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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * 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 |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 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. |
25 | * It is useful for finding bugs in the treasures file. Since it only |
26 | * It is useful for finding bugs in the treasures file. Since it only |
… | |
… | |
30 | |
31 | |
31 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | |
33 | |
33 | //#define TREASURE_VERBOSE |
34 | //#define TREASURE_VERBOSE |
34 | |
35 | |
|
|
36 | #include <unordered_map> |
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|
37 | |
35 | #include <global.h> |
38 | #include <global.h> |
36 | #include <treasure.h> |
39 | #include <treasure.h> |
37 | #include <loader.h> |
|
|
38 | |
40 | |
39 | extern char *spell_mapping[]; |
41 | extern char *spell_mapping[]; |
40 | |
42 | |
41 | static treasurelist *first_treasurelist; |
43 | static treasurelist *first_treasurelist; |
42 | |
44 | |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 | |
46 | |
45 | typedef std::tr1::unordered_map< |
47 | typedef std::unordered_map< |
46 | const char *, |
48 | const char *, |
47 | treasurelist *, |
49 | treasurelist *, |
48 | str_hash, |
50 | str_hash, |
49 | str_equal, |
51 | str_equal, |
50 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
52 | slice_allocator< std::pair<const char *const, treasurelist *> > |
51 | true |
|
|
52 | > tl_map_t; |
53 | > tl_map_t; |
53 | |
54 | |
54 | static tl_map_t tl_map; |
55 | static tl_map_t tl_map; |
|
|
56 | |
|
|
57 | //TODO: class method |
|
|
58 | static void free_treasurestruct (treasure *t); // bleh desu |
|
|
59 | static void |
|
|
60 | clear (treasurelist *tl) |
|
|
61 | { |
|
|
62 | if (tl->items) |
|
|
63 | { |
|
|
64 | free_treasurestruct (tl->items); |
|
|
65 | tl->items = 0; |
|
|
66 | } |
|
|
67 | |
|
|
68 | tl->total_chance = 0; |
|
|
69 | } |
55 | |
70 | |
56 | /* |
71 | /* |
57 | * Searches for the given treasurelist |
72 | * Searches for the given treasurelist |
58 | */ |
73 | */ |
59 | treasurelist * |
74 | treasurelist * |
… | |
… | |
89 | |
104 | |
90 | tl_map.insert (std::make_pair (tl->name, tl)); |
105 | tl_map.insert (std::make_pair (tl->name, tl)); |
91 | } |
106 | } |
92 | |
107 | |
93 | return tl; |
108 | return tl; |
94 | } |
|
|
95 | |
|
|
96 | //TODO: class method |
|
|
97 | void |
|
|
98 | clear (treasurelist *tl) |
|
|
99 | { |
|
|
100 | if (tl->items) |
|
|
101 | { |
|
|
102 | free_treasurestruct (tl->items); |
|
|
103 | tl->items = 0; |
|
|
104 | } |
|
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105 | |
|
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106 | tl->total_chance = 0; |
|
|
107 | } |
109 | } |
108 | |
110 | |
109 | #ifdef TREASURE_DEBUG |
111 | #ifdef TREASURE_DEBUG |
110 | /* recursived checks the linked list. Treasurelist is passed only |
112 | /* recursived checks the linked list. Treasurelist is passed only |
111 | * so that the treasure name can be printed out |
113 | * so that the treasure name can be printed out |
… | |
… | |
255 | return; |
257 | return; |
256 | } |
258 | } |
257 | |
259 | |
258 | op->expand_tail (); |
260 | op->expand_tail (); |
259 | |
261 | |
|
|
262 | if (!creator->is_on_map () |
260 | if (op->blocked (creator->map, creator->x, creator->y)) |
263 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
261 | op->destroy (); |
264 | op->destroy (); |
262 | else |
265 | else |
263 | { |
266 | { |
264 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
267 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
265 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
268 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
266 | } |
269 | } |
267 | } |
270 | } |
268 | else |
271 | else |
269 | { |
272 | { |
270 | op = creator->insert (op); |
273 | op = creator->insert (op); |
271 | |
274 | |
272 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
275 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
273 | monster_check_apply (creator, op); |
276 | monster_check_apply (creator, op); |
274 | } |
277 | } |
275 | } |
278 | } |
276 | |
279 | |
277 | /* if there are change_xxx commands in the treasure, we include the changes |
280 | /* if there are change_xxx commands in the treasure, we include the changes |
… | |
… | |
309 | } |
312 | } |
310 | else |
313 | else |
311 | { |
314 | { |
312 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
315 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
313 | { |
316 | { |
314 | object *tmp = arch_to_object (t->item); |
317 | object *tmp = t->item->instance (); |
315 | |
318 | |
316 | if (t->nrof && tmp->nrof <= 1) |
319 | if (t->nrof && tmp->nrof <= 1) |
317 | tmp->nrof = rndm (t->nrof) + 1; |
320 | tmp->nrof = rndm (t->nrof) + 1; |
318 | |
321 | |
319 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
322 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
366 | else if (t->nrof) |
369 | else if (t->nrof) |
367 | create_one_treasure (tl, op, flag, difficulty, tries); |
370 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | } |
371 | } |
369 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
372 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
370 | { |
373 | { |
371 | if (object *tmp = arch_to_object (t->item)) |
374 | if (object *tmp = t->item->instance ()) |
372 | { |
375 | { |
373 | if (t->nrof && tmp->nrof <= 1) |
376 | if (t->nrof && tmp->nrof <= 1) |
374 | tmp->nrof = rndm (t->nrof) + 1; |
377 | tmp->nrof = rndm (t->nrof) + 1; |
375 | |
378 | |
376 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
379 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
442 | |
445 | |
443 | if (ob->inv) |
446 | if (ob->inv) |
444 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
447 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | |
448 | |
446 | ob->destroy (); |
449 | ob->destroy (); |
|
|
450 | |
447 | return tmp; |
451 | return tmp; |
448 | } |
452 | } |
449 | |
453 | |
450 | /* |
454 | /* |
451 | * This is a new way of calculating the chance for an item to have |
455 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
488 | { 0, 0, 0, 3, 97}, // 29 |
492 | { 0, 0, 0, 3, 97}, // 29 |
489 | { 0, 0, 0, 0, 100}, // 30 |
493 | { 0, 0, 0, 0, 100}, // 30 |
490 | { 0, 0, 0, 0, 100}, // 31 |
494 | { 0, 0, 0, 0, 100}, // 31 |
491 | }; |
495 | }; |
492 | |
496 | |
493 | /* calculate the appropriate level for wands staves and scrolls. |
497 | /* calculate the appropriate level for wands staves and scrolls. |
494 | * This code presumes that op has had its spell object created (in op->inv) |
498 | * This code presumes that op has had its spell object created (in op->inv) |
495 | * |
499 | * |
496 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
500 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
497 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
501 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
498 | */ |
502 | */ |
499 | int |
503 | static int |
500 | level_for_item (const object *op, int difficulty) |
504 | level_for_item (const object *op, int difficulty) |
501 | { |
505 | { |
502 | if (!op->inv) |
506 | if (!op->inv) |
503 | { |
