |
|
|
794 | if (item) // this if for: wands/staffs/rods: |
|
|
795 | { |
|
|
796 | /* Old crossfire comment ahead: |
|
|
797 | * Add 50 to both level an divisor to keep prices a little more |
|
|
798 | * reasonable. Otherwise, a high level version of a low level |
|
|
799 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
800 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
801 | */ |
|
|
802 | |
|
|
803 | factor *= item->level + 50; |
|
|
804 | factor /= item->inv->level + 50; |
|
|
805 | } |
|
|
806 | |
|
|
807 | return factor; |
|
|
808 | } |
|
|
809 | |
778 | #define DICE2 (get_magic(2)==2?2:1) |
810 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
779 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
811 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
780 | |
812 | |
781 | /* |
813 | /* |
782 | * fix_generated_item(): This is called after an item is generated, in |
814 | * fix_generated_item(): This is called after an item is generated, in |
783 | * order to set it up right. This produced magical bonuses, puts spells |
815 | * order to set it up right. This produced magical bonuses, puts spells |
784 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
816 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
785 | */ |
817 | */ |
786 | |
818 | |
787 | /* 4/28/96 added creator object from which op may now inherit properties based on |
819 | /* 4/28/96 added creator object from which op may now inherit properties based on |
788 | * op->type. Right now, which stuff the creator passes on is object type |
820 | * op->type. Right now, which stuff the creator passes on is object type |
789 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
821 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
790 | * way to do this? b.t. */ |
822 | * way to do this? b.t. */ |
791 | |
823 | |
792 | /* |
824 | /* |
793 | * ! (flags & GT_ENVIRONMENT): |
825 | * ! (flags & GT_ENVIRONMENT): |
794 | * Automatically calls fix_flesh_item(). |
826 | * Automatically calls fix_flesh_item(). |
… | |
… | |
817 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
849 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
818 | /* So the treasure doesn't get created again */ |
850 | /* So the treasure doesn't get created again */ |
819 | op->randomitems = 0; |
851 | op->randomitems = 0; |
820 | } |
852 | } |
821 | |
853 | |
822 | if (difficulty < 1) |
854 | max_it (difficulty, 1); |
823 | difficulty = 1; |
|
|
824 | |
855 | |
825 | if (INVOKE_OBJECT (ADD_BONUS, op, |
856 | if (INVOKE_OBJECT (ADD_BONUS, op, |
826 | ARG_OBJECT (creator != op ? creator : 0), |
857 | ARG_OBJECT (creator != op ? creator : 0), |
827 | ARG_INT (difficulty), ARG_INT (max_magic), |
858 | ARG_INT (difficulty), ARG_INT (max_magic), |
828 | ARG_INT (flags))) |
859 | ARG_INT (flags))) |
… | |
… | |
887 | * again below */ |
918 | * again below */ |
888 | } |
919 | } |
889 | } |
920 | } |
890 | |
921 | |
891 | /* materialtype modifications. Note we allow this on artifacts. */ |
922 | /* materialtype modifications. Note we allow this on artifacts. */ |
892 | set_materialname (op, difficulty, NULL); |
923 | select_material (op, difficulty); |
893 | |
924 | |
894 | if (flags & GT_MINIMAL) |
925 | if (flags & GT_MINIMAL) |
895 | { |
926 | { |
896 | if (op->type == POTION) |
927 | if (op->type == POTION) |
897 | /* Handle healing and magic power potions */ |
928 | /* Handle healing and magic power potions */ |
898 | if (op->stats.sp && !op->randomitems) |
929 | if (op->stats.sp && !op->randomitems) |
899 | { |
930 | { |
900 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
931 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
901 | insert_ob_in_ob (tmp, op); |
932 | insert_ob_in_ob (tmp, op); |
902 | op->stats.sp = 0; |
933 | op->stats.sp = 0; |
903 | } |
934 | } |
904 | } |
935 | } |
905 | else if (!op->title) /* Only modify object if not special */ |
936 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
908 | case WEAPON: |
939 | case WEAPON: |
909 | case ARMOUR: |
940 | case ARMOUR: |
910 | case SHIELD: |
941 | case SHIELD: |
911 | case HELMET: |
942 | case HELMET: |
912 | case CLOAK: |
943 | case CLOAK: |
913 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
944 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
914 | set_ring_bonus (op, -DICE2); |
945 | set_ring_bonus (op, -DICE2); |
915 | break; |
946 | break; |
916 | |
947 | |
917 | case BRACERS: |
948 | case BRACERS: |
918 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
949 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
919 | { |
950 | { |
920 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
951 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
921 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
952 | if (!op->flag [FLAG_CURSED]) |
922 | op->value *= 3; |
953 | op->value *= 3; |
923 | } |
954 | } |
