1 | |
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2 | /* |
1 | /* |
3 | * static char *rcs_treasure_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: treasure.C,v 1.10 2006/09/03 22:45:55 root Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
14 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
26 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
22 | */ |
29 | |
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30 | #define ALLOWED_COMBINATION |
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31 | |
23 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 | * It is useful for finding bugs in the treasures file. Since it only |
25 | * It is useful for finding bugs in the treasures file. Since it only |
34 | * slows the startup some (and not actual game play), it is by default |
26 | * slows the startup some (and not actual game play), it is by default |
35 | * left on |
27 | * left on |
36 | */ |
28 | */ |
37 | #define TREASURE_DEBUG |
29 | #define TREASURE_DEBUG |
38 | |
30 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
31 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
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32 | |
40 | /* #define TREASURE_VERBOSE */ |
33 | //#define TREASURE_VERBOSE |
41 | |
34 | |
42 | #include <global.h> |
35 | #include <global.h> |
43 | #include <treasure.h> |
36 | #include <treasure.h> |
44 | #include <funcpoint.h> |
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45 | #include <loader.h> |
37 | #include <loader.h> |
46 | |
38 | |
47 | |
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48 | static void change_treasure (treasure * t, object * op); /* overrule default values */ |
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49 | extern char *spell_mapping[]; |
39 | extern char *spell_mapping[]; |
50 | |
40 | |
51 | /* |
41 | static treasurelist *first_treasurelist; |
52 | * Initialize global archtype pointers: |
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53 | */ |
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54 | |
42 | |
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43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
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44 | |
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45 | typedef std::tr1::unordered_map< |
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46 | const char *, |
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47 | treasurelist *, |
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48 | str_hash, |
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49 | str_equal, |
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50 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
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51 | true |
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52 | > tl_map_t; |
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53 | |
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54 | static tl_map_t tl_map; |
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55 | |
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56 | /* |
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57 | * Searches for the given treasurelist |
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58 | */ |
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59 | treasurelist * |
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60 | treasurelist::find (const char *name) |
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61 | { |
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62 | if (!name) |
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63 | return 0; |
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64 | |
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65 | auto (i, tl_map.find (name)); |
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66 | |
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67 | if (i == tl_map.end ()) |
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68 | return 0; |
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69 | |
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70 | return i->second; |
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71 | } |
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72 | |
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73 | /* |
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74 | * Searches for the given treasurelist in the globally linked list |
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75 | * of treasurelists which has been built by load_treasures(). |
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76 | */ |
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77 | treasurelist * |
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78 | treasurelist::get (const char *name) |
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79 | { |
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80 | treasurelist *tl = find (name); |
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81 | |
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82 | if (!tl) |
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83 | { |
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84 | tl = new treasurelist; |
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85 | |
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86 | tl->name = name; |
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87 | tl->next = first_treasurelist; |
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88 | first_treasurelist = tl; |
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89 | |
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90 | tl_map.insert (std::make_pair (tl->name, tl)); |
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91 | } |
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92 | |
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93 | return tl; |
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94 | } |
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95 | |
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96 | //TODO: class method |
55 | void |
97 | void |
56 | init_archetype_pointers () |
98 | clear (treasurelist *tl) |
57 | { |
99 | { |
58 | int prev_warn = warn_archetypes; |
100 | if (tl->items) |
59 | warn_archetypes = 1; |
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60 | if (ring_arch == NULL) |
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61 | ring_arch = find_archetype ("ring"); |
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62 | if (amulet_arch == NULL) |
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63 | amulet_arch = find_archetype ("amulet"); |
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64 | if (staff_arch == NULL) |
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65 | staff_arch = find_archetype ("staff"); |
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66 | if (crown_arch == NULL) |
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67 | crown_arch = find_archetype ("crown"); |
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68 | warn_archetypes = prev_warn; |
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69 | } |
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70 | |
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71 | /* |
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72 | * Allocate and return the pointer to an empty treasurelist structure. |
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73 | */ |
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74 | |
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75 | static treasurelist * |
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76 | get_empty_treasurelist (void) |
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77 | { |
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78 | return new treasurelist; |
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79 | } |
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80 | |
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81 | /* |
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82 | * Allocate and return the pointer to an empty treasure structure. |
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83 | */ |
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84 | //TODO: make this a constructor |
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85 | static treasure * |
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86 | get_empty_treasure (void) |
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87 | { |
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88 | treasure *t = new treasure; |
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89 | |
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90 | t->chance = 100; |
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91 | |
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92 | return t; |
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93 | } |
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94 | |
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95 | /* |
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96 | * Reads the lib/treasure file from disk, and parses the contents |
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97 | * into an internal treasure structure (very linked lists) |
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98 | */ |
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99 | |
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100 | static treasure * |
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101 | load_treasure (FILE * fp, int *line) |
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102 | { |
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103 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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104 | treasure *t = get_empty_treasure (); |
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105 | int value; |
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106 | |
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107 | nroftreasures++; |
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108 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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109 | { |
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110 | (*line)++; |
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111 | |
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112 | if (*buf == '#') |
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113 | continue; |
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114 | if ((cp = strchr (buf, '\n')) != NULL) |
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115 | *cp = '\0'; |
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116 | cp = buf; |
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117 | while (isspace (*cp)) /* Skip blanks */ |
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118 | cp++; |
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119 | |
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120 | if (sscanf (cp, "arch %s", variable)) |
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121 | { |
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122 | if ((t->item = find_archetype (variable)) == NULL) |
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123 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
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124 | } |
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125 | else if (sscanf (cp, "list %s", variable)) |
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126 | t->name = variable; |
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127 | else if (sscanf (cp, "change_name %s", variable)) |
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128 | t->change_arch.name = variable; |
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129 | else if (sscanf (cp, "change_title %s", variable)) |
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130 | t->change_arch.title = variable; |
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131 | else if (sscanf (cp, "change_slaying %s", variable)) |
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132 | t->change_arch.slaying = variable; |
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133 | else if (sscanf (cp, "chance %d", &value)) |
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134 | t->chance = (uint8) value; |
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135 | else if (sscanf (cp, "nrof %d", &value)) |
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136 | t->nrof = (uint16) value; |
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137 | else if (sscanf (cp, "magic %d", &value)) |
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138 | t->magic = (uint8) value; |
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139 | else if (!strcmp (cp, "yes")) |
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140 | t->next_yes = load_treasure (fp, line); |
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141 | else if (!strcmp (cp, "no")) |
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142 | t->next_no = load_treasure (fp, line); |
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143 | else if (!strcmp (cp, "end")) |
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144 | return t; |
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145 | else if (!strcmp (cp, "more")) |