507 | { |
504 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
508 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
… | |
… | |
508 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
512 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
509 | |
513 | |
510 | if (olevel <= 0) |
514 | if (olevel <= 0) |
511 | olevel = rndm (1, op->inv->level); |
515 | olevel = rndm (1, op->inv->level); |
512 | |
516 | |
513 | return min (olevel, MAXLEVEL); |
517 | return min (olevel, MAXLEVEL_TREASURE); |
514 | } |
518 | } |
515 | |
519 | |
516 | /* |
520 | /* |
517 | * Based upon the specified difficulty and upon the difftomagic_list array, |
521 | * Based upon the specified difficulty and upon the difftomagic_list array, |
518 | * a random magical bonus is returned. This is used when determine |
522 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
521 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
525 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
522 | * Scaling difficulty by max_level, as difficulty is a level and not some |
526 | * Scaling difficulty by max_level, as difficulty is a level and not some |
523 | * weird integer between 1-31. |
527 | * weird integer between 1-31. |
524 | * |
528 | * |
525 | */ |
529 | */ |
526 | int |
530 | static int |
527 | magic_from_difficulty (int difficulty) |
531 | magic_from_difficulty (int difficulty) |
528 | { |
532 | { |
529 | int percent = 0, magic = 0; |
|
|
530 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
533 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
534 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
531 | |
535 | |
532 | scaled_diff--; |
|
|
533 | |
|
|
534 | if (scaled_diff < 0) |
|
|
535 | scaled_diff = 0; |
|
|
536 | |
|
|
537 | if (scaled_diff >= DIFFLEVELS) |
|
|
538 | scaled_diff = DIFFLEVELS - 1; |
|
|
539 | |
|
|
540 | percent = rndm (100); |
536 | int percent = rndm (100); |
|
|
537 | int magic; |
541 | |
538 | |
542 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
539 | for (magic = 0; magic <= MAXMAGIC; magic++) |
543 | { |
540 | { |
544 | percent -= difftomagic_list[scaled_diff][magic]; |
541 | percent -= difftomagic_list[scaled_diff][magic]; |
545 | |
542 | |
546 | if (percent < 0) |
543 | if (percent < 0) |
547 | break; |
544 | break; |
548 | } |
545 | } |
549 | |
546 | |
550 | if (magic == (MAXMAGIC + 1)) |
547 | if (magic > MAXMAGIC) |
551 | { |
548 | { |
552 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
549 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
553 | magic = 0; |
550 | magic = 0; |
554 | } |
551 | } |
555 | |
552 | |
… | |
… | |
563 | * Sets magical bonus in an object, and recalculates the effect on |
560 | * Sets magical bonus in an object, and recalculates the effect on |
564 | * the armour variable, and the effect on speed of armour. |
561 | * the armour variable, and the effect on speed of armour. |
565 | * This function doesn't work properly, should add use of archetypes |
562 | * This function doesn't work properly, should add use of archetypes |
566 | * to make it truly absolute. |
563 | * to make it truly absolute. |
567 | */ |
564 | */ |
568 | |
|
|
569 | void |
565 | void |
570 | set_abs_magic (object *op, int magic) |
566 | set_abs_magic (object *op, int magic) |
571 | { |
567 | { |
572 | if (!magic) |
568 | if (!magic) |
573 | return; |
569 | return; |
… | |
… | |
578 | if (op->type == ARMOUR) |
574 | if (op->type == ARMOUR) |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
575 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
580 | |
576 | |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
577 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
582 | magic = (-magic); |
578 | magic = (-magic); |
|
|
579 | |
583 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
580 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
584 | } |
581 | } |
585 | else |
582 | else |
586 | { |
583 | { |
587 | if (op->type == ARMOUR) |
584 | if (op->type == ARMOUR) |
588 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
585 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
586 | |
589 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
587 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
590 | magic = (-magic); |
588 | magic = (-magic); |
|
|
589 | |
591 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
590 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
592 | } |
591 | } |
593 | } |
592 | } |
594 | |
593 | |
595 | /* |
594 | /* |
… | |
… | |
598 | */ |
597 | */ |
599 | |
598 | |
600 | static void |
599 | static void |
601 | set_magic (int difficulty, object *op, int max_magic, int flags) |
600 | set_magic (int difficulty, object *op, int max_magic, int flags) |
602 | { |
601 | { |
603 | int i; |
|
|
604 | |
|
|
605 | i = magic_from_difficulty (difficulty); |
602 | int i = magic_from_difficulty (difficulty); |
|
|
603 | |
606 | if ((flags & GT_ONLY_GOOD) && i < 0) |
604 | if ((flags & GT_ONLY_GOOD) && i < 0) |
607 | i = -i; |
605 | i = -i; |
|
|
606 | |
608 | if (i > max_magic) |
607 | i = min (i, max_magic); |
609 | i = max_magic; |
608 | |
610 | set_abs_magic (op, i); |
609 | set_abs_magic (op, i); |
611 | if (i < 0) |
610 | if (i < 0) |
612 | SET_FLAG (op, FLAG_CURSED); |
611 | op->set_flag (FLAG_CURSED); |
613 | } |
612 | } |
614 | |
613 | |
615 | /* |
614 | /* |
616 | * Randomly adds one magical ability to the given object. |
615 | * Randomly adds one magical ability to the given object. |
617 | * Modified for Partial Resistance in many ways: |
616 | * Modified for Partial Resistance in many ways: |
618 | * 1) Since rings can have multiple bonuses, if the same bonus |
617 | * 1) Since rings can have multiple bonuses, if the same bonus |
619 | * is rolled again, increase it - the bonuses now stack with |
618 | * is rolled again, increase it - the bonuses now stack with |
620 | * other bonuses previously rolled and ones the item might natively have. |
619 | * other bonuses previously rolled and ones the item might natively have. |
621 | * 2) Add code to deal with new PR method. |
620 | * 2) Add code to deal with new PR method. |
622 | */ |
621 | */ |
623 | void |
622 | static void |
624 | set_ring_bonus (object *op, int bonus) |
623 | set_ring_bonus (object *op, int bonus) |
625 | { |
624 | { |
626 | |
|
|
627 | int r = rndm (bonus > 0 ? 25 : 11); |
625 | int r = rndm (bonus > 0 ? 25 : 11); |
628 | |
626 | |
629 | if (op->type == AMULET) |
627 | if (op->type == AMULET) |
630 | { |
|
|
631 | if (!(rndm (21))) |
628 | if (!rndm (21)) |
632 | r = 20 + rndm (2); |
629 | r = 20 + rndm (2); |
|
|
630 | else if (rndm (2)) |
|
|
631 | r = 10; |
633 | else |
632 | else |
634 | { |
|
|
635 | if (rndm (2)) |
|
|
636 | r = 10; |
|
|
637 | else |
|
|
638 | r = 11 + rndm (9); |
633 | r = 11 + rndm (9); |
639 | } |
|
|
640 | } |
|
|
641 | |
634 | |
642 | switch (r) |
635 | switch (r) |
643 | { |
636 | { |
644 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
637 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
645 | * bonuses and penalties will stack and add to existing values. |
638 | * bonuses and penalties will stack and add to existing values. |
646 | * of the item. |
639 | * of the item. |
647 | */ |
640 | */ |