924 | break; |
955 | break; |
925 | |
956 | |
926 | case POTION: |
957 | case POTION: |
927 | { |
958 | { |
928 | int too_many_tries = 0, is_special = 0; |
959 | int too_many_tries = 0; |
929 | |
960 | |
930 | /* Handle healing and magic power potions */ |
961 | /* Handle healing and magic power potions */ |
931 | if (op->stats.sp && !op->randomitems) |
962 | if (op->stats.sp && !op->randomitems) |
932 | { |
963 | { |
933 | object *tmp; |
|
|
934 | |
|
|
935 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
964 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
936 | insert_ob_in_ob (tmp, op); |
965 | insert_ob_in_ob (tmp, op); |
937 | op->stats.sp = 0; |
966 | op->stats.sp = 0; |
938 | } |
967 | } |
939 | |
968 | |
940 | while (!(is_special = special_potion (op)) && !op->inv) |
969 | while (!special_potion (op) && !op->inv) |
941 | { |
970 | { |
942 | generate_artifact (op, difficulty); |
971 | generate_artifact (op, difficulty); |
943 | if (too_many_tries++ > 10) |
972 | if (too_many_tries++ > 10) |
944 | break; |
973 | break; |
945 | } |
974 | } |
… | |
… | |
948 | * since the value set on those is already correct. |
977 | * since the value set on those is already correct. |
949 | */ |
978 | */ |
950 | if (op->inv && op->randomitems) |
979 | if (op->inv && op->randomitems) |
951 | { |
980 | { |
952 | /* value multiplier is same as for scrolls */ |
981 | /* value multiplier is same as for scrolls */ |
953 | op->value = (op->value * op->inv->value); |
982 | op->value *= op->inv->value; |
954 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
983 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
955 | } |
984 | } |
956 | else |
985 | else |
957 | { |
986 | { |
958 | op->name = "potion"; |
987 | op->name = shstr_potion; |
959 | op->name_pl = "potions"; |
988 | op->name_pl = shstr_potions; |
960 | } |
989 | } |
961 | |
990 | |
962 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
991 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
963 | SET_FLAG (op, FLAG_CURSED); |
992 | op->set_flag (FLAG_CURSED); |
|
|
993 | |
964 | break; |
994 | break; |
965 | } |
995 | } |
966 | |
996 | |
967 | case AMULET: |
997 | case AMULET: |
968 | if (IS_ARCH (op->arch, amulet)) |
998 | if (IS_ARCH (op->arch, amulet)) |
969 | op->value *= 5; /* Since it's not just decoration */ |
999 | op->value *= 5; /* Since it's not just decoration */ |
970 | |
1000 | |
971 | case RING: |
1001 | case RING: |
972 | if (!op->arch) // wtf? schmorp |
|
|
973 | { |
|
|
974 | op->destroy (); |
|
|
975 | op = 0; |
|
|
976 | break; |
|
|
977 | } |
|
|
978 | |
|
|
979 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1002 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
980 | break; |
1003 | break; |
981 | |
1004 | |
982 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1005 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
983 | SET_FLAG (op, FLAG_CURSED); |
1006 | op->set_flag (FLAG_CURSED); |
984 | |
1007 | |
985 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1008 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
986 | |
1009 | |
987 | if (op->type != RING) /* Amulets have only one ability */ |
1010 | if (op->type != RING) /* Amulets have only one ability */ |
988 | break; |
1011 | break; |
989 | |
1012 | |
990 | if (!(rndm (4))) |
1013 | if (!rndm (4)) |
991 | { |
1014 | { |
992 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1015 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
993 | |
1016 | |
994 | if (d > 0) |
1017 | if (d > 0) |
995 | op->value *= 3; |
1018 | op->value *= 3; |
996 | |
1019 | |
997 | set_ring_bonus (op, d); |
1020 | set_ring_bonus (op, d); |
998 | |
1021 | |
999 | if (!(rndm (4))) |
1022 | if (!rndm (4)) |
1000 | { |
1023 | { |
1001 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1024 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1002 | |
1025 | |
1003 | if (d > 0) |
1026 | if (d > 0) |
1004 | op->value *= 5; |
1027 | op->value *= 5; |
|
|
1028 | |
1005 | set_ring_bonus (op, d); |
1029 | set_ring_bonus (op, d); |
1006 | } |
1030 | } |
1007 | } |
1031 | } |
1008 | |
1032 | |
1009 | if (GET_ANIM_ID (op)) |
1033 | if (op->animation_id) |
1010 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1034 | op->set_anim_frame (rndm (op->anim_frames ())); |
1011 | |
1035 | |
1012 | break; |
1036 | break; |
1013 | |
1037 | |
1014 | case BOOK: |
1038 | case BOOK: |
1015 | /* Is it an empty book?, if yes lets make a special· |
1039 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1017 | * creator and/or map level we found it on. |
1041 | * creator and/or map level we found it on. |
1018 | */ |
1042 | */ |
1019 | if (!op->msg && rndm (10)) |
1043 | if (!op->msg && rndm (10)) |
1020 | { |
1044 | { |
1021 | /* set the book level properly */ |
1045 | /* set the book level properly */ |