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146 | { |
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147 | t->next = load_treasure (fp, line); |
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148 | return t; |
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149 | } |
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150 | else |
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151 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
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152 | } |
101 | { |
153 | LOG (llevError, "treasure lacks 'end'.\n"); |
102 | free_treasurestruct (tl->items); |
154 | return t; |
103 | tl->items = 0; |
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104 | } |
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105 | |
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106 | tl->total_chance = 0; |
155 | } |
107 | } |
156 | |
108 | |
157 | #ifdef TREASURE_DEBUG |
109 | #ifdef TREASURE_DEBUG |
158 | /* recursived checks the linked list. Treasurelist is passed only |
110 | /* recursived checks the linked list. Treasurelist is passed only |
159 | * so that the treasure name can be printed out |
111 | * so that the treasure name can be printed out |
160 | */ |
112 | */ |
161 | static void |
113 | static void |
162 | check_treasurelist (const treasure * t, const treasurelist * tl) |
114 | check_treasurelist (const treasure *t, const treasurelist * tl) |
163 | { |
115 | { |
164 | if (t->item == NULL && t->name == NULL) |
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165 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
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166 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
116 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
167 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
117 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
168 | /* find_treasurelist will print out its own error message */ |
118 | |
169 | if (t->name && *t->name) |
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170 | (void) find_treasurelist (t->name); |
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171 | if (t->next) |
119 | if (t->next) |
172 | check_treasurelist (t->next, tl); |
120 | check_treasurelist (t->next, tl); |
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121 | |
173 | if (t->next_yes) |
122 | if (t->next_yes) |
174 | check_treasurelist (t->next_yes, tl); |
123 | check_treasurelist (t->next_yes, tl); |
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124 | |
175 | if (t->next_no) |
125 | if (t->next_no) |
176 | check_treasurelist (t->next_no, tl); |
126 | check_treasurelist (t->next_no, tl); |
177 | } |
127 | } |
178 | #endif |
128 | #endif |
179 | |
129 | |
180 | /* |
130 | /* |
181 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
131 | * Reads the lib/treasure file from disk, and parses the contents |
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132 | * into an internal treasure structure (very linked lists) |
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133 | */ |
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134 | static treasure * |
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135 | read_treasure (object_thawer &f) |
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136 | { |
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137 | treasure *t = new treasure; |
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138 | |
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139 | f.next (); |
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140 | |
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141 | for (;;) |
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142 | { |
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143 | coroapi::cede_to_tick (); |
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144 | |
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145 | switch (f.kw) |
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146 | { |
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147 | case KW_arch: |
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148 | t->item = archetype::find (f.get_str ()); |
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149 | |
|
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150 | if (!t->item) |
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151 | { |
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152 | f.parse_warn ("treasure references unknown archetype"); |
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153 | t->item = archetype::empty; |
|
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154 | } |
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155 | |
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156 | break; |
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157 | |
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158 | case KW_list: f.get (t->name); break; |
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159 | case KW_change_name: f.get (t->change_arch.name); break; |
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160 | case KW_change_title: f.get (t->change_arch.title); break; |
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161 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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162 | case KW_chance: f.get (t->chance); break; |
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163 | case KW_nrof: f.get (t->nrof); break; |
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164 | case KW_magic: f.get (t->magic); break; |
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165 | |
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166 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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167 | case KW_no: t->next_no = read_treasure (f); continue; |
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168 | |
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169 | case KW_end: |
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170 | f.next (); |
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171 | return t; |
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172 | |
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173 | case KW_more: |
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174 | t->next = read_treasure (f); |
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175 | return t; |
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176 | |
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177 | default: |
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178 | if (!f.parse_error ("treasurelist", t->name)) |
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179 | goto error; |
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180 | |
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181 | return t; |
|
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182 | } |
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183 | |
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184 | f.next (); |
|
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185 | } |
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186 | |
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187 | // not reached |
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188 | |
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189 | error: |
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190 | delete t; |
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191 | return 0; |
|
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192 | } |
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193 | |
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194 | /* |
182 | * Each treasure is parsed with the help of load_treasure(). |
195 | * Each treasure is parsed with the help of load_treasure(). |
183 | */ |
196 | */ |
184 | |
197 | treasurelist * |
185 | void |
198 | treasurelist::read (object_thawer &f) |
186 | load_treasures (void) |
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187 | { |
199 | { |
188 | FILE *fp; |
200 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
189 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
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190 | treasurelist *previous = NULL; |
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191 | treasure *t; |
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192 | int comp, line = 0; |
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193 | |
201 | |
194 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
202 | bool one = f.kw == KW_treasureone; |
195 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
203 | treasurelist *tl = treasurelist::get (f.get_str ()); |
196 | { |
204 | clear (tl); |
197 | LOG (llevError, "Can't open treasure file.\n"); |
205 | tl->items = read_treasure (f); |
|
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206 | if (!tl->items) |
198 | return; |
207 | return 0; |
199 | } |
|
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200 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
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201 | { |
|
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202 | line++; |
|
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203 | if (*buf == '#') |
|
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204 | continue; |
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205 | |
208 | |
206 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
|
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207 | { |
|
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208 | treasurelist *tl = get_empty_treasurelist (); |
|
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209 | tl->name = name; |
|
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210 | if (previous == NULL) |
|
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211 | first_treasurelist = tl; |
|
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212 | else |
|
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213 | previous->next = tl; |
|
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214 | previous = tl; |
|
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215 | tl->items = load_treasure (fp, &line); |
|
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216 | |
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217 | /* This is a one of the many items on the list should be generated. |
209 | /* This is a one of the many items on the list should be generated. |
218 | * Add up the chance total, and check to make sure the yes & no |
210 | * Add up the chance total, and check to make sure the yes & no |
219 | * fields of the treasures are not being used. |
211 | * fields of the treasures are not being used. |
220 | */ |
|
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221 | if (!strncmp (buf, "treasureone", 11)) |
|
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222 | { |
|
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223 | for (t = tl->items; t != NULL; t = t->next) |
|
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224 | { |
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225 | #ifdef TREASURE_DEBUG |
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226 | if (t->next_yes || t->next_no) |
|
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227 | { |
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228 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
|
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229 | LOG (llevError, " the next_yes or next_no field is set\n"); |
|
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230 | } |
|
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231 | #endif |
|
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232 | tl->total_chance += t->chance; |
|
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233 | } |
|
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234 | } |
|
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235 | } |
|
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236 | else |
|
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237 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
|
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238 | } |
|
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239 | close_and_delete (fp, comp); |
|
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240 | |
|
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241 | #ifdef TREASURE_DEBUG |
|
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242 | /* Perform some checks on how valid the treasure data actually is. |
|
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243 | * verify that list transitions work (ie, the list that it is supposed |
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244 | * to transition to exists). Also, verify that at least the name |
|
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245 | * or archetype is set for each treasure element. |
|
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246 | */ |
212 | */ |
247 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
213 | if (one) |
248 | check_treasurelist (previous->items, previous); |
214 | { |
249 | #endif |
215 | for (treasure *t = tl->items; t; t = t->next) |
250 | } |
|
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251 | |
|