648 | case 0: |
641 | case 0: |
649 | case 1: |
642 | case 1: |
650 | case 2: |
643 | case 2: |
651 | case 3: |
644 | case 3: |
652 | case 4: |
645 | case 4: |
… | |
… | |
692 | * little random element in since that they don't always end up with |
685 | * little random element in since that they don't always end up with |
693 | * even values. |
686 | * even values. |
694 | */ |
687 | */ |
695 | if (bonus < 0) |
688 | if (bonus < 0) |
696 | val = 2 * -val - rndm (b); |
689 | val = 2 * -val - rndm (b); |
697 | if (val > 35) |
690 | |
698 | val = 35; /* Upper limit */ |
691 | val = min (35, val); /* Upper limit */ |
|
|
692 | |
699 | b = 0; |
693 | b = 0; |
700 | |
694 | |
701 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
695 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
702 | resist = rndm (num_resist_table); |
696 | resist = rndm (num_resist_table); |
703 | |
697 | |
… | |
… | |
711 | break; |
705 | break; |
712 | } |
706 | } |
713 | case 20: |
707 | case 20: |
714 | if (op->type == AMULET) |
708 | if (op->type == AMULET) |
715 | { |
709 | { |
716 | SET_FLAG (op, FLAG_REFL_SPELL); |
710 | op->set_flag (FLAG_REFL_SPELL); |
717 | op->value *= 11; |
711 | op->value *= 11; |
718 | } |
712 | } |
719 | else |
713 | else |
720 | { |
714 | { |
721 | op->stats.hp = 1; /* regenerate hit points */ |
715 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
724 | break; |
718 | break; |
725 | |
719 | |
726 | case 21: |
720 | case 21: |
727 | if (op->type == AMULET) |
721 | if (op->type == AMULET) |
728 | { |
722 | { |
729 | SET_FLAG (op, FLAG_REFL_MISSILE); |
723 | op->set_flag (FLAG_REFL_MISSILE); |
730 | op->value *= 9; |
724 | op->value *= 9; |
731 | } |
725 | } |
732 | else |
726 | else |
733 | { |
727 | { |
734 | op->stats.sp = 1; /* regenerate spell points */ |
728 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
736 | } |
730 | } |
737 | break; |
731 | break; |
738 | |
732 | |
739 | case 22: |
733 | case 22: |
740 | op->stats.exp += bonus; /* Speed! */ |
734 | op->stats.exp += bonus; /* Speed! */ |
741 | op->value = (op->value * 2) / 3; |
735 | op->value = op->value * 2 / 3; |
742 | break; |
736 | break; |
743 | } |
737 | } |
744 | |
738 | |
745 | if (bonus > 0) |
739 | if (bonus > 0) |
746 | op->value *= 2 * bonus; |
740 | op->value = 2 * op->value * bonus; |
747 | else |
741 | else |
748 | op->value = -(op->value * 2 * bonus) / 3; |
742 | op->value = -2 * op->value * bonus / 3; |
749 | } |
743 | } |
750 | |
744 | |
751 | /* |
745 | /* |
752 | * get_magic(diff) will return a random number between 0 and 4. |
746 | * get_magic(diff) will return a random number between 0 and 4. |
753 | * diff can be any value above 2. The higher the diff-variable, the |
747 | * diff can be any value above 2. The higher the diff-variable, the |
754 | * higher is the chance of returning a low number. |
748 | * higher is the chance of returning a low number. |
755 | * It is only used in fix_generated_treasure() to set bonuses on |
749 | * It is only used in fix_generated_treasure() to set bonuses on |
756 | * rings and amulets. |
750 | * rings and amulets. |
757 | * Another scheme is used to calculate the magic of weapons and armours. |
751 | * Another scheme is used to calculate the magic of weapons and armours. |
758 | */ |
752 | */ |
759 | int |
753 | static int |
760 | get_magic (int diff) |
754 | get_magic (int diff) |
761 | { |
755 | { |
762 | int i; |
756 | diff = min (3, diff); |
763 | |
757 | |
764 | if (diff < 3) |
|
|
765 | diff = 3; |
|
|
766 | |
|
|
767 | for (i = 0; i < 4; i++) |
758 | for (int i = 0; i < 4; i++) |
768 | if (rndm (diff)) |
759 | if (rndm (diff)) |
769 | return i; |
760 | return i; |
770 | |
761 | |
771 | return 4; |
762 | return 4; |
772 | } |
763 | } |
773 | |
764 | |
|
|
765 | /* special_potion() - so that old potion code is still done right. */ |
|
|
766 | static int |
|
|
767 | special_potion (object *op) |
|
|
768 | { |
|
|
769 | if (op->attacktype) |
|
|
770 | return 1; |
|
|
771 | |
|
|
772 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
773 | return 1; |
|
|
774 | |
|
|
775 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
776 | if (op->resist[i]) |
|
|
777 | return 1; |
|
|
778 | |
|
|
779 | return 0; |
|
|
780 | } |
|
|
781 | |
|
|
782 | static double |
|
|
783 | value_factor_from_spell_item (object *spell, object *item) |
|
|
784 | { |
|
|
785 | double factor = |
|
|
786 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
787 | * spell->level, 1.5); |
|
|
788 | |
|
|
789 | if (item) // this if for: wands/staffs/rods: |
|
|
790 | { |
|
|
791 | /* Old crossfire comment ahead: |
|
|
792 | * Add 50 to both level an divisor to keep prices a little more |
|
|
793 | * reasonable. Otherwise, a high level version of a low level |
|
|
794 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
795 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
796 | */ |
|
|
797 | |
|
|
798 | factor *= item->level + 50; |
|
|
799 | factor /= item->inv->level + 50; |
|
|
800 | } |
|
|
801 | |
|
|
802 | return factor; |
|
|
803 | } |
|
|
804 | |
774 | #define DICE2 (get_magic(2)==2?2:1) |
805 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
775 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
806 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
776 | |
807 | |
777 | /* |
808 | /* |
778 | * fix_generated_item(): This is called after an item is generated, in |
809 | * fix_generated_item(): This is called after an item is generated, in |
779 | * order to set it up right. This produced magical bonuses, puts spells |
810 | * order to set it up right. This produced magical bonuses, puts spells |
780 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
811 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
781 | */ |
812 | */ |
782 | |
813 | |
783 | /* 4/28/96 added creator object from which op may now inherit properties based on |
814 | /* 4/28/96 added creator object from which op may now inherit properties based on |
784 | * op->type. Right now, which stuff the creator passes on is object type |
815 | * op->type. Right now, which stuff the creator passes on is object type |
785 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
816 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
786 | * way to do this? b.t. */ |
817 | * way to do this? b.t. */ |
787 | |
818 | |
788 | /* |
819 | /* |
789 | * ! (flags & GT_ENVIRONMENT): |
820 | * ! (flags & GT_ENVIRONMENT): |
790 | * Automatically calls fix_flesh_item(). |
821 | * Automatically calls fix_flesh_item(). |
… | |
… | |
813 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
844 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
814 | /* So the treasure doesn't get created again */ |
845 | /* So the treasure doesn't get created again */ |
815 | op->randomitems = 0; |
846 | op->randomitems = 0; |
816 | } |
847 | } |
817 | |
848 | |
818 | if (difficulty < 1) |
849 | max_it (difficulty, 1); |
819 | difficulty = 1; |
|
|
820 | |
850 | |
821 | if (INVOKE_OBJECT (ADD_BONUS, op, |
851 | if (INVOKE_OBJECT (ADD_BONUS, op, |
822 | ARG_OBJECT (creator != op ? creator : 0), |
852 | ARG_OBJECT (creator != op ? creator : 0), |
823 | ARG_INT (difficulty), ARG_INT (max_magic), |
853 | ARG_INT (difficulty), ARG_INT (max_magic), |