1022 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1046 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1023 | { |
1047 | { |
1024 | if (op->map && op->map->difficulty) |
1048 | if (op->map && op->map->difficulty) |
1025 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1049 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1026 | else |
1050 | else |
1027 | op->level = rndm (20) + 1; |
1051 | op->level = rndm (20) + 1; |
… | |
… | |
1030 | op->level = rndm (creator->level); |
1054 | op->level = rndm (creator->level); |
1031 | |
1055 | |
1032 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1056 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1033 | /* books w/ info are worth more! */ |
1057 | /* books w/ info are worth more! */ |
1034 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1058 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1035 | /* creator related stuff */ |
|
|
1036 | |
|
|
1037 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1038 | * set - we don't want to set no pick in that case. |
|
|
1039 | */ |
|
|
1040 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1041 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1042 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1043 | op->slaying = creator->slaying; |
|
|
1044 | |
1059 | |
1045 | /* add exp so reading it gives xp (once) */ |
1060 | /* add exp so reading it gives xp (once) */ |
1046 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1061 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1047 | } |
1062 | } |
|
|
1063 | |
|
|
1064 | /* creator related stuff */ |
|
|
1065 | |
|
|
1066 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1067 | * set - we don't want to set no pick in that case. |
|
|
1068 | */ |
|
|
1069 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1070 | op->set_flag (FLAG_NO_PICK); |
|
|
1071 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1072 | op->slaying = creator->slaying; |
1048 | break; |
1073 | break; |
1049 | |
1074 | |
1050 | case SPELLBOOK: |
1075 | case SPELLBOOK: |
1051 | op->value = op->value * op->inv->value; |
1076 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1077 | |
1052 | /* add exp so learning gives xp */ |
1078 | /* add exp so learning gives xp */ |
1053 | op->level = op->inv->level; |
1079 | op->level = op->inv->level; |
1054 | op->stats.exp = op->value; |
1080 | op->stats.exp = op->value; |
1055 | break; |
1081 | break; |
1056 | |
1082 | |
… | |
… | |
1060 | * and reset nrof. |
1086 | * and reset nrof. |
1061 | */ |
1087 | */ |
1062 | op->stats.food = op->inv->nrof; |
1088 | op->stats.food = op->inv->nrof; |
1063 | op->nrof = 1; |
1089 | op->nrof = 1; |
1064 | /* If the spell changes by level, choose a random level |
1090 | /* If the spell changes by level, choose a random level |
1065 | * for it, and adjust price. If the spell doesn't |
1091 | * for it. |
1066 | * change by level, just set the wand to the level of |
|
|
1067 | * the spell, and value calculation is simpler. |
|
|
1068 | */ |
1092 | */ |
1069 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1093 | if (op->inv->duration_modifier |
1070 | { |
1094 | || op->inv->dam_modifier |
|
|
1095 | || op->inv->range_modifier) |
1071 | op->level = level_for_item (op, difficulty); |
1096 | op->level = level_for_item (op, difficulty); |
1072 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1073 | } |
|
|
1074 | else |
1097 | else |
1075 | { |
|
|
1076 | op->level = op->inv->level; |
1098 | op->level = op->inv->level; |
1077 | op->value = op->value * op->inv->value; |
1099 | |
1078 | } |
1100 | op->value *= value_factor_from_spell_item (op->inv, op); |
1079 | break; |
1101 | break; |
1080 | |
1102 | |
1081 | case ROD: |
1103 | case ROD: |
1082 | op->level = level_for_item (op, difficulty); |
1104 | op->level = level_for_item (op, difficulty); |
1083 | /* Add 50 to both level an divisor to keep prices a little more |
1105 | op->value *= value_factor_from_spell_item (op->inv, op); |
1084 | * reasonable. Otherwise, a high level version of a low level |
1106 | |
1085 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1086 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1087 | */ |
|
|
1088 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1089 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1107 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1090 | if (op->stats.maxhp) |
1108 | if (op->stats.maxhp) |
1091 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1109 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1092 | else |
1110 | else |
1093 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1111 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1094 | |
1112 | |
1095 | op->stats.hp = op->stats.maxhp; |
1113 | op->stats.hp = op->stats.maxhp; |
1096 | break; |
1114 | break; |
1097 | |
1115 | |
1098 | case SCROLL: |
1116 | case SCROLL: |