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252 | /* |
|
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253 | * Searches for the given treasurelist in the globally linked list |
|
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254 | * of treasurelists which has been built by load_treasures(). |
|
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255 | */ |
|
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256 | |
|
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257 | treasurelist * |
|
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258 | find_treasurelist (const char *name) |
|
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259 | { |
|
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260 | const char *tmp = shstr::find (name); |
|
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261 | treasurelist *tl; |
|
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262 | |
|
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263 | /* Special cases - randomitems of none is to override default. If |
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264 | * first_treasurelist is null, it means we are on the first pass of |
|
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265 | * of loading archetyps, so for now, just return - second pass will |
|
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266 | * init these values. |
|
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267 | */ |
|
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268 | if (!name || !*name) |
|
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269 | return NULL; |
|
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270 | |
|
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271 | if (tmp != NULL) |
|
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272 | for (tl = first_treasurelist; tl != NULL; tl = tl->next) |
|
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273 | { |
216 | { |
274 | if (tmp == tl->name) |
217 | if (t->next_yes || t->next_no) |
275 | return tl; |
218 | { |
|
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219 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
|
|
220 | LOG (llevError, " the next_yes or next_no field is set\n"); |
|
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221 | } |
|
|
222 | |
|
|
223 | tl->total_chance += t->chance; |
276 | } |
224 | } |
|
|
225 | } |
277 | |
226 | |
278 | if (first_treasurelist) |
|
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279 | LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); |
|
|
280 | |
|
|
281 | return NULL; |
227 | return tl; |
282 | } |
228 | } |
283 | |
|
|
284 | |
229 | |
285 | /* |
230 | /* |
286 | * Generates the objects specified by the given treasure. |
231 | * Generates the objects specified by the given treasure. |
287 | * It goes recursively through the rest of the linked list. |
232 | * It goes recursively through the rest of the linked list. |
288 | * If there is a certain percental chance for a treasure to be generated, |
233 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
291 | * being generated. |
236 | * being generated. |
292 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
237 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
293 | * abilities. This is used by summon spells, thus no summoned monsters |
238 | * abilities. This is used by summon spells, thus no summoned monsters |
294 | * start with equipment, but only their abilities). |
239 | * start with equipment, but only their abilities). |
295 | */ |
240 | */ |
296 | |
|
|
297 | |
|
|
298 | static void |
241 | static void |
299 | put_treasure (object * op, object * creator, int flags) |
242 | put_treasure (object *op, object *creator, int flags) |
300 | { |
243 | { |
301 | object *tmp; |
244 | if (flags & GT_ENVIRONMENT) |
302 | |
245 | { |
303 | /* Bit of a hack - spells should never be put onto the map. The entire |
246 | /* Bit of a hack - spells should never be put onto the map. The entire |
304 | * treasure stuff is a problem - there is no clear idea of knowing |
247 | * treasure stuff is a problem - there is no clear idea of knowing |
305 | * this is the original object, or if this is an object that should be created |
248 | * this is the original object, or if this is an object that should be created |
306 | * by another object. |
249 | * by another object. |
307 | */ |
250 | */ |
308 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
251 | //TODO: flag such as objects... as such (no drop, anybody?) |
309 | { |
252 | if (op->type == SPELL) |
310 | op->x = creator->x; |
253 | { |
311 | op->y = creator->y; |
254 | op->destroy (); |
|
|
255 | return; |
|
|
256 | } |
|
|
257 | |
|
|
258 | op->expand_tail (); |
|
|
259 | |
|
|
260 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
|
|
261 | op->destroy (); |
|
|
262 | else |
|
|
263 | { |
312 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
264 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
313 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
265 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
266 | } |
314 | } |
267 | } |
315 | else |
268 | else |
316 | { |
269 | { |
317 | op = insert_ob_in_ob (op, creator); |
270 | op = creator->insert (op); |
|
|
271 | |
318 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
272 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
319 | monster_check_apply (creator, op); |
273 | monster_check_apply (creator, op); |
320 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
|
|
321 | esrv_send_item (tmp, op); |
|
|
322 | } |
274 | } |
323 | } |
275 | } |
324 | |
276 | |
325 | /* if there are change_xxx commands in the treasure, we include the changes |
277 | /* if there are change_xxx commands in the treasure, we include the changes |
326 | * in the generated object |
278 | * in the generated object |
327 | */ |
279 | */ |
328 | static void |
280 | static void |
329 | change_treasure (treasure * t, object * op) |
281 | change_treasure (treasure *t, object *op) |
330 | { |
282 | { |
331 | /* CMD: change_name xxxx */ |
283 | /* CMD: change_name xxxx */ |
332 | if (t->change_arch.name) |
284 | if (t->change_arch.name) |
333 | { |
285 | { |
334 | op->name = t->change_arch.name; |
286 | op->name = t->change_arch.name; |
… | |
… | |
340 | |
292 | |
341 | if (t->change_arch.slaying) |
293 | if (t->change_arch.slaying) |
342 | op->slaying = t->change_arch.slaying; |
294 | op->slaying = t->change_arch.slaying; |
343 | } |
295 | } |
344 | |
296 | |
345 | void |
297 | static void |
346 | create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) |
298 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
347 | { |
299 | { |
348 | object *tmp; |
|
|
349 | |
|
|
350 | |
|
|
351 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
300 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
352 | { |
301 | { |
353 | if (t->name) |
302 | if (t->name) |
354 | { |
303 | { |
355 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
304 | if (difficulty >= t->magic) |
356 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
305 | if (treasurelist *tl = treasurelist::find (t->name)) |
357 | } |
306 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
307 | else |
|
|
308 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
309 | } |
358 | else |
310 | else |
359 | { |
311 | { |
360 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
312 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
361 | { |
313 | { |
362 | tmp = arch_to_object (t->item); |
314 | object *tmp = arch_to_object (t->item); |
|
|
315 | |
363 | if (t->nrof && tmp->nrof <= 1) |
316 | if (t->nrof && tmp->nrof <= 1) |
364 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
317 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
318 | |
365 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
319 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
366 | change_treasure (t, tmp); |
320 | change_treasure (t, tmp); |
367 | put_treasure (tmp, op, flag); |
321 | put_treasure (tmp, op, flag); |
368 | } |
322 | } |
369 | } |
323 | } |
|
|
324 | |
370 | if (t->next_yes != NULL) |
325 | if (t->next_yes) |
371 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
326 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
372 | } |
327 | } |
373 | else if (t->next_no != NULL) |
328 | else if (t->next_no) |
374 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
329 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
|
|
330 | |
375 | if (t->next != NULL) |
331 | if (t->next) |
376 | create_all_treasures (t->next, op, flag, difficulty, tries); |
332 | create_all_treasures (t->next, op, flag, difficulty, tries); |
377 | } |
333 | } |
378 | |
334 | |
379 | void |
335 | static void |
380 | create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) |
336 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
381 | { |
337 | { |
382 | int value = RANDOM () % tl->total_chance; |
338 | int value = rndm (tl->total_chance); |
383 | treasure *t; |
339 | treasure *t; |
384 | |
340 | |
385 | if (tries++ > 100) |
341 | if (tries++ > 100) |
386 | { |
342 | { |
387 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
343 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
388 | return; |
344 | return; |
389 | } |
345 | } |
|
|
346 | |
390 | for (t = tl->items; t != NULL; t = t->next) |
347 | for (t = tl->items; t; t = t->next) |
391 | { |
348 | { |
392 | value -= t->chance; |
349 | value -= t->chance; |
|
|
350 | |
393 | if (value < 0) |
351 | if (value < 0) |
394 | break; |
352 | break; |
395 | } |
353 | } |
396 | |
354 | |
397 | if (!t || value >= 0) |
355 | if (!t || value >= 0) |
398 | { |
|
|
399 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
356 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
400 | abort (); |
357 | |
401 | return; |
|
|
402 | } |
|
|
403 | if (t->name) |
358 | if (t->name) |
404 | { |
359 | { |
405 | if (!strcmp (t->name, "NONE")) |
|
|
406 | return; |
|
|
407 | if (difficulty >= t->magic) |
360 | if (difficulty >= t->magic) |
408 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
361 | { |
|
|
362 | treasurelist *tl = treasurelist::find (t->name); |
|
|
363 | if (tl) |
|
|
364 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
365 | } |
409 | else if (t->nrof) |
366 | else if (t->nrof) |
410 | create_one_treasure (tl, op, flag, difficulty, tries); |
367 | create_one_treasure (tl, op, flag, difficulty, tries); |
411 | return; |
|
|
412 | } |
368 | } |
413 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
369 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
414 | { |
370 | { |
415 | object *tmp = arch_to_object (t->item); |
371 | if (object *tmp = arch_to_object (t->item)) |
416 | if (!tmp) |
372 | { |
417 | return; |
|
|
418 | if (t->nrof && tmp->nrof <= 1) |
373 | if (t->nrof && tmp->nrof <= 1) |
419 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
374 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
375 | |
420 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
376 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
421 | change_treasure (t, tmp); |
377 | change_treasure (t, tmp); |
422 | put_treasure (tmp, op, flag); |
378 | put_treasure (tmp, op, flag); |
|
|
379 | } |
423 | } |
380 | } |
|
|
381 | } |
|
|
382 | |
|
|
383 | void |
|
|
384 | object::create_treasure (treasurelist *tl, int flags) |
|
|
385 | { |
|
|
386 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
424 | } |
387 | } |
425 | |
388 | |
426 | /* This calls the appropriate treasure creation function. tries is passed |
389 | /* This calls the appropriate treasure creation function. tries is passed |
427 | * to determine how many list transitions or attempts to create treasure |
390 | * to determine how many list transitions or attempts to create treasure |
428 | * have been made. It is really in place to prevent infinite loops with |
391 | * have been made. It is really in place to prevent infinite loops with |
429 | * list transitions, or so that excessively good treasure will not be |
392 | * list transitions, or so that excessively good treasure will not be |
430 | * created on weak maps, because it will exceed the number of allowed tries |
393 | * created on weak maps, because it will exceed the number of allowed tries |
431 | * to do that. |
394 | * to do that. |
432 | */ |
395 | */ |
433 | void |
396 | void |
434 | create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) |
397 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
435 | { |
398 | { |
|
|
399 | // empty treasurelists are legal |
|
|
400 | if (!tl->items) |
|
|
401 | return; |
436 | |
402 | |
437 | if (tries++ > 100) |
403 | if (tries++ > 100) |
438 | { |
404 | { |
439 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
405 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
440 | return; |
406 | return; |
441 | } |
407 | } |
|
|
408 | |
|
|
409 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
410 | { |
|
|
411 | // do not generate items when there already is something above the object |
|
|
412 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
413 | return; |
|
|
414 | |
|
|
415 | flag |= GT_ENVIRONMENT; |
|
|
416 | } |
|
|
417 | |
442 | if (t->total_chance) |
418 | if (tl->total_chance) |
443 | create_one_treasure (t, op, flag, difficulty, tries); |
419 | create_one_treasure (tl, op, flag, difficulty, tries); |
444 | else |
420 | else |
445 | create_all_treasures (t->items, op, flag, difficulty, tries); |
421 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
446 | } |