824 | ARG_INT (flags))) |
854 | ARG_INT (flags))) |
… | |
… | |
883 | * again below */ |
913 | * again below */ |
884 | } |
914 | } |
885 | } |
915 | } |
886 | |
916 | |
887 | /* materialtype modifications. Note we allow this on artifacts. */ |
917 | /* materialtype modifications. Note we allow this on artifacts. */ |
888 | set_materialname (op, difficulty, NULL); |
918 | select_material (op, difficulty); |
889 | |
919 | |
890 | if (flags & GT_MINIMAL) |
920 | if (flags & GT_MINIMAL) |
891 | { |
921 | { |
892 | if (op->type == POTION) |
922 | if (op->type == POTION) |
893 | /* Handle healing and magic power potions */ |
923 | /* Handle healing and magic power potions */ |
894 | if (op->stats.sp && !op->randomitems) |
924 | if (op->stats.sp && !op->randomitems) |
895 | { |
925 | { |
896 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
926 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
897 | insert_ob_in_ob (tmp, op); |
927 | insert_ob_in_ob (tmp, op); |
898 | op->stats.sp = 0; |
928 | op->stats.sp = 0; |
899 | } |
929 | } |
900 | } |
930 | } |
901 | else if (!op->title) /* Only modify object if not special */ |
931 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
904 | case WEAPON: |
934 | case WEAPON: |
905 | case ARMOUR: |
935 | case ARMOUR: |
906 | case SHIELD: |
936 | case SHIELD: |
907 | case HELMET: |
937 | case HELMET: |
908 | case CLOAK: |
938 | case CLOAK: |
909 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
939 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
910 | set_ring_bonus (op, -DICE2); |
940 | set_ring_bonus (op, -DICE2); |
911 | break; |
941 | break; |
912 | |
942 | |
913 | case BRACERS: |
943 | case BRACERS: |
914 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
944 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
915 | { |
945 | { |
916 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
946 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
917 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
947 | if (!op->flag [FLAG_CURSED]) |
918 | op->value *= 3; |
948 | op->value *= 3; |
919 | } |
949 | } |
920 | break; |
950 | break; |
921 | |
951 | |
922 | case POTION: |
952 | case POTION: |
923 | { |
953 | { |
924 | int too_many_tries = 0, is_special = 0; |
954 | int too_many_tries = 0; |
925 | |
955 | |
926 | /* Handle healing and magic power potions */ |
956 | /* Handle healing and magic power potions */ |
927 | if (op->stats.sp && !op->randomitems) |
957 | if (op->stats.sp && !op->randomitems) |
928 | { |
958 | { |
929 | object *tmp; |
|
|
930 | |
|
|
931 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
959 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
932 | insert_ob_in_ob (tmp, op); |
960 | insert_ob_in_ob (tmp, op); |
933 | op->stats.sp = 0; |
961 | op->stats.sp = 0; |
934 | } |
962 | } |
935 | |
963 | |
936 | while (!(is_special = special_potion (op)) && !op->inv) |
964 | while (!special_potion (op) && !op->inv) |
937 | { |
965 | { |
938 | generate_artifact (op, difficulty); |
966 | generate_artifact (op, difficulty); |
939 | if (too_many_tries++ > 10) |
967 | if (too_many_tries++ > 10) |
940 | break; |
968 | break; |
941 | } |
969 | } |
… | |
… | |
944 | * since the value set on those is already correct. |
972 | * since the value set on those is already correct. |
945 | */ |
973 | */ |
946 | if (op->inv && op->randomitems) |
974 | if (op->inv && op->randomitems) |
947 | { |
975 | { |
948 | /* value multiplier is same as for scrolls */ |
976 | /* value multiplier is same as for scrolls */ |
949 | op->value = (op->value * op->inv->value); |
977 | op->value *= op->inv->value; |
950 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
978 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
951 | } |
979 | } |
952 | else |
980 | else |
953 | { |
981 | { |
954 | op->name = "potion"; |
982 | op->name = shstr_potion; |
955 | op->name_pl = "potions"; |
983 | op->name_pl = shstr_potions; |
956 | } |
984 | } |
957 | |
985 | |
958 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
986 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
959 | SET_FLAG (op, FLAG_CURSED); |
987 | op->set_flag (FLAG_CURSED); |
|
|
988 | |
960 | break; |
989 | break; |
961 | } |
990 | } |
962 | |
991 | |
963 | case AMULET: |
992 | case AMULET: |
964 | if (IS_ARCH (op->arch, amulet)) |
993 | if (IS_ARCH (op->arch, amulet)) |
965 | op->value *= 5; /* Since it's not just decoration */ |
994 | op->value *= 5; /* Since it's not just decoration */ |
966 | |
995 | |
967 | case RING: |
996 | case RING: |
968 | if (!op->arch) // wtf? schmorp |
|
|
969 | { |
|
|
970 | op->destroy (); |
|
|
971 | op = 0; |
|
|
972 | break; |
|
|
973 | } |
|
|
974 | |
|
|
975 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
997 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
976 | break; |
998 | break; |
977 | |
999 | |
978 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1000 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
979 | SET_FLAG (op, FLAG_CURSED); |
1001 | op->set_flag (FLAG_CURSED); |
980 | |
1002 | |
981 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1003 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
982 | |
1004 | |
983 | if (op->type != RING) /* Amulets have only one ability */ |
1005 | if (op->type != RING) /* Amulets have only one ability */ |
984 | break; |
1006 | break; |
985 | |
1007 | |
986 | if (!(rndm (4))) |
1008 | if (!rndm (4)) |
987 | { |
1009 | { |
988 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1010 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
989 | |
1011 | |
990 | if (d > 0) |
1012 | if (d > 0) |
991 | op->value *= 3; |
1013 | op->value *= 3; |
992 | |
1014 | |
993 | set_ring_bonus (op, d); |
1015 | set_ring_bonus (op, d); |
994 | |
1016 | |
995 | if (!(rndm (4))) |
1017 | if (!rndm (4)) |
996 | { |
1018 | { |
997 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1019 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
998 | |
1020 | |
999 | if (d > 0) |
1021 | if (d > 0) |
1000 | op->value *= 5; |
1022 | op->value *= 5; |
|
|
1023 | |
1001 | set_ring_bonus (op, d); |
1024 | set_ring_bonus (op, d); |
1002 | } |
1025 | } |
1003 | } |
1026 | } |
1004 | |
1027 | |
1005 | if (GET_ANIM_ID (op)) |
1028 | if (op->animation_id) |
1006 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1029 | op->set_anim_frame (rndm (op->anim_frames ())); |
1007 | |
1030 | |
1008 | break; |
1031 | break; |
1009 | |
1032 | |
1010 | case BOOK: |
1033 | case BOOK: |
1011 | /* Is it an empty book?, if yes lets make a special· |
1034 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1013 | * creator and/or map level we found it on. |
1036 | * creator and/or map level we found it on. |
1014 | */ |
1037 | */ |
1015 | if (!op->msg && rndm (10)) |
1038 | if (!op->msg && rndm (10)) |
1016 | { |
1039 | { |
1017 | /* set the book level properly */ |
1040 | /* set the book level properly */ |
1018 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1041 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1019 | { |
1042 | { |
1020 | if (op->map && op->map->difficulty) |
1043 | if (op->map && op->map->difficulty) |
1021 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1044 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1022 | else |