1099 | op->level = level_for_item (op, difficulty); |
1117 | op->level = level_for_item (op, difficulty); |
1100 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1118 | op->value *= value_factor_from_spell_item (op->inv, op); |
1101 | |
1119 | |
1102 | /* add exp so reading them properly gives xp */ |
1120 | /* add exp so reading them properly gives xp */ |
1103 | op->stats.exp = op->value / 5; |
1121 | op->stats.exp = op->value / 5; |
1104 | op->nrof = op->inv->nrof; |
1122 | op->nrof = op->inv->nrof; |
1105 | break; |
1123 | break; |
… | |
… | |
1113 | break; |
1131 | break; |
1114 | } /* switch type */ |
1132 | } /* switch type */ |
1115 | |
1133 | |
1116 | if (flags & GT_STARTEQUIP) |
1134 | if (flags & GT_STARTEQUIP) |
1117 | { |
1135 | { |
1118 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1136 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1119 | SET_FLAG (op, FLAG_STARTEQUIP); |
1137 | op->set_flag (FLAG_STARTEQUIP); |
1120 | else if (op->type != MONEY) |
1138 | else if (op->type != MONEY) |
1121 | op->value = 0; |
1139 | op->value = 0; |
1122 | } |
1140 | } |
1123 | |
1141 | |
1124 | if (!(flags & GT_ENVIRONMENT)) |
1142 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1135 | |
1153 | |
1136 | /* |
1154 | /* |
1137 | * Allocate and return the pointer to an empty artifactlist structure. |
1155 | * Allocate and return the pointer to an empty artifactlist structure. |
1138 | */ |
1156 | */ |
1139 | static artifactlist * |
1157 | static artifactlist * |
1140 | get_empty_artifactlist (void) |
1158 | get_empty_artifactlist () |
1141 | { |
1159 | { |
1142 | return salloc0<artifactlist> (); |
1160 | return salloc0<artifactlist> (); |
1143 | } |
1161 | } |
1144 | |
1162 | |
1145 | /* |
1163 | /* |
1146 | * Allocate and return the pointer to an empty artifact structure. |
1164 | * Allocate and return the pointer to an empty artifact structure. |
1147 | */ |
1165 | */ |
1148 | static artifact * |
1166 | static artifact * |
1149 | get_empty_artifact (void) |
1167 | get_empty_artifact () |
1150 | { |
1168 | { |
1151 | return salloc0<artifact> (); |
1169 | return salloc0<artifact> (); |
1152 | } |
1170 | } |
1153 | |
1171 | |
1154 | /* |
1172 | /* |
… | |
… | |
1167 | |
1185 | |
1168 | /* |
1186 | /* |
1169 | * Builds up the lists of artifacts from the file in the libdir. |
1187 | * Builds up the lists of artifacts from the file in the libdir. |
1170 | */ |
1188 | */ |
1171 | void |
1189 | void |
1172 | init_artifacts (void) |
1190 | init_artifacts () |
1173 | { |
1191 | { |
1174 | static int has_been_inited = 0; |
1192 | static int has_been_inited = 0; |
1175 | char filename[MAX_BUF]; |
|
|
1176 | artifact *art = NULL; |
1193 | artifact *art = NULL; |
1177 | artifactlist *al; |
1194 | artifactlist *al; |
1178 | |
1195 | |
1179 | if (has_been_inited) |
1196 | if (has_been_inited) |
1180 | return; |
1197 | return; |
1181 | else |
1198 | else |
1182 | has_been_inited = 1; |
1199 | has_been_inited = 1; |
1183 | |
1200 | |
1184 | sprintf (filename, "%s/artifacts", settings.datadir); |
1201 | object_thawer f (settings.datadir, "artifacts"); |
1185 | object_thawer f (filename); |
|
|
1186 | |
1202 | |
1187 | if (!f) |
1203 | if (!f) |
1188 | return; |
1204 | return; |
1189 | |
1205 | |
1190 | for (;;) |
1206 | for (;;) |
… | |
… | |
1197 | |
1213 | |
1198 | { |
1214 | { |
1199 | if (!strcmp (f.get_str (), "all")) |
1215 | if (!strcmp (f.get_str (), "all")) |
1200 | break; |
1216 | break; |
1201 | |
1217 | |
1202 | char *next, *cp = f.get_str (); |
1218 | const char *cp = f.get_str (); |
1203 | |
1219 | char *next; |
1204 | do |
1220 | do |
1205 | { |
1221 | { |
1206 | if ((next = strchr (cp, ','))) |
1222 | if ((next = (char *)strchr (cp, ','))) |
1207 | *next++ = '\0'; |
1223 | *next++ = '\0'; |
1208 | |
1224 | |
1209 | linked_char *tmp = new linked_char; |
1225 | linked_char *tmp = new linked_char; |
1210 | |
1226 | |
1211 | tmp->name = cp; |
1227 | tmp->name = cp; |
… | |
… | |
1275 | } |
1291 | } |
1276 | #if 0 |
1292 | #if 0 |
1277 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1293 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1278 | #endif |
1294 | #endif |
1279 | } |
1295 | } |
1280 | |
|
|
1281 | LOG (llevDebug, "done.\n"); |
|
|
1282 | } |
1296 | } |
1283 | |
1297 | |
1284 | /* |
1298 | /* |
1285 | * Used in artifact generation. The bonuses of the first object |
1299 | * Used in artifact generation. The bonuses of the first object |
1286 | * is modified by the bonuses of the second object. |
1300 | * is modified by the bonuses of the second object. |
1287 | */ |
1301 | */ |
1288 | void |
1302 | void |
1289 | add_abilities (object *op, object *change) |
1303 | add_abilities (object *op, object *change) |
1290 | { |
1304 | { |
1291 | int i, tmp; |
|
|
1292 | |
|
|
1293 | if (change->face != blank_face) |
1305 | if (change->face != blank_face) |
1294 | { |