422 | } |
447 | |
423 | |
448 | /* This is similar to the old generate treasure function. However, |
424 | /* This is similar to the old generate treasure function. However, |
449 | * it instead takes a treasurelist. It is really just a wrapper around |
425 | * it instead takes a treasurelist. It is really just a wrapper around |
450 | * create_treasure. We create a dummy object that the treasure gets |
426 | * create_treasure. We create a dummy object that the treasure gets |
451 | * inserted into, and then return that treausre |
427 | * inserted into, and then return that treausre |
452 | */ |
428 | */ |
453 | object * |
429 | object * |
454 | generate_treasure (treasurelist * t, int difficulty) |
430 | generate_treasure (treasurelist *tl, int difficulty) |
455 | { |
431 | { |
456 | object *ob = get_object (), *tmp; |
432 | difficulty = clamp (difficulty, 1, settings.max_level); |
457 | |
433 | |
|
|
434 | object *ob = object::create (); |
|
|
435 | |
458 | create_treasure (t, ob, 0, difficulty, 0); |
436 | create_treasure (tl, ob, 0, difficulty, 0); |
459 | |
437 | |
460 | /* Don't want to free the object we are about to return */ |
438 | /* Don't want to free the object we are about to return */ |
461 | tmp = ob->inv; |
439 | object *tmp = ob->inv; |
462 | if (tmp != NULL) |
440 | if (tmp) |
463 | remove_ob (tmp); |
441 | tmp->remove (); |
|
|
442 | |
464 | if (ob->inv) |
443 | if (ob->inv) |
465 | { |
|
|
466 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
444 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
467 | } |
445 | |
468 | free_object (ob); |
446 | ob->destroy (); |
469 | return tmp; |
447 | return tmp; |
470 | } |
448 | } |
471 | |
449 | |
472 | /* |
450 | /* |
473 | * This is a new way of calculating the chance for an item to have |
451 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
475 | * The array has two arguments, the difficulty of the level, and the |
453 | * The array has two arguments, the difficulty of the level, and the |
476 | * magical bonus "wanted". |
454 | * magical bonus "wanted". |
477 | */ |
455 | */ |
478 | |
456 | |
479 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
457 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
480 | /*chance of magic difficulty*/ |
458 | // chance of magic difficulty |
481 | /* +0 +1 +2 +3 +4 */ |
459 | // +0 +1 +2 +3 +4 |
482 | {95, 2, 2, 1, 0}, /*1 */ |
460 | {95, 2, 2, 1, 0}, // 1 |
483 | {92, 5, 2, 1, 0}, /*2 */ |
461 | {92, 5, 2, 1, 0}, // 2 |
484 | {85, 10, 4, 1, 0}, /*3 */ |
462 | {85, 10, 4, 1, 0}, // 3 |
485 | {80, 14, 4, 2, 0}, /*4 */ |
463 | {80, 14, 4, 2, 0}, // 4 |
486 | {75, 17, 5, 2, 1}, /*5 */ |
464 | {75, 17, 5, 2, 1}, // 5 |
487 | {70, 18, 8, 3, 1}, /*6 */ |
465 | {70, 18, 8, 3, 1}, // 6 |
488 | {65, 21, 10, 3, 1}, /*7 */ |
466 | {65, 21, 10, 3, 1}, // 7 |
489 | {60, 22, 12, 4, 2}, /*8 */ |
467 | {60, 22, 12, 4, 2}, // 8 |
490 | {55, 25, 14, 4, 2}, /*9 */ |
468 | {55, 25, 14, 4, 2}, // 9 |
491 | {50, 27, 16, 5, 2}, /*10 */ |
469 | {50, 27, 16, 5, 2}, // 10 |
492 | {45, 28, 18, 6, 3}, /*11 */ |
470 | {45, 28, 18, 6, 3}, // 11 |
493 | {42, 28, 20, 7, 3}, /*12 */ |
471 | {42, 28, 20, 7, 3}, // 12 |
494 | {40, 27, 21, 8, 4}, /*13 */ |
472 | {40, 27, 21, 8, 4}, // 13 |
495 | {38, 25, 22, 10, 5}, /*14 */ |
473 | {38, 25, 22, 10, 5}, // 14 |
496 | {36, 23, 23, 12, 6}, /*15 */ |
474 | {36, 23, 23, 12, 6}, // 15 |
497 | {33, 21, 24, 14, 8}, /*16 */ |
475 | {33, 21, 24, 14, 8}, // 16 |
498 | {31, 19, 25, 16, 9}, /*17 */ |
476 | {31, 19, 25, 16, 9}, // 17 |
499 | {27, 15, 30, 18, 10}, /*18 */ |
477 | {27, 15, 30, 18, 10}, // 18 |
500 | {20, 12, 30, 25, 13}, /*19 */ |
478 | {20, 12, 30, 25, 13}, // 19 |
501 | {15, 10, 28, 30, 17}, /*20 */ |
479 | {15, 10, 28, 30, 17}, // 20 |
502 | {13, 9, 27, 28, 23}, /*21 */ |
480 | {13, 9, 27, 28, 23}, // 21 |
503 | {10, 8, 25, 28, 29}, /*22 */ |
481 | {10, 8, 25, 28, 29}, // 22 |
504 | {8, 7, 23, 26, 36}, /*23 */ |
482 | { 8, 7, 23, 26, 36}, // 23 |
505 | {6, 6, 20, 22, 46}, /*24 */ |
483 | { 6, 6, 20, 22, 46}, // 24 |
506 | {4, 5, 17, 18, 56}, /*25 */ |
484 | { 4, 5, 17, 18, 56}, // 25 |
507 | {2, 4, 12, 14, 68}, /*26 */ |
485 | { 2, 4, 12, 14, 68}, // 26 |
508 | {0, 3, 7, 10, 80}, /*27 */ |
486 | { 0, 3, 7, 10, 80}, // 27 |
509 | {0, 0, 3, 7, 90}, /*28 */ |
487 | { 0, 0, 3, 7, 90}, // 28 |
510 | {0, 0, 0, 3, 97}, /*29 */ |
488 | { 0, 0, 0, 3, 97}, // 29 |
511 | {0, 0, 0, 0, 100}, /*30 */ |
489 | { 0, 0, 0, 0, 100}, // 30 |
512 | {0, 0, 0, 0, 100}, /*31 */ |
490 | { 0, 0, 0, 0, 100}, // 31 |
513 | }; |
491 | }; |
514 | |
|
|
515 | |
492 | |
516 | /* calculate the appropriate level for wands staves and scrolls. |
493 | /* calculate the appropriate level for wands staves and scrolls. |
517 | * This code presumes that op has had its spell object created (in op->inv) |
494 | * This code presumes that op has had its spell object created (in op->inv) |
518 | * |
495 | * |
519 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
496 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
520 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
497 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
521 | */ |
498 | */ |
522 | |
|
|
523 | int |
499 | int |
524 | level_for_item (const object * op, int difficulty) |
500 | level_for_item (const object *op, int difficulty) |
525 | { |
501 | { |
526 | int mult = 0, olevel = 0; |
|
|
527 | |
|
|
528 | if (!op->inv) |
502 | if (!op->inv) |
529 | { |
503 | { |
530 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
504 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
531 | return 0; |
505 | return 0; |
532 | } |
506 | } |
533 | |
507 | |
534 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
508 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
535 | |
509 | |
536 | if (olevel <= 0) |
510 | if (olevel <= 0) |
537 | olevel = rndm (1, MIN (op->inv->level, 1)); |
511 | olevel = rndm (1, op->inv->level); |
538 | |
512 | |
539 | if (olevel > MAXLEVEL) |
513 | return min (olevel, MAXLEVEL); |
540 | olevel = MAXLEVEL; |
|
|
541 | |
|
|
542 | return olevel; |
|
|
543 | } |
514 | } |
544 | |
515 | |
545 | /* |
516 | /* |
546 | * Based upon the specified difficulty and upon the difftomagic_list array, |
517 | * Based upon the specified difficulty and upon the difftomagic_list array, |
547 | * a random magical bonus is returned. This is used when determine |
518 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
550 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
521 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
551 | * Scaling difficulty by max_level, as difficulty is a level and not some |
522 | * Scaling difficulty by max_level, as difficulty is a level and not some |
552 | * weird integer between 1-31. |
523 | * weird integer between 1-31. |
553 | * |
524 | * |
554 | */ |
525 | */ |
555 | |
|
|
556 | int |
526 | int |
557 | magic_from_difficulty (int difficulty) |
527 | magic_from_difficulty (int difficulty) |
558 | { |
528 | { |
559 | int percent = 0, magic = 0; |
529 | int percent = 0, magic = 0; |
560 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
530 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
… | |
… | |
565 | scaled_diff = 0; |
535 | scaled_diff = 0; |
566 | |
536 | |
567 | if (scaled_diff >= DIFFLEVELS) |
537 | if (scaled_diff >= DIFFLEVELS) |
568 | scaled_diff = DIFFLEVELS - 1; |
538 | scaled_diff = DIFFLEVELS - 1; |
569 | |
539 | |
570 | percent = RANDOM () % 100; |
540 | percent = rndm (100); |
571 | |
541 | |
572 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
542 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
573 | { |
543 | { |
574 | percent -= difftomagic_list[scaled_diff][magic]; |
544 | percent -= difftomagic_list[scaled_diff][magic]; |
575 | |
545 | |
576 | if (percent < 0) |
546 | if (percent < 0) |
577 | break; |
547 | break; |
578 | } |
548 | } |
579 | |
549 | |
580 | if (magic == (MAXMAGIC + 1)) |
550 | if (magic == (MAXMAGIC + 1)) |
581 | { |
551 | { |
582 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
552 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
583 | magic = 0; |
553 | magic = 0; |
584 | } |
554 | } |
585 | |
555 | |
586 | magic = (RANDOM () % 3) ? magic : -magic; |
556 | magic = (rndm (3)) ? magic : -magic; |
587 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
557 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
588 | |
558 | |
589 | return magic; |
559 | return magic; |
590 | } |
560 | } |
591 | |
561 | |
… | |
… | |
595 | * This function doesn't work properly, should add use of archetypes |
565 | * This function doesn't work properly, should add use of archetypes |
596 | * to make it truly absolute. |
566 | * to make it truly absolute. |
597 | */ |
567 | */ |
598 | |
568 | |
599 | void |
569 | void |
600 | set_abs_magic (object * op, int magic) |
570 | set_abs_magic (object *op, int magic) |
601 | { |
571 | { |
602 | if (!magic) |
572 | if (!magic) |
603 | return; |
573 | return; |
604 | |
574 | |
605 | op->magic = magic; |
575 | op->magic = magic; |
606 | if (op->arch) |
576 | if (op->arch) |
607 | { |
577 | { |
608 | if (op->type == ARMOUR) |
578 | if (op->type == ARMOUR) |
609 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
610 | |
580 | |
611 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
612 | magic = (-magic); |
582 | magic = (-magic); |
|
|
583 | |
613 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
584 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
614 | } |
585 | } |
615 | else |
586 | else |
616 | { |
587 | { |
617 | if (op->type == ARMOUR) |
588 | if (op->type == ARMOUR) |
618 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
589 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
590 | |
619 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
591 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
620 | magic = (-magic); |
592 | magic = (-magic); |
|
|
593 | |
621 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
594 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
622 | } |
595 | } |
623 | } |
596 | } |
624 | |
597 | |
625 | /* |
598 | /* |
626 | * Sets a random magical bonus in the given object based upon |
599 | * Sets a random magical bonus in the given object based upon |
627 | * the given difficulty, and the given max possible bonus. |
600 | * the given difficulty, and the given max possible bonus. |
628 | */ |
601 | */ |
629 | |
602 | |
630 | static void |
603 | static void |
631 | set_magic (int difficulty, object * op, int max_magic, int flags) |
604 | set_magic (int difficulty, object *op, int max_magic, int flags) |
632 | { |
605 | { |
633 | int i; |
606 | int i; |
|
|
607 | |
634 | i = magic_from_difficulty (difficulty); |
608 | i = magic_from_difficulty (difficulty); |
635 | if ((flags & GT_ONLY_GOOD) && i < 0) |
609 | if ((flags & GT_ONLY_GOOD) && i < 0) |
636 | i = -i; |
610 | i = -i; |
637 | if (i > max_magic) |
611 | if (i > max_magic) |
638 | i = max_magic; |
612 | i = max_magic; |
… | |
… | |
647 | * 1) Since rings can have multiple bonuses, if the same bonus |
621 | * 1) Since rings can have multiple bonuses, if the same bonus |
648 | * is rolled again, increase it - the bonuses now stack with |
622 | * is rolled again, increase it - the bonuses now stack with |
649 | * other bonuses previously rolled and ones the item might natively have. |
623 | * other bonuses previously rolled and ones the item might natively have. |
650 | * 2) Add code to deal with new PR method. |
624 | * 2) Add code to deal with new PR method. |
651 | */ |
625 | */ |
652 | |
|
|
653 | void |
626 | void |
654 | set_ring_bonus (object * op, int bonus) |
627 | set_ring_bonus (object *op, int bonus) |
655 | { |
628 | { |
656 | |
629 | |
657 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
630 | int r = rndm (bonus > 0 ? 25 : 11); |
658 | |
631 | |
659 | if (op->type == AMULET) |
632 | if (op->type == AMULET) |
660 | { |
633 | { |
661 | if (!(RANDOM () % 21)) |
634 | if (!(rndm (21))) |
662 | r = 20 + RANDOM () % 2; |
635 | r = 20 + rndm (2); |
663 | else |
636 | else |
664 | { |
637 | { |
665 | if (RANDOM () & 2) |
638 | if (rndm (2)) |
666 | r = 10; |
639 | r = 10; |
667 | else |
640 | else |
668 | r = 11 + RANDOM () % 9; |
641 | r = 11 + rndm (9); |
669 | } |
642 | } |
670 | } |
643 | } |
671 | |
644 | |
672 | switch (r) |
645 | switch (r) |
673 | { |
646 | { |
674 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
647 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
675 | * bonuses and penalties will stack and add to existing values. |
648 | * bonuses and penalties will stack and add to existing values. |
676 | * of the item. |
649 | * of the item. |
677 | */ |
650 | */ |
678 | case 0: |
651 | case 0: |
679 | case 1: |
652 | case 1: |
680 | case 2: |
653 | case 2: |
681 | case 3: |
654 | case 3: |
682 | case 4: |
655 | case 4: |
683 | case 5: |
656 | case 5: |
684 | case 6: |
657 | case 6: |
685 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
658 | op->stats.stat (r) += bonus; |
686 | break; |
659 | break; |
687 | |
660 | |
688 | case 7: |
661 | case 7: |
689 | op->stats.dam += bonus; |
662 | op->stats.dam += bonus; |
690 | break; |
663 | break; |
691 | |
664 | |
692 | case 8: |
665 | case 8: |
693 | op->stats.wc += bonus; |
666 | op->stats.wc += bonus; |
694 | break; |
667 | break; |
695 | |
668 | |
696 | case 9: |
669 | case 9: |
697 | op->stats.food += bonus; /* hunger/sustenance */ |
670 | op->stats.food += bonus; /* hunger/sustenance */ |
698 | break; |
671 | break; |
699 | |
672 | |
700 | case 10: |
673 | case 10: |