1045 | else |
1023 | op->level = rndm (20) + 1; |
1046 | op->level = rndm (20) + 1; |
… | |
… | |
1026 | op->level = rndm (creator->level); |
1049 | op->level = rndm (creator->level); |
1027 | |
1050 | |
1028 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1051 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1029 | /* books w/ info are worth more! */ |
1052 | /* books w/ info are worth more! */ |
1030 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1053 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1031 | /* creator related stuff */ |
|
|
1032 | |
|
|
1033 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1034 | * set - we don't want to set no pick in that case. |
|
|
1035 | */ |
|
|
1036 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1037 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1038 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1039 | op->slaying = creator->slaying; |
|
|
1040 | |
1054 | |
1041 | /* add exp so reading it gives xp (once) */ |
1055 | /* add exp so reading it gives xp (once) */ |
1042 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1056 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1043 | } |
1057 | } |
|
|
1058 | |
|
|
1059 | /* creator related stuff */ |
|
|
1060 | |
|
|
1061 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1062 | * set - we don't want to set no pick in that case. |
|
|
1063 | */ |
|
|
1064 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1065 | op->set_flag (FLAG_NO_PICK); |
|
|
1066 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1067 | op->slaying = creator->slaying; |
1044 | break; |
1068 | break; |
1045 | |
1069 | |
1046 | case SPELLBOOK: |
1070 | case SPELLBOOK: |
1047 | op->value = op->value * op->inv->value; |
1071 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1072 | |
1048 | /* add exp so learning gives xp */ |
1073 | /* add exp so learning gives xp */ |
1049 | op->level = op->inv->level; |
1074 | op->level = op->inv->level; |
1050 | op->stats.exp = op->value; |
1075 | op->stats.exp = op->value; |
1051 | break; |
1076 | break; |
1052 | |
1077 | |
… | |
… | |
1056 | * and reset nrof. |
1081 | * and reset nrof. |
1057 | */ |
1082 | */ |
1058 | op->stats.food = op->inv->nrof; |
1083 | op->stats.food = op->inv->nrof; |
1059 | op->nrof = 1; |
1084 | op->nrof = 1; |
1060 | /* If the spell changes by level, choose a random level |
1085 | /* If the spell changes by level, choose a random level |
1061 | * for it, and adjust price. If the spell doesn't |
1086 | * for it. |
1062 | * change by level, just set the wand to the level of |
|
|
1063 | * the spell, and value calculation is simpler. |
|
|
1064 | */ |
1087 | */ |
1065 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1088 | if (op->inv->duration_modifier |
1066 | { |
1089 | || op->inv->dam_modifier |
|
|
1090 | || op->inv->range_modifier) |
1067 | op->level = level_for_item (op, difficulty); |
1091 | op->level = level_for_item (op, difficulty); |
1068 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1069 | } |
|
|
1070 | else |
1092 | else |
1071 | { |
|
|
1072 | op->level = op->inv->level; |
1093 | op->level = op->inv->level; |
1073 | op->value = op->value * op->inv->value; |
1094 | |
1074 | } |
1095 | op->value *= value_factor_from_spell_item (op->inv, op); |
1075 | break; |
1096 | break; |
1076 | |
1097 | |
1077 | case ROD: |
1098 | case ROD: |
1078 | op->level = level_for_item (op, difficulty); |
1099 | op->level = level_for_item (op, difficulty); |
1079 | /* Add 50 to both level an divisor to keep prices a little more |
1100 | op->value *= value_factor_from_spell_item (op->inv, op); |
1080 | * reasonable. Otherwise, a high level version of a low level |
1101 | |
1081 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1082 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1083 | */ |
|
|
1084 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1085 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1102 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1086 | if (op->stats.maxhp) |
1103 | if (op->stats.maxhp) |
1087 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1104 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1088 | else |
1105 | else |
1089 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1106 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1090 | |
1107 | |
1091 | op->stats.hp = op->stats.maxhp; |
1108 | op->stats.hp = op->stats.maxhp; |
1092 | break; |
1109 | break; |
1093 | |
1110 | |
1094 | case SCROLL: |
1111 | case SCROLL: |
1095 | op->level = level_for_item (op, difficulty); |
1112 | op->level = level_for_item (op, difficulty); |
1096 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1113 | op->value *= value_factor_from_spell_item (op->inv, op); |
1097 | |
1114 | |
1098 | /* add exp so reading them properly gives xp */ |
1115 | /* add exp so reading them properly gives xp */ |
1099 | op->stats.exp = op->value / 5; |
1116 | op->stats.exp = op->value / 5; |
1100 | op->nrof = op->inv->nrof; |
1117 | op->nrof = op->inv->nrof; |
1101 | break; |
1118 | break; |
… | |
… | |
1109 | break; |
1126 | break; |
1110 | } /* switch type */ |
1127 | } /* switch type */ |
1111 | |
1128 | |
1112 | if (flags & GT_STARTEQUIP) |
1129 | if (flags & GT_STARTEQUIP) |
1113 | { |
1130 | { |
1114 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1131 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1115 | SET_FLAG (op, FLAG_STARTEQUIP); |
1132 | op->set_flag (FLAG_STARTEQUIP); |
1116 | else if (op->type != MONEY) |
1133 | else if (op->type != MONEY) |
1117 | op->value = 0; |
1134 | op->value = 0; |
1118 | } |
1135 | } |
1119 | |
1136 | |
1120 | if (!(flags & GT_ENVIRONMENT)) |
1137 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1131 | |
1148 | |
1132 | /* |
1149 | /* |
1133 | * Allocate and return the pointer to an empty artifactlist structure. |
1150 | * Allocate and return the pointer to an empty artifactlist structure. |
1134 | */ |
1151 | */ |
1135 | static artifactlist * |
1152 | static artifactlist * |
1136 | get_empty_artifactlist (void) |
1153 | get_empty_artifactlist () |
1137 | { |
1154 | { |
1138 | return salloc0<artifactlist> (); |
1155 | return salloc0<artifactlist> (); |
1139 | } |
1156 | } |
1140 | |
1157 | |
1141 | /* |
1158 | /* |
1142 | * Allocate and return the pointer to an empty artifact structure. |
1159 | * Allocate and return the pointer to an empty artifact structure. |
1143 | */ |
1160 | */ |
1144 | static artifact * |
1161 | static artifact * |
1145 | get_empty_artifact (void) |
1162 | get_empty_artifact () |
1146 | { |
1163 | { |
1147 | return salloc0<artifact> (); |
1164 | return salloc0<artifact> (); |
1148 | } |
1165 | } |
1149 | |
1166 | |
1150 | /* |
1167 | /* |
… | |
… | |
1163 | |
1180 | |
1164 | /* |
1181 | /* |
1165 | * Builds up the lists of artifacts from the file in the libdir. |
1182 | * Builds up the lists of artifacts from the file in the libdir. |
1166 | */ |
1183 | */ |
1167 | void |
1184 | void |
1168 | init_artifacts (void) |
1185 | init_artifacts () |
1169 | { |
1186 | { |
1170 | static int has_been_inited = 0; |
1187 | static int has_been_inited = 0; |