|
|
1295 | #ifdef TREASURE_VERBOSE |
|
|
1296 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1297 | #endif |
|
|
1298 | op->face = change->face; |
1306 | op->face = change->face; |
1299 | } |
|
|
1300 | |
1307 | |
1301 | for (i = 0; i < NUM_STATS; i++) |
1308 | for (int i = 0; i < NUM_STATS; i++) |
1302 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1309 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1303 | |
1310 | |
1304 | op->attacktype |= change->attacktype; |
1311 | op->attacktype |= change->attacktype; |
1305 | op->path_attuned |= change->path_attuned; |
1312 | op->path_attuned |= change->path_attuned; |
1306 | op->path_repelled |= change->path_repelled; |
1313 | op->path_repelled |= change->path_repelled; |
1307 | op->path_denied |= change->path_denied; |
1314 | op->path_denied |= change->path_denied; |
1308 | op->move_type |= change->move_type; |
1315 | op->move_type |= change->move_type; |
1309 | op->stats.luck += change->stats.luck; |
1316 | op->stats.luck += change->stats.luck; |
1310 | |
1317 | |
1311 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1318 | static const struct copyflags : object::flags_t |
1312 | SET_FLAG (op, FLAG_CURSED); |
1319 | { |
1313 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1320 | copyflags () |
1314 | SET_FLAG (op, FLAG_DAMNED); |
1321 | { |
1315 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1322 | set (FLAG_CURSED); |
|
|
1323 | set (FLAG_DAMNED); |
|
|
1324 | set (FLAG_LIFESAVE); |
|
|
1325 | set (FLAG_REFL_SPELL); |
|
|
1326 | set (FLAG_STEALTH); |
|
|
1327 | set (FLAG_XRAYS); |
|
|
1328 | set (FLAG_BLIND); |
|
|
1329 | set (FLAG_SEE_IN_DARK); |
|
|
1330 | set (FLAG_REFL_MISSILE); |
|
|
1331 | set (FLAG_MAKE_INVIS); |
|
|
1332 | } |
|
|
1333 | } copyflags; |
|
|
1334 | |
|
|
1335 | // we might want to just copy, but or'ing is what the original code did |
|
|
1336 | op->flag |= change->flag & copyflags; |
|
|
1337 | |
|
|
1338 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1316 | set_abs_magic (op, -op->magic); |
1339 | set_abs_magic (op, -op->magic); |
1317 | |
1340 | |
1318 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1341 | if (change->flag [FLAG_STAND_STILL]) |
1319 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1320 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1321 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1322 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1323 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1324 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1325 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1326 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1327 | SET_FLAG (op, FLAG_BLIND); |
|
|
1328 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1329 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1330 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1331 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1332 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1333 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1334 | |
|
|
1335 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1336 | { |
1342 | { |
1337 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1343 | op->clr_flag (FLAG_ANIMATE); |
|
|
1344 | |
1338 | /* so artifacts will join */ |
1345 | /* so artifacts will join */ |
1339 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1346 | if (!op->flag [FLAG_ALIVE]) |
1340 | op->speed = 0.0; |
1347 | op->speed = 0.; |
1341 | |
1348 | |
1342 | op->set_speed (op->speed); |
1349 | op->set_speed (op->speed); |
1343 | } |
1350 | } |
1344 | |
1351 | |
1345 | if (change->nrof) |
1352 | if (change->nrof) |
1346 | op->nrof = rndm (change->nrof) + 1; |
1353 | op->nrof = rndm (change->nrof) + 1; |
1347 | |
1354 | |
1348 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1355 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1349 | op->stats.wc += change->stats.wc; |
1356 | op->stats.wc += change->stats.wc; |
1350 | op->stats.ac += change->stats.ac; |
1357 | op->stats.ac += change->stats.ac; |
1351 | |
1358 | |
1352 | if (change->other_arch) |
1359 | if (change->other_arch) |
1353 | { |
1360 | { |
1354 | /* Basically, for horns & potions, the other_arch field is the spell |
1361 | /* Basically, for horns & potions, the other_arch field is the spell |
1355 | * to cast. So convert that to into a spell and put it into |
1362 | * to cast. So convert that to into a spell and put it into |
1356 | * this object. |
1363 | * this object. |
1357 | */ |
1364 | */ |
1358 | if (op->type == HORN || op->type == POTION) |
1365 | if (op->type == HORN || op->type == POTION) |
1359 | { |
1366 | { |
1360 | object *tmp_obj; |
|
|
1361 | |
|
|
1362 | /* Remove any spells this object currently has in it */ |
1367 | /* Remove any spells this object currently has in it */ |
1363 | while (op->inv) |
|
|