701 | op->stats.ac += bonus; |
674 | op->stats.ac += bonus; |
702 | break; |
675 | break; |
703 | |
676 | |
704 | /* Item that gives protections/vulnerabilities */ |
677 | /* Item that gives protections/vulnerabilities */ |
705 | case 11: |
678 | case 11: |
706 | case 12: |
679 | case 12: |
707 | case 13: |
680 | case 13: |
708 | case 14: |
681 | case 14: |
709 | case 15: |
682 | case 15: |
710 | case 16: |
683 | case 16: |
711 | case 17: |
684 | case 17: |
712 | case 18: |
685 | case 18: |
713 | case 19: |
686 | case 19: |
714 | { |
687 | { |
715 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
688 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
716 | |
689 | |
717 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
690 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
718 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
691 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
719 | |
692 | |
720 | /* Cursed items need to have higher negative values to equal out with |
693 | /* Cursed items need to have higher negative values to equal out with |
721 | * positive values for how protections work out. Put another |
694 | * positive values for how protections work out. Put another |
722 | * little random element in since that they don't always end up with |
695 | * little random element in since that they don't always end up with |
723 | * even values. |
696 | * even values. |
724 | */ |
697 | */ |
725 | if (bonus < 0) |
698 | if (bonus < 0) |
726 | val = 2 * -val - RANDOM () % b; |
699 | val = 2 * -val - rndm (b); |
727 | if (val > 35) |
700 | if (val > 35) |
728 | val = 35; /* Upper limit */ |
701 | val = 35; /* Upper limit */ |
729 | b = 0; |
702 | b = 0; |
|
|
703 | |
730 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
704 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
731 | { |
705 | resist = rndm (num_resist_table); |
732 | resist = RANDOM () % num_resist_table; |
706 | |
733 | } |
707 | if (b == 4) |
734 | if (b == 4) |
|
|
735 | return; /* Not able to find a free resistance */ |
708 | return; /* Not able to find a free resistance */ |
|
|
709 | |
736 | op->resist[resist_table[resist]] = val; |
710 | op->resist[resist_table[resist]] = val; |
737 | /* We should probably do something more clever here to adjust value |
711 | /* We should probably do something more clever here to adjust value |
738 | * based on how good a resistance we gave. |
712 | * based on how good a resistance we gave. |
739 | */ |
713 | */ |
740 | break; |
714 | break; |
741 | } |
715 | } |
742 | case 20: |
716 | case 20: |
743 | if (op->type == AMULET) |
717 | if (op->type == AMULET) |
744 | { |
718 | { |
745 | SET_FLAG (op, FLAG_REFL_SPELL); |
719 | SET_FLAG (op, FLAG_REFL_SPELL); |
746 | op->value *= 11; |
720 | op->value *= 11; |
747 | } |
721 | } |
748 | else |
722 | else |
749 | { |
723 | { |
750 | op->stats.hp = 1; /* regenerate hit points */ |
724 | op->stats.hp = 1; /* regenerate hit points */ |
751 | op->value *= 4; |
725 | op->value *= 4; |
752 | } |
726 | } |
753 | break; |
727 | break; |
754 | |
728 | |
755 | case 21: |
729 | case 21: |
756 | if (op->type == AMULET) |
730 | if (op->type == AMULET) |
757 | { |
731 | { |
758 | SET_FLAG (op, FLAG_REFL_MISSILE); |
732 | SET_FLAG (op, FLAG_REFL_MISSILE); |
759 | op->value *= 9; |
733 | op->value *= 9; |
760 | } |
734 | } |
761 | else |
735 | else |
762 | { |
736 | { |
763 | op->stats.sp = 1; /* regenerate spell points */ |
737 | op->stats.sp = 1; /* regenerate spell points */ |
764 | op->value *= 3; |
738 | op->value *= 3; |
765 | } |
739 | } |
766 | break; |
740 | break; |
767 | |
741 | |
768 | case 22: |
742 | case 22: |
769 | op->stats.exp += bonus; /* Speed! */ |
743 | op->stats.exp += bonus; /* Speed! */ |
770 | op->value = (op->value * 2) / 3; |
744 | op->value = (op->value * 2) / 3; |
771 | break; |
745 | break; |
772 | } |
746 | } |
|
|
747 | |
773 | if (bonus > 0) |
748 | if (bonus > 0) |
774 | op->value *= 2 * bonus; |
749 | op->value *= 2 * bonus; |
775 | else |
750 | else |
776 | op->value = -(op->value * 2 * bonus) / 3; |
751 | op->value = -(op->value * 2 * bonus) / 3; |
777 | } |
752 | } |
… | |
… | |
782 | * higher is the chance of returning a low number. |
757 | * higher is the chance of returning a low number. |
783 | * It is only used in fix_generated_treasure() to set bonuses on |
758 | * It is only used in fix_generated_treasure() to set bonuses on |
784 | * rings and amulets. |
759 | * rings and amulets. |
785 | * Another scheme is used to calculate the magic of weapons and armours. |
760 | * Another scheme is used to calculate the magic of weapons and armours. |
786 | */ |
761 | */ |
787 | |
|
|
788 | int |
762 | int |
789 | get_magic (int diff) |
763 | get_magic (int diff) |
790 | { |
764 | { |
791 | int i; |
765 | int i; |
|
|
766 | |
792 | if (diff < 3) |
767 | if (diff < 3) |
793 | diff = 3; |
768 | diff = 3; |
|
|
769 | |
794 | for (i = 0; i < 4; i++) |
770 | for (i = 0; i < 4; i++) |
795 | if (RANDOM () % diff) |
771 | if (rndm (diff)) |
796 | return i; |
772 | return i; |
|
|
773 | |
797 | return 4; |
774 | return 4; |
798 | } |
775 | } |
799 | |
776 | |
800 | #define DICE2 (get_magic(2)==2?2:1) |
777 | #define DICE2 (get_magic(2)==2?2:1) |
801 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
778 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
802 | |
779 | |
803 | /* |
780 | /* |
804 | * fix_generated_item(): This is called after an item is generated, in |
781 | * fix_generated_item(): This is called after an item is generated, in |
805 | * order to set it up right. This produced magical bonuses, puts spells |
782 | * order to set it up right. This produced magical bonuses, puts spells |
806 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
783 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
807 | */ |
784 | */ |
|
|
785 | |
808 | /* 4/28/96 added creator object from which op may now inherit properties based on |
786 | /* 4/28/96 added creator object from which op may now inherit properties based on |
809 | * op->type. Right now, which stuff the creator passes on is object type |
787 | * op->type. Right now, which stuff the creator passes on is object type |
810 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
788 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
811 | * way to do this? b.t. */ |
789 | * way to do this? b.t. */ |
|
|
790 | |
812 | /* |
791 | /* |
813 | * ! (flags & GT_ENVIRONMENT): |
792 | * ! (flags & GT_ENVIRONMENT): |
814 | * Automatically calls fix_flesh_item(). |
793 | * Automatically calls fix_flesh_item(). |
815 | * |
794 | * |
816 | * flags: |
795 | * flags: |
… | |
… | |
818 | * value. |
797 | * value. |
819 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
798 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
820 | * a working object - don't change magic, value, etc, but set it material |
799 | * a working object - don't change magic, value, etc, but set it material |
821 | * type as appropriate, for objects that need spell objects, set those, etc |
800 | * type as appropriate, for objects that need spell objects, set those, etc |
822 | */ |
801 | */ |
823 | |
|
|
824 | void |
802 | void |
825 | fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) |
803 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
826 | { |
804 | { |
827 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
805 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
828 | |
806 | |
829 | if (!creator || creator->type == op->type) |
807 | if (!creator || creator->type == op->type) |
830 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
808 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
831 | |
809 | |
832 | /* If we make an artifact, this information will be destroyed */ |
810 | /* If we make an artifact, this information will be destroyed */ |
833 | save_item_power = op->item_power; |
811 | save_item_power = op->item_power; |
834 | op->item_power = 0; |
812 | op->item_power = 0; |
835 | |
813 | |
836 | if (op->randomitems && op->type != SPELL) |
814 | if (op->randomitems && op->type != SPELL) |
837 | { |
815 | { |
838 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
816 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
839 | if (!op->inv) |
|
|
840 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
841 | |
|
|
842 | /* So the treasure doesn't get created again */ |
817 | /* So the treasure doesn't get created again */ |
843 | op->randomitems = NULL; |
818 | op->randomitems = 0; |
844 | } |
819 | } |
845 | |
820 | |
846 | if (difficulty < 1) |
821 | if (difficulty < 1) |
847 | difficulty = 1; |
822 | difficulty = 1; |
848 | |
823 | |
|
|
824 | if (INVOKE_OBJECT (ADD_BONUS, op, |
|
|
825 | ARG_OBJECT (creator != op ? creator : 0), |
|
|
826 | ARG_INT (difficulty), ARG_INT (max_magic), |
|
|
827 | ARG_INT (flags))) |
|
|
828 | return; |
|
|
829 | |
849 | if (!(flags & GT_MINIMAL)) |
830 | if (!(flags & GT_MINIMAL)) |
850 | { |
831 | { |
851 | if (op->arch == crown_arch) |
832 | if (IS_ARCH (op->arch, crown)) |
852 | { |
833 | { |
853 | set_magic (difficulty, op, max_magic, flags); |
834 | set_magic (difficulty, op, max_magic, flags); |
854 | num_enchantments = calc_item_power (op, 1); |
835 | num_enchantments = calc_item_power (op, 1); |
855 | generate_artifact (op, difficulty); |
836 | generate_artifact (op, difficulty); |
856 | } |
837 | } |
857 | else |
838 | else |
858 | { |
839 | { |
859 | if (!op->magic && max_magic) |
840 | if (!op->magic && max_magic) |
860 | set_magic (difficulty, op, max_magic, flags); |
841 | set_magic (difficulty, op, max_magic, flags); |
861 | |
842 | |
862 | num_enchantments = calc_item_power (op, 1); |
843 | num_enchantments = calc_item_power (op, 1); |
863 | |
844 | |
864 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
845 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
865 | * used for shop_floors or treasures */ |
846 | || op->type == HORN |
|
|
847 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
866 | generate_artifact (op, difficulty); |
848 | generate_artifact (op, difficulty); |
867 | } |
849 | } |
868 | |
850 | |
869 | /* Object was made an artifact. Calculate its item_power rating. |
851 | /* Object was made an artifact. Calculate its item_power rating. |
870 | * the item_power in the object is what the artfiact adds. |
852 | * the item_power in the object is what the artfiact adds. |
871 | */ |
853 | */ |
872 | if (op->title) |
854 | if (op->title) |
873 | { |
855 | { |
874 | /* if save_item_power is set, then most likely we started with an |
856 | /* if save_item_power is set, then most likely we started with an |
875 | * artifact and have added new abilities to it - this is rare, but |
857 | * artifact and have added new abilities to it - this is rare, but |
876 | * but I have seen things like 'strange rings of fire'. So just figure |
858 | * but I have seen things like 'strange rings of fire'. So just figure |
877 | * out the power from the base power plus what this one adds. Note |
859 | * out the power from the base power plus what this one adds. Note |
878 | * that since item_power is not quite linear, this actually ends up |
860 | * that since item_power is not quite linear, this actually ends up |
879 | * being somewhat of a bonus |
861 | * being somewhat of a bonus |
880 | */ |
862 | */ |
881 | if (save_item_power) |
863 | if (save_item_power) |
882 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
864 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
883 | else |
865 | else |
884 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
866 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
885 | } |
867 | } |
886 | else if (save_item_power) |
868 | else if (save_item_power) |
887 | { |
869 | { |
888 | /* restore the item_power field to the object if we haven't changed it. |
870 | /* restore the item_power field to the object if we haven't changed it. |
889 | * we don't care about num_enchantments - that will basically just |
871 | * we don't care about num_enchantments - that will basically just |
890 | * have calculated some value from the base attributes of the archetype. |
872 | * have calculated some value from the base attributes of the archetype. |
891 | */ |
873 | */ |
892 | op->item_power = save_item_power; |
874 | op->item_power = save_item_power; |
893 | } |
875 | } |
894 | else |
876 | else |
895 | { |
877 | { |
896 | /* item_power was zero. This is suspicious, as it may be because it |
878 | /* item_power was zero. This is suspicious, as it may be because it |
897 | * was never previously calculated. Let's compute a value and see if |
879 | * was never previously calculated. Let's compute a value and see if |
898 | * it is non-zero. If it indeed is, then assign it as the new |
880 | * it is non-zero. If it indeed is, then assign it as the new |
899 | * item_power value. |
881 | * item_power value. |
900 | * - gros, 21th of July 2006. |
882 | * - gros, 21th of July 2006. |
901 | */ |
883 | */ |
902 | op->item_power = calc_item_power (op, 0); |
884 | op->item_power = calc_item_power (op, 0); |
903 | save_item_power = op->item_power; /* Just in case it would get used |
885 | save_item_power = op->item_power; /* Just in case it would get used |
904 | * again below */ |
886 | * again below */ |
905 | } |
887 | } |
906 | } |
888 | } |
907 | |
889 | |
908 | /* materialtype modifications. Note we allow this on artifacts. */ |
890 | /* materialtype modifications. Note we allow this on artifacts. */ |
909 | set_materialname (op, difficulty, NULL); |