1171 | char filename[MAX_BUF]; |
|
|
1172 | artifact *art = NULL; |
1188 | artifact *art = NULL; |
1173 | artifactlist *al; |
1189 | artifactlist *al; |
1174 | |
1190 | |
1175 | if (has_been_inited) |
1191 | if (has_been_inited) |
1176 | return; |
1192 | return; |
1177 | else |
1193 | else |
1178 | has_been_inited = 1; |
1194 | has_been_inited = 1; |
1179 | |
1195 | |
1180 | sprintf (filename, "%s/artifacts", settings.datadir); |
1196 | object_thawer f (settings.datadir, "artifacts"); |
1181 | object_thawer f (filename); |
|
|
1182 | |
1197 | |
1183 | if (!f) |
1198 | if (!f) |
1184 | return; |
1199 | return; |
1185 | |
1200 | |
1186 | for (;;) |
1201 | for (;;) |
… | |
… | |
1193 | |
1208 | |
1194 | { |
1209 | { |
1195 | if (!strcmp (f.get_str (), "all")) |
1210 | if (!strcmp (f.get_str (), "all")) |
1196 | break; |
1211 | break; |
1197 | |
1212 | |
1198 | char *next, *cp = f.get_str (); |
1213 | const char *cp = f.get_str (); |
1199 | |
1214 | char *next; |
1200 | do |
1215 | do |
1201 | { |
1216 | { |
1202 | if ((next = strchr (cp, ','))) |
1217 | if ((next = (char *)strchr (cp, ','))) |
1203 | *next++ = '\0'; |
1218 | *next++ = '\0'; |
1204 | |
1219 | |
1205 | linked_char *tmp = new linked_char; |
1220 | linked_char *tmp = new linked_char; |
1206 | |
1221 | |
1207 | tmp->name = cp; |
1222 | tmp->name = cp; |
… | |
… | |
1271 | } |
1286 | } |
1272 | #if 0 |
1287 | #if 0 |
1273 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1288 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1274 | #endif |
1289 | #endif |
1275 | } |
1290 | } |
1276 | |
|
|
1277 | LOG (llevDebug, "done.\n"); |
|
|
1278 | } |
1291 | } |
1279 | |
1292 | |
1280 | /* |
1293 | /* |
1281 | * Used in artifact generation. The bonuses of the first object |
1294 | * Used in artifact generation. The bonuses of the first object |
1282 | * is modified by the bonuses of the second object. |
1295 | * is modified by the bonuses of the second object. |
1283 | */ |
1296 | */ |
1284 | void |
1297 | void |
1285 | add_abilities (object *op, object *change) |
1298 | add_abilities (object *op, object *change) |
1286 | { |
1299 | { |
1287 | int i, tmp; |
|
|
1288 | |
|
|
1289 | if (change->face != blank_face) |
1300 | if (change->face != blank_face) |
1290 | { |
|
|
1291 | #ifdef TREASURE_VERBOSE |
|
|
1292 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1293 | #endif |
|
|
1294 | op->face = change->face; |
1301 | op->face = change->face; |
1295 | } |
|
|
1296 | |
1302 | |
1297 | for (i = 0; i < NUM_STATS; i++) |
1303 | for (int i = 0; i < NUM_STATS; i++) |
1298 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1304 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1299 | |
1305 | |
1300 | op->attacktype |= change->attacktype; |
1306 | op->attacktype |= change->attacktype; |
1301 | op->path_attuned |= change->path_attuned; |
1307 | op->path_attuned |= change->path_attuned; |
1302 | op->path_repelled |= change->path_repelled; |
1308 | op->path_repelled |= change->path_repelled; |
1303 | op->path_denied |= change->path_denied; |
1309 | op->path_denied |= change->path_denied; |
1304 | op->move_type |= change->move_type; |
1310 | op->move_type |= change->move_type; |
1305 | op->stats.luck += change->stats.luck; |
1311 | op->stats.luck += change->stats.luck; |
1306 | |
1312 | |
1307 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1313 | static const struct copyflags : object::flags_t |
1308 | SET_FLAG (op, FLAG_CURSED); |
1314 | { |
1309 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1315 | copyflags () |
1310 | SET_FLAG (op, FLAG_DAMNED); |
1316 | { |
1311 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1317 | set (FLAG_CURSED); |
|
|
1318 | set (FLAG_DAMNED); |
|
|
1319 | set (FLAG_LIFESAVE); |
|
|
1320 | set (FLAG_REFL_SPELL); |
|
|
1321 | set (FLAG_STEALTH); |
|
|
1322 | set (FLAG_XRAYS); |
|
|
1323 | set (FLAG_BLIND); |
|
|
1324 | set (FLAG_SEE_IN_DARK); |
|
|
1325 | set (FLAG_REFL_MISSILE); |
|
|
1326 | set (FLAG_MAKE_INVIS); |
|
|
1327 | } |
|
|
1328 | } copyflags; |
|
|
1329 | |
|
|
1330 | // we might want to just copy, but or'ing is what the original code did |
|
|
1331 | op->flag |= change->flag & copyflags; |
|
|
1332 | |
|
|
1333 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1312 | set_abs_magic (op, -op->magic); |
1334 | set_abs_magic (op, -op->magic); |
1313 | |
1335 | |
1314 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1336 | if (change->flag [FLAG_STAND_STILL]) |
1315 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1316 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1317 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1318 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1319 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1320 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1321 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1322 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1323 | SET_FLAG (op, FLAG_BLIND); |
|
|
1324 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1325 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1326 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1327 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1328 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1329 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1330 | |
|
|
1331 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1332 | { |
1337 | { |
1333 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1338 | op->clr_flag (FLAG_ANIMATE); |
|
|
1339 | |
1334 | /* so artifacts will join */ |
1340 | /* so artifacts will join */ |
1335 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1341 | if (!op->flag [FLAG_ALIVE]) |
1336 | op->speed = 0.0; |
1342 | op->speed = 0.; |
1337 | |
1343 | |
1338 | op->set_speed (op->speed); |
1344 | op->set_speed (op->speed); |
1339 | } |
1345 | } |
1340 | |
1346 | |
1341 | if (change->nrof) |
1347 | if (change->nrof) |
1342 | op->nrof = rndm (change->nrof) + 1; |
1348 | op->nrof = rndm (change->nrof) + 1; |
1343 | |
1349 | |
1344 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1350 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1345 | op->stats.wc += change->stats.wc; |
1351 | op->stats.wc += change->stats.wc; |
1346 | op->stats.ac += change->stats.ac; |
1352 | op->stats.ac += change->stats.ac; |
1347 | |
1353 | |
1348 | if (change->other_arch) |
1354 | if (change->other_arch) |
1349 | { |
1355 | { |
1350 | /* Basically, for horns & potions, the other_arch field is the spell |
1356 | /* Basically, for horns & potions, the other_arch field is the spell |
1351 | * to cast. So convert that to into a spell and put it into |
1357 | * to cast. So convert that to into a spell and put it into |
1352 | * this object. |
1358 | * this object. |
1353 | */ |
1359 | */ |
1354 | if (op->type == HORN || op->type == POTION) |
1360 | if (op->type == HORN || op->type == POTION) |
1355 | { |
1361 | { |
1356 | object *tmp_obj; |
|
|
1357 | |
|
|
1358 | /* Remove any spells this object currently has in it */ |
1362 | /* Remove any spells this object currently has in it */ |
1359 | while (op->inv) |
|
|
1360 | op->inv->destroy (); |
1363 | op->destroy_inv (false); |
1361 | |
1364 | |
1362 | tmp_obj = arch_to_object (change->other_arch); |