1364 | op->inv->destroy (); |
1368 | op->destroy_inv (false); |
1365 | |
1369 | |
1366 | tmp_obj = arch_to_object (change->other_arch); |
1370 | object *tmp = change->other_arch->instance (); |
1367 | insert_ob_in_ob (tmp_obj, op); |
1371 | insert_ob_in_ob (tmp, op); |
1368 | } |
1372 | } |
|
|
1373 | |
1369 | /* No harm setting this for potions/horns */ |
1374 | /* No harm setting this for potions/horns */ |
1370 | op->other_arch = change->other_arch; |
1375 | op->other_arch = change->other_arch; |
1371 | } |
1376 | } |
1372 | |
1377 | |
1373 | if (change->stats.hp < 0) |
1378 | if (change->stats.hp < 0) |
… | |
… | |
1389 | op->stats.maxsp = -change->stats.maxsp; |
1394 | op->stats.maxsp = -change->stats.maxsp; |
1390 | else |
1395 | else |
1391 | op->stats.maxsp += change->stats.maxsp; |
1396 | op->stats.maxsp += change->stats.maxsp; |
1392 | |
1397 | |
1393 | if (change->stats.food < 0) |
1398 | if (change->stats.food < 0) |
1394 | op->stats.food = -(change->stats.food); |
1399 | op->stats.food = -change->stats.food; |
1395 | else |
1400 | else |
1396 | op->stats.food += change->stats.food; |
1401 | op->stats.food += change->stats.food; |
1397 | |
1402 | |
1398 | if (change->level < 0) |
1403 | if (change->level < 0) |
1399 | op->level = -(change->level); |
1404 | op->level = -change->level; |
1400 | else |
1405 | else |
1401 | op->level += change->level; |
1406 | op->level += change->level; |
1402 | |
1407 | |
1403 | if (change->gen_sp_armour < 0) |
1408 | if (change->gen_sp_armour < 0) |
1404 | op->gen_sp_armour = -(change->gen_sp_armour); |
1409 | op->gen_sp_armour = -change->gen_sp_armour; |
1405 | else |
1410 | else |
1406 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1411 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1407 | |
1412 | |
1408 | op->item_power = change->item_power; |
1413 | op->item_power = change->item_power; |
1409 | |
1414 | |
1410 | for (i = 0; i < NROFATTACKS; i++) |
1415 | for (int i = 0; i < NROFATTACKS; i++) |
1411 | if (change->resist[i]) |
|
|
1412 | op->resist[i] += change->resist[i]; |
1416 | op->resist[i] += change->resist[i]; |
1413 | |
1417 | |
1414 | if (change->stats.dam) |
1418 | if (change->stats.dam) |
1415 | { |
1419 | { |
1416 | if (change->stats.dam < 0) |
1420 | if (change->stats.dam < 0) |
1417 | op->stats.dam = (-change->stats.dam); |
1421 | op->stats.dam = -change->stats.dam; |
1418 | else if (op->stats.dam) |
1422 | else if (op->stats.dam) |
1419 | { |
1423 | { |
1420 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1424 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1425 | |
1421 | if (tmp == op->stats.dam) |
1426 | if (tmp == op->stats.dam) |
1422 | { |
1427 | { |
1423 | if (change->stats.dam < 10) |
1428 | if (change->stats.dam < 10) |
1424 | op->stats.dam--; |
1429 | op->stats.dam--; |
1425 | else |
1430 | else |
… | |
… | |
1431 | } |
1436 | } |
1432 | |
1437 | |
1433 | if (change->weight) |
1438 | if (change->weight) |
1434 | { |
1439 | { |
1435 | if (change->weight < 0) |
1440 | if (change->weight < 0) |
1436 | op->weight = (-change->weight); |
1441 | op->weight = -change->weight; |
1437 | else |
1442 | else |
1438 | op->weight = (op->weight * (change->weight)) / 100; |
1443 | op->weight = op->weight * change->weight / 100; |
1439 | } |
1444 | } |
1440 | |
1445 | |
1441 | if (change->last_sp) |
1446 | if (change->last_sp) |
1442 | { |
1447 | { |
1443 | if (change->last_sp < 0) |
1448 | if (change->last_sp < 0) |
1444 | op->last_sp = (-change->last_sp); |
1449 | op->last_sp = -change->last_sp; |
1445 | else |
1450 | else |
1446 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1451 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1447 | } |
1452 | } |
1448 | |
1453 | |
1449 | if (change->gen_sp_armour) |
1454 | if (change->gen_sp_armour) |
1450 | { |
1455 | { |
1451 | if (change->gen_sp_armour < 0) |
1456 | if (change->gen_sp_armour < 0) |
1452 | op->gen_sp_armour = (-change->gen_sp_armour); |
1457 | op->gen_sp_armour = -change->gen_sp_armour; |
1453 | else |
1458 | else |
1454 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1459 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1455 | } |
1460 | } |
1456 | |
1461 | |
1457 | op->value *= change->value; |
1462 | op->value *= change->value; |
1458 | |
1463 | |
1459 | if (change->materials) |
1464 | if (change->materials) |
1460 | op->materials = change->materials; |
1465 | op->materials = change->materials; |
1461 | |
1466 | |
1462 | if (change->materialname) |
1467 | if (change->material != MATERIAL_NULL) |
1463 | op->materialname = change->materialname; |
1468 | op->material = change->material; |
1464 | |
1469 | |
1465 | if (change->slaying) |
1470 | if (change->slaying) |
1466 | op->slaying = change->slaying; |
1471 | op->slaying = change->slaying; |
1467 | |
1472 | |
1468 | if (change->race) |
1473 | if (change->race) |