891 | set_materialname (op, difficulty, NULL); |
910 | |
892 | |
911 | if (flags & GT_MINIMAL) |
893 | if (flags & GT_MINIMAL) |
912 | { |
894 | { |
913 | if (op->type == POTION) |
895 | if (op->type == POTION) |
914 | /* Handle healing and magic power potions */ |
896 | /* Handle healing and magic power potions */ |
915 | if (op->stats.sp && !op->randomitems) |
897 | if (op->stats.sp && !op->randomitems) |
916 | { |
898 | { |
917 | object *tmp; |
|
|
918 | |
|
|
919 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
899 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
920 | insert_ob_in_ob (tmp, op); |
900 | insert_ob_in_ob (tmp, op); |
921 | op->stats.sp = 0; |
901 | op->stats.sp = 0; |
922 | } |
902 | } |
923 | } |
903 | } |
924 | else if (!op->title) /* Only modify object if not special */ |
904 | else if (!op->title) /* Only modify object if not special */ |
925 | switch (op->type) |
905 | switch (op->type) |
926 | { |
906 | { |
927 | case WEAPON: |
907 | case WEAPON: |
928 | case ARMOUR: |
908 | case ARMOUR: |
929 | case SHIELD: |
909 | case SHIELD: |
930 | case HELMET: |
910 | case HELMET: |
931 | case CLOAK: |
911 | case CLOAK: |
932 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
912 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
933 | set_ring_bonus (op, -DICE2); |
913 | set_ring_bonus (op, -DICE2); |
934 | break; |
914 | break; |
935 | |
915 | |
936 | case BRACERS: |
916 | case BRACERS: |
937 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
917 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
938 | { |
918 | { |
|
|
919 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
920 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
921 | op->value *= 3; |
|
|
922 | } |
|
|
923 | break; |
|
|
924 | |
|
|
925 | case POTION: |
|
|
926 | { |
|
|
927 | int too_many_tries = 0, is_special = 0; |
|
|
928 | |
|
|
929 | /* Handle healing and magic power potions */ |
|
|
930 | if (op->stats.sp && !op->randomitems) |
|
|
931 | { |
|
|
932 | object *tmp; |
|
|
933 | |
|
|
934 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
935 | insert_ob_in_ob (tmp, op); |
|
|
936 | op->stats.sp = 0; |
|
|
937 | } |
|
|
938 | |
|
|
939 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
940 | { |
|
|
941 | generate_artifact (op, difficulty); |
|
|
942 | if (too_many_tries++ > 10) |
|
|
943 | break; |
|
|
944 | } |
|
|
945 | |
|
|
946 | /* don't want to change value for healing/magic power potions, |
|
|
947 | * since the value set on those is already correct. |
|
|
948 | */ |
|
|
949 | if (op->inv && op->randomitems) |
|
|
950 | { |
|
|
951 | /* value multiplier is same as for scrolls */ |
|
|
952 | op->value = (op->value * op->inv->value); |
|
|
953 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
|
|
954 | } |
|
|
955 | else |
|
|
956 | { |
|
|
957 | op->name = "potion"; |
|
|
958 | op->name_pl = "potions"; |
|
|
959 | } |
|
|
960 | |
|
|
961 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
|
|
962 | SET_FLAG (op, FLAG_CURSED); |
|
|
963 | break; |
|
|
964 | } |
|
|
965 | |
|
|
966 | case AMULET: |
|
|
967 | if (IS_ARCH (op->arch, amulet)) |
|
|
968 | op->value *= 5; /* Since it's not just decoration */ |
|
|
969 | |
|
|
970 | case RING: |
|
|
971 | if (!op->arch) // wtf? schmorp |
|
|
972 | { |
|
|
973 | op->destroy (); |
|
|
974 | op = 0; |
|
|
975 | break; |
|
|
976 | } |
|
|
977 | |
|
|
978 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
|
|
979 | break; |
|
|
980 | |
|
|
981 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
|
|
982 | SET_FLAG (op, FLAG_CURSED); |
|
|
983 | |
939 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
984 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
940 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
941 | op->value *= 3; |
|
|
942 | } |
|
|
943 | break; |
|
|
944 | |
985 | |
945 | case POTION: |
|
|
946 | { |
|
|
947 | int too_many_tries = 0, is_special = 0; |
|
|
948 | |
|
|
949 | /* Handle healing and magic power potions */ |
|
|
950 | if (op->stats.sp && !op->randomitems) |
|
|
951 | { |
|
|
952 | object *tmp; |
|
|
953 | |
|
|
954 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
955 | insert_ob_in_ob (tmp, op); |
|
|
956 | op->stats.sp = 0; |
|
|
957 | } |
|
|
958 | |
|
|
959 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
960 | { |
|
|
961 | generate_artifact (op, difficulty); |
|
|
962 | if (too_many_tries++ > 10) |
|
|
963 | break; |
|
|
964 | } |
|
|
965 | |
|
|
966 | /* don't want to change value for healing/magic power potions, |
|
|
967 | * since the value set on those is already correct. |
|
|
968 | */ |
|
|
969 | if (op->inv && op->randomitems) |
|
|
970 | { |
|
|
971 | /* value multiplier is same as for scrolls */ |
|
|
972 | op->value = (op->value * op->inv->value); |
|
|
973 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
|
|
974 | } |
|
|
975 | else |
|
|
976 | { |
|
|
977 | op->name = "potion"; |
|
|
978 | op->name_pl = "potions"; |
|
|
979 | } |
|
|
980 | |
|
|
981 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
982 | SET_FLAG (op, FLAG_CURSED); |
|
|
983 | break; |
|
|
984 | } |
|
|
985 | |
|
|
986 | case AMULET: |
|
|
987 | if (op->arch == amulet_arch) |
|
|
988 | op->value *= 5; /* Since it's not just decoration */ |
|
|
989 | |
|
|
990 | case RING: |
|
|
991 | if (op->arch == NULL) |
|
|
992 | { |
|
|
993 | remove_ob (op); |
|
|
994 | free_object (op); |
|
|
995 | op = NULL; |
|
|
996 | break; |
|
|
997 | } |
|
|
998 | |
|
|
999 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
1000 | break; |
|
|
1001 | |
|
|
1002 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
1003 | SET_FLAG (op, FLAG_CURSED); |
|
|
1004 | |
|
|
1005 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
1006 | |
|
|
1007 | if (op->type != RING) /* Amulets have only one ability */ |
986 | if (op->type != RING) /* Amulets have only one ability */ |
1008 | break; |
987 | break; |
1009 | |
988 | |
1010 | if (!(RANDOM () % 4)) |
989 | if (!(rndm (4))) |
1011 | { |
990 | { |
1012 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
991 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1013 | |
992 | |
1014 | if (d > 0) |
993 | if (d > 0) |
1015 | op->value *= 3; |
994 | op->value *= 3; |
1016 | |
995 | |
1017 | set_ring_bonus (op, d); |
996 | set_ring_bonus (op, d); |
1018 | |
997 | |
1019 | if (!(RANDOM () % 4)) |
998 | if (!(rndm (4))) |
1020 | { |
999 | { |
1021 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1000 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1022 | if (d > 0) |
|
|
1023 | op->value *= 5; |
|
|
1024 | set_ring_bonus (op, d); |
|
|
1025 | } |
|
|
1026 | } |
|
|
1027 | |
1001 | |
|
|
1002 | if (d > 0) |
|
|
1003 | op->value *= 5; |
|
|
1004 | set_ring_bonus (op, d); |
|
|
1005 | } |
|
|
1006 | } |
|
|
1007 | |
1028 | if (GET_ANIM_ID (op)) |
1008 | if (GET_ANIM_ID (op)) |
1029 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1009 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1030 | |
1010 | |
1031 | break; |
1011 | break; |
1032 | |
1012 | |
1033 | case BOOK: |
1013 | case BOOK: |
1034 | /* Is it an empty book?, if yes lets make a special· |
1014 | /* Is it an empty book?, if yes lets make a special· |
1035 | * msg for it, and tailor its properties based on the· |
1015 | * msg for it, and tailor its properties based on the· |
1036 | * creator and/or map level we found it on. |
1016 | * creator and/or map level we found it on. |
1037 | */ |
1017 | */ |
1038 | if (!op->msg && RANDOM () % 10) |
1018 | if (!op->msg && rndm (10)) |
1039 | { |
1019 | { |
1040 | /* set the book level properly */ |
1020 | /* set the book level properly */ |
1041 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1021 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1042 | { |
1022 | { |
1043 | if (op->map && op->map->difficulty) |
1023 | if (op->map && op->map->difficulty) |
1044 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1024 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1045 | else |
1025 | else |
1046 | op->level = RANDOM () % 20 + 1; |
1026 | op->level = rndm (20) + 1; |
1047 | } |
1027 | } |
1048 | else |
1028 | else |
1049 | op->level = RANDOM () % creator->level; |
1029 | op->level = rndm (creator->level); |
1050 | |
1030 | |
1051 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1031 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1052 | /* books w/ info are worth more! */ |
1032 | /* books w/ info are worth more! */ |
1053 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1033 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1054 | /* creator related stuff */ |
1034 | /* creator related stuff */ |
1055 | |
1035 | |
1056 | /* for library, chained books. Note that some monsters have no_pick |
1036 | /* for library, chained books. Note that some monsters have no_pick |
1057 | * set - we don't want to set no pick in that case. |
1037 | * set - we don't want to set no pick in that case. |
1058 | */ |
1038 | */ |
1059 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1039 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1060 | SET_FLAG (op, FLAG_NO_PICK); |
1040 | SET_FLAG (op, FLAG_NO_PICK); |
1061 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1041 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1062 | op->slaying = creator->slaying; |
1042 | op->slaying = creator->slaying; |
1063 | |
1043 | |
1064 | /* add exp so reading it gives xp (once) */ |
1044 | /* add exp so reading it gives xp (once) */ |
1065 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1045 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1066 | } |
1046 | } |
1067 | break; |
1047 | break; |
1068 | |
1048 | |
1069 | case SPELLBOOK: |
1049 | case SPELLBOOK: |
1070 | op->value = op->value * op->inv->value; |
1050 | op->value = op->value * op->inv->value; |
1071 | /* add exp so learning gives xp */ |
1051 | /* add exp so learning gives xp */ |
1072 | op->level = op->inv->level; |
1052 | op->level = op->inv->level; |
1073 | op->stats.exp = op->value; |
1053 | op->stats.exp = op->value; |
1074 | break; |
1054 | break; |
1075 | |
1055 | |
1076 | case WAND: |
1056 | case WAND: |
1077 | /* nrof in the treasure list is number of charges, |
1057 | /* nrof in the treasure list is number of charges, |
1078 | * not number of wands. So copy that into food (charges), |
1058 | * not number of wands. So copy that into food (charges), |
1079 | * and reset nrof. |
1059 | * and reset nrof. |
1080 | */ |
1060 | */ |
1081 | op->stats.food = op->inv->nrof; |
1061 | op->stats.food = op->inv->nrof; |
1082 | op->nrof = 1; |
1062 | op->nrof = 1; |
1083 | /* If the spell changes by level, choose a random level |
1063 | /* If the spell changes by level, choose a random level |
1084 | * for it, and adjust price. If the spell doesn't |
1064 | * for it, and adjust price. If the spell doesn't |
1085 | * change by level, just set the wand to the level of |
1065 | * change by level, just set the wand to the level of |
1086 | * the spell, and value calculation is simpler. |
1066 | * the spell, and value calculation is simpler. |
1087 | */ |
1067 | */ |
1088 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1068 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1089 | { |
1069 | { |
|
|
1070 | op->level = level_for_item (op, difficulty); |
|
|
1071 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1072 | } |
|
|
1073 | else |
|
|
1074 | { |
|
|
1075 | op->level = op->inv->level; |
|
|
1076 | op->value = op->value * op->inv->value; |
|
|
1077 | } |
|
|
1078 | break; |
|
|
1079 | |
|
|
1080 | case ROD: |
1090 | op->level = level_for_item (op, difficulty); |
1081 | op->level = level_for_item (op, difficulty); |
|
|
1082 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1083 | * reasonable. Otherwise, a high level version of a low level |
|
|
1084 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1085 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1086 | */ |
1091 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1087 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1092 | } |
1088 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1093 | else |
1089 | if (op->stats.maxhp) |
1094 | { |
1090 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1095 | op->level = op->inv->level; |
1091 | else |
1096 | op->value = op->value * op->inv->value; |
1092 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1097 | } |
|
|
1098 | break; |
|
|
1099 | |
1093 | |
|
|
1094 | op->stats.hp = op->stats.maxhp; |
|
|
1095 | break; |
|
|
1096 | |
1100 | case ROD: |
1097 | case SCROLL: |
1101 | op->level = level_for_item (op, difficulty); |
1098 | op->level = level_for_item (op, difficulty); |
1102 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1103 | * reasonable. Otherwise, a high level version of a low level |
|
|
1104 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1105 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1106 | */ |
|
|
1107 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1099 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1108 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
|
|
1109 | if (op->stats.maxhp) |
|
|
1110 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1111 | else |
|
|
1112 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1113 | |
1100 | |
1114 | op->stats.hp = op->stats.maxhp; |
|
|
1115 | break; |
|
|
1116 | |
|
|
1117 | case SCROLL: |
|
|
1118 | op->level = level_for_item (op, difficulty); |
|
|
1119 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1120 | |