1365 | object *tmp = change->other_arch->instance (); |
1363 | insert_ob_in_ob (tmp_obj, op); |
1366 | insert_ob_in_ob (tmp, op); |
1364 | } |
1367 | } |
|
|
1368 | |
1365 | /* No harm setting this for potions/horns */ |
1369 | /* No harm setting this for potions/horns */ |
1366 | op->other_arch = change->other_arch; |
1370 | op->other_arch = change->other_arch; |
1367 | } |
1371 | } |
1368 | |
1372 | |
1369 | if (change->stats.hp < 0) |
1373 | if (change->stats.hp < 0) |
… | |
… | |
1385 | op->stats.maxsp = -change->stats.maxsp; |
1389 | op->stats.maxsp = -change->stats.maxsp; |
1386 | else |
1390 | else |
1387 | op->stats.maxsp += change->stats.maxsp; |
1391 | op->stats.maxsp += change->stats.maxsp; |
1388 | |
1392 | |
1389 | if (change->stats.food < 0) |
1393 | if (change->stats.food < 0) |
1390 | op->stats.food = -(change->stats.food); |
1394 | op->stats.food = -change->stats.food; |
1391 | else |
1395 | else |
1392 | op->stats.food += change->stats.food; |
1396 | op->stats.food += change->stats.food; |
1393 | |
1397 | |
1394 | if (change->level < 0) |
1398 | if (change->level < 0) |
1395 | op->level = -(change->level); |
1399 | op->level = -change->level; |
1396 | else |
1400 | else |
1397 | op->level += change->level; |
1401 | op->level += change->level; |
1398 | |
1402 | |
1399 | if (change->gen_sp_armour < 0) |
1403 | if (change->gen_sp_armour < 0) |
1400 | op->gen_sp_armour = -(change->gen_sp_armour); |
1404 | op->gen_sp_armour = -change->gen_sp_armour; |
1401 | else |
1405 | else |
1402 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1406 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1403 | |
1407 | |
1404 | op->item_power = change->item_power; |
1408 | op->item_power = change->item_power; |
1405 | |
1409 | |
1406 | for (i = 0; i < NROFATTACKS; i++) |
1410 | for (int i = 0; i < NROFATTACKS; i++) |
1407 | if (change->resist[i]) |
|
|
1408 | op->resist[i] += change->resist[i]; |
1411 | op->resist[i] += change->resist[i]; |
1409 | |
1412 | |
1410 | if (change->stats.dam) |
1413 | if (change->stats.dam) |
1411 | { |
1414 | { |
1412 | if (change->stats.dam < 0) |
1415 | if (change->stats.dam < 0) |
1413 | op->stats.dam = (-change->stats.dam); |
1416 | op->stats.dam = -change->stats.dam; |
1414 | else if (op->stats.dam) |
1417 | else if (op->stats.dam) |
1415 | { |
1418 | { |
1416 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1419 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1420 | |
1417 | if (tmp == op->stats.dam) |
1421 | if (tmp == op->stats.dam) |
1418 | { |
1422 | { |
1419 | if (change->stats.dam < 10) |
1423 | if (change->stats.dam < 10) |
1420 | op->stats.dam--; |
1424 | op->stats.dam--; |
1421 | else |
1425 | else |
… | |
… | |
1427 | } |
1431 | } |
1428 | |
1432 | |
1429 | if (change->weight) |
1433 | if (change->weight) |
1430 | { |
1434 | { |
1431 | if (change->weight < 0) |
1435 | if (change->weight < 0) |
1432 | op->weight = (-change->weight); |
1436 | op->weight = -change->weight; |
1433 | else |
1437 | else |
1434 | op->weight = (op->weight * (change->weight)) / 100; |
1438 | op->weight = op->weight * change->weight / 100; |
1435 | } |
1439 | } |
1436 | |
1440 | |
1437 | if (change->last_sp) |
1441 | if (change->last_sp) |
1438 | { |
1442 | { |
1439 | if (change->last_sp < 0) |
1443 | if (change->last_sp < 0) |
1440 | op->last_sp = (-change->last_sp); |
1444 | op->last_sp = -change->last_sp; |
1441 | else |
1445 | else |
1442 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1446 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1443 | } |
1447 | } |
1444 | |
1448 | |
1445 | if (change->gen_sp_armour) |
1449 | if (change->gen_sp_armour) |
1446 | { |
1450 | { |
1447 | if (change->gen_sp_armour < 0) |
1451 | if (change->gen_sp_armour < 0) |
1448 | op->gen_sp_armour = (-change->gen_sp_armour); |
1452 | op->gen_sp_armour = -change->gen_sp_armour; |
1449 | else |
1453 | else |
1450 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1454 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1451 | } |
1455 | } |
1452 | |
1456 | |
1453 | op->value *= change->value; |
1457 | op->value *= change->value; |
1454 | |
1458 | |
1455 | if (change->materials) |
1459 | if (change->materials) |
1456 | op->materials = change->materials; |
1460 | op->materials = change->materials; |
1457 | |
1461 | |
1458 | if (change->materialname) |
1462 | if (change->material != MATERIAL_NULL) |
1459 | op->materialname = change->materialname; |
1463 | op->material = change->material; |
1460 | |
1464 | |
1461 | if (change->slaying) |
1465 | if (change->slaying) |
1462 | op->slaying = change->slaying; |
1466 | op->slaying = change->slaying; |
1463 | |
1467 | |
1464 | if (change->race) |
1468 | if (change->race) |
… | |
… | |
1487 | name = tmp->name + 1, neg = 1; |
1491 | name = tmp->name + 1, neg = 1; |
1488 | else |
1492 | else |
1489 | name = tmp->name, neg = 0; |
1493 | name = tmp->name, neg = 0; |
1490 | |
1494 | |
1491 | /* If we match name, then return the opposite of 'neg' */ |
1495 | /* If we match name, then return the opposite of 'neg' */ |
1492 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1496 | if (!strcmp (name, op->arch->archname)) |
1493 | return !neg; |
1497 | return !neg; |
1494 | |
1498 | |
1495 | /* Set success as true, since if the match was an inverse, it means |
1499 | /* Set success as true, since if the match was an inverse, it means |
1496 | * everything is allowed except what we match |
1500 | * everything is allowed except what we match |
1497 | */ |
1501 | */ |
… | |
… | |
1508 | */ |
1512 | */ |
1509 | |
1513 | |
1510 | void |
1514 | void |
1511 | give_artifact_abilities (object *op, object *artifct) |
1515 | give_artifact_abilities (object *op, object *artifct) |
1512 | { |
1516 | { |
1513 | char new_name[MAX_BUF]; |
1517 | op->title = format ("of %s", &artifct->name); |
1514 | |
1518 | |
1515 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1516 | op->title = new_name; |
|
|
1517 | add_abilities (op, artifct); /* Give out the bonuses */ |
1519 | add_abilities (op, artifct); /* Give out the bonuses */ |
1518 | |
1520 | |
1519 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1521 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1520 | { |
1522 | { |
1521 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1523 | char identified = op->flag [FLAG_IDENTIFIED]; |
1522 | |
1524 | |
1523 | SET_FLAG (op, FLAG_IDENTIFIED); |
1525 | op->set_flag (FLAG_IDENTIFIED); |
1524 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1526 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1525 | if (!identified) |
1527 | if (!identified) |
1526 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1528 | op->clr_flag (FLAG_IDENTIFIED); |
1527 | } |
1529 | } |
1528 | #endif |
1530 | #endif |
1529 | return; |
1531 | return; |
1530 | } |
1532 | } |
1531 | |
1533 | |
… | |
… | |
1541 | #define ARTIFACT_TRIES 2 |
1543 | #define ARTIFACT_TRIES 2 |
1542 | |
1544 | |
1543 | void |
1545 | void |
1544 | generate_artifact (object *op, int difficulty) |
1546 | generate_artifact (object *op, int difficulty) |
1545 | { |
1547 | { |
1546 | artifactlist *al; |
|
|
1547 | artifact *art; |
1548 | artifact *art; |
1548 | int i; |
|
|
1549 | |