… | |
… | |
1491 | name = tmp->name + 1, neg = 1; |
1496 | name = tmp->name + 1, neg = 1; |
1492 | else |
1497 | else |
1493 | name = tmp->name, neg = 0; |
1498 | name = tmp->name, neg = 0; |
1494 | |
1499 | |
1495 | /* If we match name, then return the opposite of 'neg' */ |
1500 | /* If we match name, then return the opposite of 'neg' */ |
1496 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1501 | if (!strcmp (name, op->arch->archname)) |
1497 | return !neg; |
1502 | return !neg; |
1498 | |
1503 | |
1499 | /* Set success as true, since if the match was an inverse, it means |
1504 | /* Set success as true, since if the match was an inverse, it means |
1500 | * everything is allowed except what we match |
1505 | * everything is allowed except what we match |
1501 | */ |
1506 | */ |
… | |
… | |
1512 | */ |
1517 | */ |
1513 | |
1518 | |
1514 | void |
1519 | void |
1515 | give_artifact_abilities (object *op, object *artifct) |
1520 | give_artifact_abilities (object *op, object *artifct) |
1516 | { |
1521 | { |
1517 | char new_name[MAX_BUF]; |
1522 | op->title = format ("of %s", &artifct->name); |
1518 | |
1523 | |
1519 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1520 | op->title = new_name; |
|
|
1521 | add_abilities (op, artifct); /* Give out the bonuses */ |
1524 | add_abilities (op, artifct); /* Give out the bonuses */ |
1522 | |
1525 | |
1523 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1526 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1524 | { |
1527 | { |
1525 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1528 | char identified = op->flag [FLAG_IDENTIFIED]; |
1526 | |
1529 | |
1527 | SET_FLAG (op, FLAG_IDENTIFIED); |
1530 | op->set_flag (FLAG_IDENTIFIED); |
1528 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1531 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1529 | if (!identified) |
1532 | if (!identified) |
1530 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1533 | op->clr_flag (FLAG_IDENTIFIED); |
1531 | } |
1534 | } |
1532 | #endif |
1535 | #endif |
1533 | return; |
1536 | return; |
1534 | } |
1537 | } |
1535 | |
1538 | |
… | |
… | |
1545 | #define ARTIFACT_TRIES 2 |
1548 | #define ARTIFACT_TRIES 2 |
1546 | |
1549 | |
1547 | void |
1550 | void |
1548 | generate_artifact (object *op, int difficulty) |
1551 | generate_artifact (object *op, int difficulty) |
1549 | { |
1552 | { |
1550 | artifactlist *al; |
|
|
1551 | artifact *art; |
1553 | artifact *art; |
1552 | int i; |
|
|
1553 | |
1554 | |
1554 | al = find_artifactlist (op->type); |
1555 | artifactlist *al = find_artifactlist (op->type); |
1555 | |
1556 | |
1556 | if (al == NULL) |
1557 | if (al == NULL) |
1557 | { |
1558 | { |
1558 | #if 0 /* This is too verbose, usually */ |
1559 | #if 0 /* This is too verbose, usually */ |
1559 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1560 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1560 | #endif |
1561 | #endif |
1561 | return; |
1562 | return; |
1562 | } |
1563 | } |
1563 | |
1564 | |
1564 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1565 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1565 | { |
1566 | { |
1566 | int roll = rndm (al->total_chance); |
1567 | int roll = rndm (al->total_chance); |
1567 | |
1568 | |
1568 | for (art = al->items; art; art = art->next) |
1569 | for (art = al->items; art; art = art->next) |
1569 | { |
1570 | { |
… | |
… | |
1577 | #if 1 |
1578 | #if 1 |
1578 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1579 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1579 | #endif |
1580 | #endif |
1580 | return; |
1581 | return; |
1581 | } |
1582 | } |
1582 | if (!strcmp (art->item->name, "NONE")) |
1583 | |
|
|
1584 | if (art->item->name == shstr_NONE) |
1583 | return; |
1585 | return; |
|
|
1586 | |
1584 | if (FABS (op->magic) < art->item->magic) |
1587 | if (fabs (op->magic) < art->item->magic) |
1585 | continue; /* Not magic enough to be this item */ |
1588 | continue; /* Not magic enough to be this item */ |
1586 | |
1589 | |
1587 | /* Map difficulty not high enough */ |
1590 | /* Map difficulty not high enough */ |
1588 | if (difficulty < art->difficulty) |
1591 | if (difficulty < art->difficulty) |
1589 | continue; |
1592 | continue; |
… | |
… | |
1607 | */ |
1610 | */ |
1608 | |
1611 | |
1609 | void |
1612 | void |
1610 | fix_flesh_item (object *item, object *donor) |
1613 | fix_flesh_item (object *item, object *donor) |
1611 | { |
1614 | { |
1612 | char tmpbuf[MAX_BUF]; |
|
|
1613 | int i; |
|
|
1614 | |
|
|
1615 | if (item->type == FLESH && donor) |
1615 | if (item->type == FLESH && donor) |
1616 | { |
1616 | { |
1617 | /* change the name */ |
1617 | /* change the name */ |
1618 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1618 | item->name = format ("%s's %s", &donor->name, &item->name); |
1619 | item->name = tmpbuf; |
|
|