|
|
1121 | /* add exp so reading them properly gives xp */ |
1101 | /* add exp so reading them properly gives xp */ |
1122 | op->stats.exp = op->value / 5; |
1102 | op->stats.exp = op->value / 5; |
1123 | op->nrof = op->inv->nrof; |
1103 | op->nrof = op->inv->nrof; |
1124 | break; |
1104 | break; |
1125 | |
1105 | |
1126 | case RUNE: |
1106 | case RUNE: |
1127 | trap_adjust (op, difficulty); |
1107 | trap_adjust (op, difficulty); |
1128 | break; |
1108 | break; |
1129 | |
1109 | |
1130 | case TRAP: |
1110 | case TRAP: |
1131 | trap_adjust (op, difficulty); |
1111 | trap_adjust (op, difficulty); |
1132 | break; |
1112 | break; |
1133 | } /* switch type */ |
1113 | } /* switch type */ |
1134 | |
1114 | |
1135 | if (flags & GT_STARTEQUIP) |
1115 | if (flags & GT_STARTEQUIP) |
1136 | { |
1116 | { |
1137 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1117 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1138 | SET_FLAG (op, FLAG_STARTEQUIP); |
1118 | SET_FLAG (op, FLAG_STARTEQUIP); |
1139 | else if (op->type != MONEY) |
1119 | else if (op->type != MONEY) |
1140 | op->value = 0; |
1120 | op->value = 0; |
1141 | } |
1121 | } |
1142 | |
1122 | |
1143 | if (!(flags & GT_ENVIRONMENT)) |
1123 | if (!(flags & GT_ENVIRONMENT)) |
1144 | fix_flesh_item (op, creator); |
1124 | fix_flesh_item (op, creator); |
1145 | } |
1125 | } |
… | |
… | |
1153 | */ |
1133 | */ |
1154 | |
1134 | |
1155 | /* |
1135 | /* |
1156 | * Allocate and return the pointer to an empty artifactlist structure. |
1136 | * Allocate and return the pointer to an empty artifactlist structure. |
1157 | */ |
1137 | */ |
1158 | |
|
|
1159 | static artifactlist * |
1138 | static artifactlist * |
1160 | get_empty_artifactlist (void) |
1139 | get_empty_artifactlist (void) |
1161 | { |
1140 | { |
1162 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1141 | return salloc0<artifactlist> (); |
1163 | if (tl == NULL) |
|
|
1164 | fatal (OUT_OF_MEMORY); |
|
|
1165 | tl->next = NULL; |
|
|
1166 | tl->items = NULL; |
|
|
1167 | tl->total_chance = 0; |
|
|
1168 | return tl; |
|
|
1169 | } |
1142 | } |
1170 | |
1143 | |
1171 | /* |
1144 | /* |
1172 | * Allocate and return the pointer to an empty artifact structure. |
1145 | * Allocate and return the pointer to an empty artifact structure. |
1173 | */ |
1146 | */ |
1174 | |
|
|
1175 | static artifact * |
1147 | static artifact * |
1176 | get_empty_artifact (void) |
1148 | get_empty_artifact (void) |
1177 | { |
1149 | { |
1178 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1150 | return salloc0<artifact> (); |
1179 | if (t == NULL) |
|
|
1180 | fatal (OUT_OF_MEMORY); |
|
|
1181 | t->item = NULL; |
|
|
1182 | t->next = NULL; |
|
|
1183 | t->chance = 0; |
|
|
1184 | t->difficulty = 0; |
|
|
1185 | t->allowed = NULL; |
|
|
1186 | return t; |
|
|
1187 | } |
1151 | } |
1188 | |
1152 | |
1189 | /* |
1153 | /* |
1190 | * Searches the artifact lists and returns one that has the same type |
1154 | * Searches the artifact lists and returns one that has the same type |
1191 | * of objects on it. |
1155 | * of objects on it. |
1192 | */ |
1156 | */ |
1193 | |
|
|
1194 | artifactlist * |
1157 | artifactlist * |
1195 | find_artifactlist (int type) |
1158 | find_artifactlist (int type) |
1196 | { |
1159 | { |
1197 | artifactlist *al; |
|
|
1198 | |
|
|
1199 | for (al = first_artifactlist; al != NULL; al = al->next) |
1160 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1200 | if (al->type == type) |
1161 | if (al->type == type) |
1201 | return al; |
1162 | return al; |
1202 | return NULL; |
|
|
1203 | } |
|
|
1204 | |
1163 | |
1205 | /* |
|
|
1206 | * For debugging purposes. Dumps all tables. |
|
|
1207 | */ |
|
|
1208 | |
|
|
1209 | void |
|
|
1210 | dump_artifacts (void) |
|
|
1211 | { |
|
|
1212 | artifactlist *al; |
|
|
1213 | artifact *art; |
|
|
1214 | linked_char *next; |
|
|
1215 | |
|
|
1216 | fprintf (logfile, "\n"); |
|
|
1217 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1218 | { |
|
|
1219 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1220 | for (art = al->items; art != NULL; art = art->next) |
|
|
1221 | { |
|
|
1222 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1223 | if (art->allowed != NULL) |
|
|
1224 | { |
|
|
1225 | fprintf (logfile, "\tAllowed combinations:"); |
|
|
1226 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1227 | fprintf (logfile, "%s,", &next->name); |
|
|
1228 | fprintf (logfile, "\n"); |
|
|
1229 | } |
|
|
1230 | } |
|
|
1231 | } |
|
|
1232 | fprintf (logfile, "\n"); |
|
|
1233 | } |
|
|
1234 | |
|
|
1235 | /* |
|
|
1236 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1237 | */ |
|
|
1238 | void |
|
|
1239 | dump_monster_treasure_rec (const char *name, treasure * t, int depth) |
|
|
1240 | { |
|
|
1241 | treasurelist *tl; |
|
|
1242 | int i; |
|
|
1243 | |
|
|
1244 | if (depth > 100) |
|
|
1245 | return; |
1164 | return 0; |
1246 | while (t != NULL) |
|
|
1247 | { |
|
|
1248 | if (t->name != NULL) |
|
|
1249 | { |
|
|
1250 | for (i = 0; i < depth; i++) |
|
|
1251 | fprintf (logfile, " "); |
|
|
1252 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1253 | tl = find_treasurelist (t->name); |
|
|
1254 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1255 | for (i = 0; i < depth; i++) |
|
|
1256 | fprintf (logfile, " "); |
|
|
1257 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1258 | } |
|
|
1259 | else |
|
|
1260 | { |
|
|
1261 | for (i = 0; i < depth; i++) |
|
|
1262 | fprintf (logfile, " "); |
|
|
1263 | if (t->item->clone.type == FLESH) |
|
|
1264 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1265 | else |
|
|
1266 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1267 | } |
|
|
1268 | if (t->next_yes != NULL) |
|
|
1269 | { |
|
|
1270 | for (i = 0; i < depth; i++) |
|
|
1271 | fprintf (logfile, " "); |
|
|
1272 | fprintf (logfile, " (if yes)\n"); |
|
|
1273 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1274 | } |
|
|
1275 | if (t->next_no != NULL) |
|
|
1276 | { |
|
|
1277 | for (i = 0; i < depth; i++) |
|
|
1278 | fprintf (logfile, " "); |
|
|
1279 | fprintf (logfile, " (if no)\n"); |
|
|
1280 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1281 | } |
|
|
1282 | t = t->next; |
|
|
1283 | } |
|
|
1284 | } |
|
|
1285 | |
|
|
1286 | /* |
|
|
1287 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1288 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1289 | */ |
|
|
1290 | |
|
|
1291 | void |
|
|
1292 | dump_monster_treasure (const char *name) |
|
|
1293 | { |
|
|
1294 | archetype *at; |
|
|
1295 | int found; |
|
|
1296 | |
|
|
1297 | found = 0; |
|
|
1298 | fprintf (logfile, "\n"); |
|
|
1299 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1300 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1301 | { |
|
|
1302 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1303 | if (at->clone.randomitems != NULL) |
|
|
1304 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1305 | else |
|
|
1306 | fprintf (logfile, "(nothing)\n"); |
|
|
1307 | fprintf (logfile, "\n"); |
|
|
1308 | found++; |
|
|
1309 | } |
|
|
1310 | if (found == 0) |
|
|
1311 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1312 | } |
1165 | } |
1313 | |
1166 | |
1314 | /* |
1167 | /* |
1315 | * Builds up the lists of artifacts from the file in the libdir. |
1168 | * Builds up the lists of artifacts from the file in the libdir. |
1316 | */ |
1169 | */ |
1317 | |
|
|
1318 | void |
1170 | void |
1319 | init_artifacts (void) |
1171 | init_artifacts (void) |
1320 | { |
1172 | { |
1321 | static int has_been_inited = 0; |
1173 | static int has_been_inited = 0; |
1322 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1174 | char filename[MAX_BUF]; |
1323 | artifact *art = NULL; |
1175 | artifact *art = NULL; |
1324 | linked_char *tmp; |
|
|
1325 | int value, comp; |
|
|
1326 | artifactlist *al; |
1176 | artifactlist *al; |
1327 | |
1177 | |
1328 | if (has_been_inited) |
1178 | if (has_been_inited) |
1329 | return; |
1179 | return; |
1330 | else |
1180 | else |
1331 | has_been_inited = 1; |
1181 | has_been_inited = 1; |
1332 | |
1182 | |
1333 | sprintf (filename, "%s/artifacts", settings.datadir); |
1183 | sprintf (filename, "%s/artifacts", settings.datadir); |
1334 | object_thawer thawer (filename); |
1184 | object_thawer f (filename); |
1335 | |
1185 | |
1336 | if (!thawer) |
1186 | if (!f) |
1337 | return; |
1187 | return; |
1338 | |
1188 | |
1339 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1189 | for (;;) |
1340 | { |
|
|
1341 | if (*buf == '#') |
|
|
1342 | continue; |
|
|
1343 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1344 | *cp = '\0'; |
|
|
1345 | cp = buf; |
|
|
1346 | while (*cp == ' ') /* Skip blanks */ |
|
|
1347 | cp++; |
|
|
1348 | if (*cp == '\0') |
|
|
1349 | continue; |
|
|
1350 | |
|
|
1351 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1352 | { |
|
|
1353 | if (art == NULL) |
|
|
1354 | { |
1190 | { |
|
|
1191 | switch (f.kw) |
|
|
1192 | { |
|
|
1193 | case KW_allowed: |
|
|
1194 | if (!art) |
1355 | art = get_empty_artifact (); |
1195 | art = get_empty_artifact (); |
1356 | nrofartifacts++; |
1196 | |
|
|
1197 | { |
|
|
1198 | if (!strcmp (f.get_str (), "all")) |
|
|
1199 | break; |
|
|
1200 | |
|
|
1201 | char *next, *cp = f.get_str (); |
|
|
1202 | |
|
|
1203 | do |
|
|
1204 | { |
|
|
1205 | if ((next = strchr (cp, ','))) |
|
|
1206 | *next++ = '\0'; |
|
|
1207 | |
|
|
1208 | linked_char *tmp = new linked_char; |
|
|
1209 | |
|
|
1210 | tmp->name = cp; |
|
|
1211 | tmp->next = art->allowed; |
|
|
1212 | art->allowed = tmp; |
|
|
1213 | } |
|
|
1214 | while ((cp = next)); |
|
|
1215 | } |
|
|
1216 | break; |
|
|
1217 | |
|
|
1218 | case KW_chance: |
|
|
1219 | f.get (art->chance); |
|
|
1220 | break; |
|
|
1221 | |
|
|
1222 | case KW_difficulty: |
|
|
1223 | f.get (art->difficulty); |
|
|
1224 | break; |
|
|
1225 | |
|
|
1226 | case KW_object: |
|
|
1227 | { |
|
|
1228 | art->item = object::create (); |
|
|
1229 | f.get (art->item->name); |
|
|
1230 | f.next (); |
|
|
1231 | |
|
|
1232 | if (!art->item->parse_kv (f)) |
|
|
1233 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1234 | |
|
|
1235 | al = find_artifactlist (art->item->type); |
|
|
1236 | |
|
|
1237 | if (!al) |
|
|
1238 | { |
|
|
1239 | al = get_empty_artifactlist (); |
|
|
1240 | al->type = art->item->type; |
|
|
1241 | al->next = first_artifactlist; |
|
|
1242 | first_artifactlist = al; |
|
|
1243 | } |
|
|
1244 | |
|
|
1245 | art->next = al->items; |
|
|
1246 | al->items = art; |
|
|
1247 | art = 0; |
|
|
1248 | } |
|
|
1249 | continue; |
|
|
1250 | |
|
|
1251 | case KW_EOF: |
|
|
1252 | goto done; |
|
|
1253 | |
|
|
1254 | default: |
|
|
1255 | if (!f.parse_error ("artifacts file")) |
|
|
1256 | cleanup ("artifacts file required"); |
|
|
1257 | break; |
|
|
1258 | } |
|
|
1259 | |
|
|
1260 | f.next (); |
1357 | } |
1261 | } |
1358 | cp = strchr (cp, ' ') + 1; |
|
|
1359 | if (!strcmp (cp, "all")) |
|
|
1360 | continue; |
|
|
1361 | |
1262 | |
1362 | do |
1263 | done: |
1363 | { |
|
|
1364 | nrofallowedstr++; |
|
|
1365 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1366 | *(next++) = '\0'; |
|
|
1367 | tmp = new linked_char; |
|
|
1368 | tmp->name = cp; |
|
|
1369 | tmp->next = art->allowed; |
|
|
1370 | art->allowed = tmp; |
|
|
1371 | } |
|
|
1372 | while ((cp = next) != NULL); |
|
|
1373 | } |
|
|
1374 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1375 | art->chance = (uint16) value; |
|
|
1376 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1377 | art->difficulty = (uint8) value; |
|
|
1378 | else if (!strncmp (cp, "Object", 6)) |
|
|
1379 | { |
|
|
1380 | art->item = (object *) calloc (1, sizeof (object)); |
|
|
1381 | reset_object (art->item); |
|
|
1382 | |
|
|
1383 | if (!load_object (thawer, art->item, 0)) |
|
|
1384 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1385 | |
|
|
1386 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1387 | al = find_artifactlist (art->item->type); |
|
|
1388 | if (al == NULL) |
|
|
1389 | { |
|
|
1390 | al = get_empty_artifactlist (); |
|
|
1391 | al->type = art->item->type; |
|
|
1392 | al->next = first_artifactlist; |
|
|
1393 | first_artifactlist = al; |
|
|
1394 | } |
|
|
1395 | art->next = al->items; |
|
|
1396 | al->items = art; |
|
|
1397 | art = NULL; |
|
|
1398 | } |
|
|
1399 | else |
|
|
1400 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1401 | } |
|
|
1402 | |
|
|
1403 | for (al = first_artifactlist; al != NULL; al = al->next) |
1264 | for (al = first_artifactlist; al; al = al->next) |
1404 | { |
1265 | { |
|
|
1266 | al->total_chance = 0; |
|
|
1267 | |
1405 | for (art = al->items; art != NULL; art = art->next) |
1268 | for (art = al->items; art; art = art->next) |
1406 | { |
1269 | { |
1407 | if (!art->chance) |
1270 | if (!art->chance) |
1408 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1271 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1409 | else |
1272 | else |
1410 | al->total_chance += art->chance; |
1273 | al->total_chance += art->chance; |
1411 | } |
1274 | } |
1412 | #if 0 |
1275 | #if 0 |
1413 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1276 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1414 | #endif |
1277 | #endif |
1415 | } |
1278 | } |
1416 | |
1279 | |
1417 | LOG (llevDebug, "done.\n"); |
1280 | LOG (llevDebug, "done.\n"); |
1418 | } |
1281 | } |
1419 | |
1282 | |
1420 | |
|
|
1421 | /* |
1283 | /* |
1422 | * Used in artifact generation. The bonuses of the first object |
1284 | * Used in artifact generation. The bonuses of the first object |