1549 | |
1550 | al = find_artifactlist (op->type); |
1550 | artifactlist *al = find_artifactlist (op->type); |
1551 | |
1551 | |
1552 | if (al == NULL) |
1552 | if (al == NULL) |
1553 | { |
1553 | { |
1554 | #if 0 /* This is too verbose, usually */ |
1554 | #if 0 /* This is too verbose, usually */ |
1555 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1555 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1556 | #endif |
1556 | #endif |
1557 | return; |
1557 | return; |
1558 | } |
1558 | } |
1559 | |
1559 | |
1560 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1560 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1561 | { |
1561 | { |
1562 | int roll = rndm (al->total_chance); |
1562 | int roll = rndm (al->total_chance); |
1563 | |
1563 | |
1564 | for (art = al->items; art; art = art->next) |
1564 | for (art = al->items; art; art = art->next) |
1565 | { |
1565 | { |
… | |
… | |
1573 | #if 1 |
1573 | #if 1 |
1574 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1574 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1575 | #endif |
1575 | #endif |
1576 | return; |
1576 | return; |
1577 | } |
1577 | } |
1578 | if (!strcmp (art->item->name, "NONE")) |
1578 | |
|
|
1579 | if (art->item->name == shstr_NONE) |
1579 | return; |
1580 | return; |
|
|
1581 | |
1580 | if (FABS (op->magic) < art->item->magic) |
1582 | if (fabs (op->magic) < art->item->magic) |
1581 | continue; /* Not magic enough to be this item */ |
1583 | continue; /* Not magic enough to be this item */ |
1582 | |
1584 | |
1583 | /* Map difficulty not high enough */ |
1585 | /* Map difficulty not high enough */ |
1584 | if (difficulty < art->difficulty) |
1586 | if (difficulty < art->difficulty) |
1585 | continue; |
1587 | continue; |
… | |
… | |
1603 | */ |
1605 | */ |
1604 | |
1606 | |
1605 | void |
1607 | void |
1606 | fix_flesh_item (object *item, object *donor) |
1608 | fix_flesh_item (object *item, object *donor) |
1607 | { |
1609 | { |
1608 | char tmpbuf[MAX_BUF]; |
|
|
1609 | int i; |
|
|
1610 | |
|
|
1611 | if (item->type == FLESH && donor) |
1610 | if (item->type == FLESH && donor) |
1612 | { |
1611 | { |
1613 | /* change the name */ |
1612 | /* change the name */ |
1614 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1613 | item->name = format ("%s's %s", &donor->name, &item->name); |
1615 | item->name = tmpbuf; |
|
|
1616 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1614 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1617 | item->name_pl = tmpbuf; |
|
|
1618 | |
1615 | |
1619 | /* weight is FLESH weight/100 * donor */ |
1616 | /* weight is FLESH weight/100 * donor */ |
1620 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1617 | item->weight = max (1, item->weight * donor->weight / 100); |
1621 | item->weight = 1; |
|
|
1622 | |
1618 | |
1623 | /* value is multiplied by level of donor */ |
1619 | /* value is multiplied by level of donor */ |
1624 | item->value *= isqrt (donor->level * 2); |
1620 | item->value *= isqrt (donor->level * 2); |
1625 | |
1621 | |
1626 | /* food value */ |
1622 | /* food value */ |
1627 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1623 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1628 | |
1624 | |
1629 | /* flesh items inherit some abilities of donor, but not |
1625 | /* flesh items inherit some abilities of donor, but not |
1630 | * full effect. |
1626 | * full effect. |
1631 | */ |
1627 | */ |
1632 | for (i = 0; i < NROFATTACKS; i++) |
1628 | for (int i = 0; i < NROFATTACKS; i++) |
1633 | item->resist[i] = donor->resist[i] / 2; |
1629 | item->resist[i] = donor->resist[i] / 2; |
1634 | |
1630 | |
1635 | /* item inherits donor's level (important for quezals) */ |
1631 | /* item inherits donor's level (important for quezals) */ |
1636 | item->level = donor->level; |
1632 | item->level = donor->level; |
1637 | |
1633 | |
1638 | /* if donor has some attacktypes, the flesh is poisonous */ |
1634 | /* if donor has some attacktypes, the flesh is poisonous */ |
1639 | if (donor->attacktype & AT_POISON) |
1635 | if (donor->attacktype & AT_POISON) |
1640 | item->type = POISON; |
1636 | item->type = POISON; |
|
|
1637 | |
1641 | if (donor->attacktype & AT_ACID) |
1638 | if (donor->attacktype & AT_ACID) |
1642 | item->stats.hp = -1 * item->stats.food; |
1639 | item->stats.hp = -item->stats.food; |
1643 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1644 | } |
|
|
1645 | } |
|
|
1646 | |
1640 | |
1647 | /* special_potion() - so that old potion code is still done right. */ |
1641 | item->set_flag (FLAG_NO_STEAL); |
1648 | int |
1642 | } |
1649 | special_potion (object *op) |
|
|
1650 | { |
|
|
1651 | if (op->attacktype) |
|
|
1652 | return 1; |
|
|
1653 | |
|
|
1654 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1655 | return 1; |
|
|
1656 | |
|
|
1657 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1658 | if (op->resist[i]) |
|
|
1659 | return 1; |
|
|
1660 | |
|
|
1661 | return 0; |
|
|
1662 | } |
1643 | } |
1663 | |
1644 | |
1664 | void |
1645 | static void |
1665 | free_treasurestruct (treasure *t) |
1646 | free_treasurestruct (treasure *t) |
1666 | { |
1647 | { |
1667 | if (t->next) free_treasurestruct (t->next); |
1648 | if (t->next) free_treasurestruct (t->next); |
1668 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1649 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1669 | if (t->next_no) free_treasurestruct (t->next_no); |
1650 | if (t->next_no) free_treasurestruct (t->next_no); |
1670 | |
1651 | |
1671 | delete t; |
1652 | delete t; |
1672 | } |
1653 | } |
1673 | |
1654 | |
1674 | void |
1655 | static void |
1675 | free_charlinks (linked_char *lc) |
1656 | free_charlinks (linked_char *lc) |
1676 | { |
1657 | { |
1677 | if (lc->next) |
1658 | if (lc->next) |
1678 | free_charlinks (lc->next); |
1659 | free_charlinks (lc->next); |
1679 | |
1660 | |
1680 | delete lc; |
1661 | delete lc; |
1681 | } |
1662 | } |
1682 | |
1663 | |
1683 | void |
1664 | static void |
1684 | free_artifact (artifact *at) |
1665 | free_artifact (artifact *at) |
1685 | { |
1666 | { |
1686 | if (at->next) free_artifact (at->next); |
1667 | if (at->next) free_artifact (at->next); |
1687 | if (at->allowed) free_charlinks (at->allowed); |
1668 | if (at->allowed) free_charlinks (at->allowed); |
1688 | |
1669 | |
1689 | at->item->destroy (1); |
1670 | at->item->destroy (); |
1690 | |
1671 | |
1691 | sfree (at); |
1672 | sfree (at); |
1692 | } |
1673 | } |
1693 | |
1674 | |
1694 | void |
|
|
1695 | free_artifactlist (artifactlist *al) |
|
|
1696 | { |
|
|
1697 | artifactlist *nextal; |
|
|
1698 | |
|
|
1699 | for (al = first_artifactlist; al; al = nextal) |
|
|
1700 | { |
|
|
1701 | nextal = al->next; |
|
|
1702 | |
|
|
1703 | if (al->items) |
|
|
1704 | free_artifact (al->items); |
|
|
1705 | |
|
|
1706 | sfree (al); |
|
|
1707 | } |
|
|
1708 | } |
|
|
1709 | |
|
|
1710 | void |
|
|
1711 | free_all_treasures (void) |
|
|
1712 | { |
|
|
1713 | treasurelist *tl, *next; |
|
|
1714 | |
|
|
1715 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1716 | { |
|
|
1717 | clear (tl); |
|
|
1718 | |
|
|
1719 | next = tl->next; |
|
|
1720 | delete tl; |
|
|
1721 | } |
|
|
1722 | |
|
|
1723 | free_artifactlist (first_artifactlist); |
|
|
1724 | } |
|
|