1620 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1619 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1621 | item->name_pl = tmpbuf; |
|
|
1622 | |
1620 | |
1623 | /* weight is FLESH weight/100 * donor */ |
1621 | /* weight is FLESH weight/100 * donor */ |
1624 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1622 | item->weight = max (1, item->weight * donor->weight / 100); |
1625 | item->weight = 1; |
|
|
1626 | |
1623 | |
1627 | /* value is multiplied by level of donor */ |
1624 | /* value is multiplied by level of donor */ |
1628 | item->value *= isqrt (donor->level * 2); |
1625 | item->value *= isqrt (donor->level * 2); |
1629 | |
1626 | |
1630 | /* food value */ |
1627 | /* food value */ |
1631 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1628 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1632 | |
1629 | |
1633 | /* flesh items inherit some abilities of donor, but not |
1630 | /* flesh items inherit some abilities of donor, but not |
1634 | * full effect. |
1631 | * full effect. |
1635 | */ |
1632 | */ |
1636 | for (i = 0; i < NROFATTACKS; i++) |
1633 | for (int i = 0; i < NROFATTACKS; i++) |
1637 | item->resist[i] = donor->resist[i] / 2; |
1634 | item->resist[i] = donor->resist[i] / 2; |
1638 | |
1635 | |
1639 | /* item inherits donor's level (important for quezals) */ |
1636 | /* item inherits donor's level (important for quezals) */ |
1640 | item->level = donor->level; |
1637 | item->level = donor->level; |
1641 | |
1638 | |
1642 | /* if donor has some attacktypes, the flesh is poisonous */ |
1639 | /* if donor has some attacktypes, the flesh is poisonous */ |
1643 | if (donor->attacktype & AT_POISON) |
1640 | if (donor->attacktype & AT_POISON) |
1644 | item->type = POISON; |
1641 | item->type = POISON; |
|
|
1642 | |
1645 | if (donor->attacktype & AT_ACID) |
1643 | if (donor->attacktype & AT_ACID) |
1646 | item->stats.hp = -1 * item->stats.food; |
1644 | item->stats.hp = -item->stats.food; |
1647 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1648 | } |
|
|
1649 | } |
|
|
1650 | |
1645 | |
1651 | /* special_potion() - so that old potion code is still done right. */ |
1646 | item->set_flag (FLAG_NO_STEAL); |
1652 | int |
1647 | } |
1653 | special_potion (object *op) |
|
|
1654 | { |
|
|
1655 | if (op->attacktype) |
|
|
1656 | return 1; |
|
|
1657 | |
|
|
1658 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1659 | return 1; |
|
|
1660 | |
|
|
1661 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1662 | if (op->resist[i]) |
|
|
1663 | return 1; |
|
|
1664 | |
|
|
1665 | return 0; |
|
|
1666 | } |
1648 | } |
1667 | |
1649 | |
1668 | void |
1650 | static void |
1669 | free_treasurestruct (treasure *t) |
1651 | free_treasurestruct (treasure *t) |
1670 | { |
1652 | { |
1671 | if (t->next) free_treasurestruct (t->next); |
1653 | if (t->next) free_treasurestruct (t->next); |
1672 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1654 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1673 | if (t->next_no) free_treasurestruct (t->next_no); |
1655 | if (t->next_no) free_treasurestruct (t->next_no); |
1674 | |
1656 | |
1675 | delete t; |
1657 | delete t; |
1676 | } |
1658 | } |
1677 | |
1659 | |
1678 | void |
1660 | static void |
1679 | free_charlinks (linked_char *lc) |
1661 | free_charlinks (linked_char *lc) |
1680 | { |
1662 | { |
1681 | if (lc->next) |
1663 | if (lc->next) |
1682 | free_charlinks (lc->next); |
1664 | free_charlinks (lc->next); |
1683 | |
1665 | |
1684 | delete lc; |
1666 | delete lc; |
1685 | } |
1667 | } |
1686 | |
1668 | |
1687 | void |
1669 | static void |
1688 | free_artifact (artifact *at) |
1670 | free_artifact (artifact *at) |
1689 | { |
1671 | { |
1690 | if (at->next) free_artifact (at->next); |
1672 | if (at->next) free_artifact (at->next); |
1691 | if (at->allowed) free_charlinks (at->allowed); |
1673 | if (at->allowed) free_charlinks (at->allowed); |
1692 | |
1674 | |
1693 | at->item->destroy (1); |
1675 | at->item->destroy (); |
1694 | |
1676 | |
1695 | sfree (at); |
1677 | sfree (at); |
1696 | } |
1678 | } |
1697 | |
1679 | |
1698 | void |
|
|
1699 | free_artifactlist (artifactlist *al) |
|
|
1700 | { |
|
|
1701 | artifactlist *nextal; |
|
|
1702 | |
|
|
1703 | for (al = first_artifactlist; al; al = nextal) |
|
|
1704 | { |
|
|
1705 | nextal = al->next; |
|
|
1706 | |
|
|
1707 | if (al->items) |
|
|
1708 | free_artifact (al->items); |
|
|
1709 | |
|
|
1710 | sfree (al); |
|
|
1711 | } |
|
|
1712 | } |
|
|
1713 | |
|
|
1714 | void |
|
|
1715 | free_all_treasures (void) |
|
|
1716 | { |
|
|
1717 | treasurelist *tl, *next; |
|
|
1718 | |
|
|
1719 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1720 | { |
|
|
1721 | clear (tl); |
|
|
1722 | |
|
|
1723 | next = tl->next; |
|
|
1724 | delete tl; |
|
|
1725 | } |
|
|
1726 | |
|
|
1727 | free_artifactlist (first_artifactlist); |
|
|
1728 | } |
|
|