1423 | * is modified by the bonuses of the second object. |
1285 | * is modified by the bonuses of the second object. |
1424 | */ |
1286 | */ |
1425 | |
|
|
1426 | void |
1287 | void |
1427 | add_abilities (object * op, object * change) |
1288 | add_abilities (object *op, object *change) |
1428 | { |
1289 | { |
1429 | int i, j, tmp; |
1290 | int i, tmp; |
1430 | |
1291 | |
1431 | if (change->face != blank_face) |
1292 | if (change->face != blank_face) |
1432 | { |
1293 | { |
1433 | #ifdef TREASURE_VERBOSE |
1294 | #ifdef TREASURE_VERBOSE |
1434 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1295 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1435 | #endif |
1296 | #endif |
1436 | op->face = change->face; |
1297 | op->face = change->face; |
1437 | } |
1298 | } |
1438 | |
1299 | |
1439 | for (i = 0; i < NUM_STATS; i++) |
1300 | for (i = 0; i < NUM_STATS; i++) |
1440 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1301 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1441 | |
1302 | |
1442 | op->attacktype |= change->attacktype; |
1303 | op->attacktype |= change->attacktype; |
1443 | op->path_attuned |= change->path_attuned; |
1304 | op->path_attuned |= change->path_attuned; |
1444 | op->path_repelled |= change->path_repelled; |
1305 | op->path_repelled |= change->path_repelled; |
1445 | op->path_denied |= change->path_denied; |
1306 | op->path_denied |= change->path_denied; |
… | |
… | |
1473 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1334 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1474 | { |
1335 | { |
1475 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1336 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1476 | /* so artifacts will join */ |
1337 | /* so artifacts will join */ |
1477 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1338 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1478 | op->speed = 0.0; |
1339 | op->speed = 0.0; |
1479 | update_ob_speed (op); |
1340 | |
|
|
1341 | op->set_speed (op->speed); |
1480 | } |
1342 | } |
1481 | |
1343 | |
1482 | if (change->nrof) |
1344 | if (change->nrof) |
1483 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1345 | op->nrof = rndm (change->nrof) + 1; |
1484 | |
1346 | |
1485 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1347 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1486 | op->stats.wc += change->stats.wc; |
1348 | op->stats.wc += change->stats.wc; |
1487 | op->stats.ac += change->stats.ac; |
1349 | op->stats.ac += change->stats.ac; |
1488 | |
1350 | |
1489 | if (change->other_arch) |
1351 | if (change->other_arch) |
1490 | { |
1352 | { |
1491 | /* Basically, for horns & potions, the other_arch field is the spell |
1353 | /* Basically, for horns & potions, the other_arch field is the spell |
1492 | * to cast. So convert that to into a spell and put it into |
1354 | * to cast. So convert that to into a spell and put it into |
1493 | * this object. |
1355 | * this object. |
1494 | */ |
1356 | */ |
1495 | if (op->type == HORN || op->type == POTION) |
1357 | if (op->type == HORN || op->type == POTION) |
1496 | { |
1358 | { |
1497 | object *tmp_obj; |
1359 | object *tmp_obj; |
|
|
1360 | |
1498 | /* Remove any spells this object currently has in it */ |
1361 | /* Remove any spells this object currently has in it */ |
1499 | while (op->inv) |
1362 | while (op->inv) |
1500 | { |
1363 | op->inv->destroy (); |
1501 | tmp_obj = op->inv; |
|
|
1502 | remove_ob (tmp_obj); |
|
|
1503 | free_object (tmp_obj); |
|
|
1504 | } |
|
|
1505 | |
1364 | |
1506 | tmp_obj = arch_to_object (change->other_arch); |
1365 | tmp_obj = arch_to_object (change->other_arch); |
1507 | insert_ob_in_ob (tmp_obj, op); |
1366 | insert_ob_in_ob (tmp_obj, op); |
1508 | } |
1367 | } |
1509 | /* No harm setting this for potions/horns */ |
1368 | /* No harm setting this for potions/horns */ |
1510 | op->other_arch = change->other_arch; |
1369 | op->other_arch = change->other_arch; |
1511 | } |
1370 | } |
1512 | |
1371 | |
1513 | if (change->stats.hp < 0) |
1372 | if (change->stats.hp < 0) |
… | |
… | |
1546 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1405 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1547 | |
1406 | |
1548 | op->item_power = change->item_power; |
1407 | op->item_power = change->item_power; |
1549 | |
1408 | |
1550 | for (i = 0; i < NROFATTACKS; i++) |
1409 | for (i = 0; i < NROFATTACKS; i++) |
1551 | { |
|
|
1552 | if (change->resist[i]) |
1410 | if (change->resist[i]) |
1553 | { |
|
|
1554 | op->resist[i] += change->resist[i]; |
1411 | op->resist[i] += change->resist[i]; |
1555 | } |
|
|
1556 | } |
|
|
1557 | |
1412 | |
1558 | if (change->stats.dam) |
1413 | if (change->stats.dam) |
1559 | { |
1414 | { |
1560 | if (change->stats.dam < 0) |
1415 | if (change->stats.dam < 0) |
1561 | op->stats.dam = (-change->stats.dam); |
1416 | op->stats.dam = (-change->stats.dam); |
1562 | else if (op->stats.dam) |
1417 | else if (op->stats.dam) |
1563 | { |
1418 | { |
1564 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1419 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1565 | if (tmp == op->stats.dam) |
1420 | if (tmp == op->stats.dam) |
1566 | { |
1421 | { |
1567 | if (change->stats.dam < 10) |
1422 | if (change->stats.dam < 10) |
1568 | op->stats.dam--; |
1423 | op->stats.dam--; |
|
|
1424 | else |
|
|
1425 | op->stats.dam++; |
|
|
1426 | } |
1569 | else |
1427 | else |
1570 | op->stats.dam++; |
|
|
1571 | } |
|
|
1572 | else |
|
|
1573 | op->stats.dam = tmp; |
1428 | op->stats.dam = tmp; |
1574 | } |
1429 | } |
1575 | } |
1430 | } |
1576 | |
1431 | |
1577 | if (change->weight) |
1432 | if (change->weight) |
1578 | { |
1433 | { |
1579 | if (change->weight < 0) |
1434 | if (change->weight < 0) |
1580 | op->weight = (-change->weight); |
1435 | op->weight = (-change->weight); |
1581 | else |
1436 | else |
1582 | op->weight = (op->weight * (change->weight)) / 100; |
1437 | op->weight = (op->weight * (change->weight)) / 100; |
1583 | } |
1438 | } |
1584 | |
1439 | |
1585 | if (change->last_sp) |
1440 | if (change->last_sp) |
1586 | { |
1441 | { |
1587 | if (change->last_sp < 0) |
1442 | if (change->last_sp < 0) |
1588 | op->last_sp = (-change->last_sp); |
1443 | op->last_sp = (-change->last_sp); |
1589 | else |
1444 | else |
1590 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1445 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1591 | } |
1446 | } |
1592 | |
1447 | |
1593 | if (change->gen_sp_armour) |
1448 | if (change->gen_sp_armour) |
1594 | { |
1449 | { |
1595 | if (change->gen_sp_armour < 0) |
1450 | if (change->gen_sp_armour < 0) |
1596 | op->gen_sp_armour = (-change->gen_sp_armour); |
1451 | op->gen_sp_armour = (-change->gen_sp_armour); |
1597 | else |
1452 | else |
1598 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1453 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1599 | } |
1454 | } |
1600 | |
1455 | |
1601 | op->value *= change->value; |
1456 | op->value *= change->value; |
1602 | |
1457 | |
1603 | if (change->material) |
1458 | if (change->materials) |
1604 | op->material = change->material; |
1459 | op->materials = change->materials; |
1605 | |
1460 | |
1606 | if (change->materialname) |
1461 | if (change->materialname) |
1607 | op->materialname = change->materialname; |
1462 | op->materialname = change->materialname; |
1608 | |
1463 | |
1609 | if (change->slaying) |
1464 | if (change->slaying) |
… | |
… | |
1615 | if (change->msg) |
1470 | if (change->msg) |
1616 | op->msg = change->msg; |
1471 | op->msg = change->msg; |
1617 | } |
1472 | } |
1618 | |
1473 | |
1619 | static int |
1474 | static int |
1620 | legal_artifact_combination (object * op, artifact * art) |
1475 | legal_artifact_combination (object *op, artifact *art) |
1621 | { |
1476 | { |
1622 | int neg, success = 0; |
1477 | int neg, success = 0; |
1623 | linked_char *tmp; |
1478 | linked_char *tmp; |
1624 | const char *name; |
1479 | const char *name; |
1625 | |
1480 | |
1626 | if (art->allowed == (linked_char *) NULL) |
1481 | if (!art->allowed) |
1627 | return 1; /* Ie, "all" */ |
1482 | return 1; /* Ie, "all" */ |
|
|
1483 | |
1628 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1484 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1629 | { |
1485 | { |
1630 | #ifdef TREASURE_VERBOSE |
1486 | #ifdef TREASURE_VERBOSE |
1631 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1487 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1632 | #endif |
1488 | #endif |
1633 | if (*tmp->name == '!') |
1489 | if (*tmp->name == '!') |
1634 | name = tmp->name + 1, neg = 1; |
1490 | name = tmp->name + 1, neg = 1; |
1635 | else |
1491 | else |
1636 | name = tmp->name, neg = 0; |
1492 | name = tmp->name, neg = 0; |
1637 | |
1493 | |
1638 | /* If we match name, then return the opposite of 'neg' */ |
1494 | /* If we match name, then return the opposite of 'neg' */ |
1639 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1495 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1640 | return !neg; |
1496 | return !neg; |
1641 | |
1497 | |
1642 | /* Set success as true, since if the match was an inverse, it means |
1498 | /* Set success as true, since if the match was an inverse, it means |
1643 | * everything is allowed except what we match |
1499 | * everything is allowed except what we match |
1644 | */ |
1500 | */ |
1645 | else if (neg) |
1501 | else if (neg) |
1646 | success = 1; |
1502 | success = 1; |
1647 | } |
1503 | } |
|
|
1504 | |
1648 | return success; |
1505 | return success; |
1649 | } |
1506 | } |
1650 | |
1507 | |
1651 | /* |
1508 | /* |
1652 | * Fixes the given object, giving it the abilities and titles |
1509 | * Fixes the given object, giving it the abilities and titles |
1653 | * it should have due to the second artifact-template. |
1510 | * it should have due to the second artifact-template. |
1654 | */ |
1511 | */ |
1655 | |
1512 | |
1656 | void |
1513 | void |
1657 | give_artifact_abilities (object * op, object * artifct) |
1514 | give_artifact_abilities (object *op, object *artifct) |
1658 | { |
1515 | { |
1659 | char new_name[MAX_BUF]; |
1516 | char new_name[MAX_BUF]; |
1660 | |
1517 | |
1661 | sprintf (new_name, "of %s", &artifct->name); |
1518 | sprintf (new_name, "of %s", &artifct->name); |
1662 | op->title = new_name; |
1519 | op->title = new_name; |
1663 | add_abilities (op, artifct); /* Give out the bonuses */ |
1520 | add_abilities (op, artifct); /* Give out the bonuses */ |
1664 | |
1521 | |
1665 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1522 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1666 | { |
1523 | { |
1667 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1524 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1525 | |
1668 | SET_FLAG (op, FLAG_IDENTIFIED); |
1526 | SET_FLAG (op, FLAG_IDENTIFIED); |
1669 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1527 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1670 | if (!identified) |
1528 | if (!identified) |
1671 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1529 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1672 | } |
1530 | } |
… | |
… | |
1684 | |
1542 | |
1685 | /* Give 1 re-roll attempt per artifact */ |
1543 | /* Give 1 re-roll attempt per artifact */ |
1686 | #define ARTIFACT_TRIES 2 |
1544 | #define ARTIFACT_TRIES 2 |
1687 | |
1545 | |
1688 | void |
1546 | void |
1689 | generate_artifact (object * op, int difficulty) |
1547 | generate_artifact (object *op, int difficulty) |
1690 | { |
1548 | { |
1691 | artifactlist *al; |
1549 | artifactlist *al; |
1692 | artifact *art; |
1550 | artifact *art; |
1693 | int i; |
1551 | int i; |
1694 | |
1552 | |
1695 | al = find_artifactlist (op->type); |
1553 | al = find_artifactlist (op->type); |
1696 | |
1554 | |
1697 | if (al == NULL) |
1555 | if (al == NULL) |
1698 | { |
1556 | { |
1699 | #if 0 /* This is too verbose, usually */ |
1557 | #if 0 /* This is too verbose, usually */ |
1700 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1558 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1701 | #endif |
1559 | #endif |
1702 | return; |
1560 | return; |
1703 | } |
1561 | } |
1704 | |
1562 | |
1705 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1563 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1706 | { |
1564 | { |
1707 | int roll = RANDOM () % al->total_chance; |
1565 | int roll = rndm (al->total_chance); |
1708 | |
1566 | |
1709 | for (art = al->items; art != NULL; art = art->next) |
1567 | for (art = al->items; art; art = art->next) |
1710 | { |
1568 | { |
1711 | roll -= art->chance; |
1569 | roll -= art->chance; |
1712 | if (roll < 0) |
1570 | if (roll < 0) |
1713 | break; |
1571 | break; |
1714 | } |
1572 | } |
1715 | |
1573 | |
1716 | if (art == NULL || roll >= 0) |
1574 | if (art == NULL || roll >= 0) |
1717 | { |
1575 | { |
1718 | #if 1 |
1576 | #if 1 |
1719 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1577 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1720 | #endif |
1578 | #endif |
1721 | return; |
1579 | return; |
1722 | } |
1580 | } |
1723 | if (!strcmp (art->item->name, "NONE")) |
1581 | if (!strcmp (art->item->name, "NONE")) |
1724 | return; |
1582 | return; |
1725 | if (FABS (op->magic) < art->item->magic) |
1583 | if (FABS (op->magic) < art->item->magic) |
1726 | continue; /* Not magic enough to be this item */ |
1584 | continue; /* Not magic enough to be this item */ |
1727 | |
1585 | |
1728 | /* Map difficulty not high enough */ |
1586 | /* Map difficulty not high enough */ |
1729 | if (difficulty < art->difficulty) |
1587 | if (difficulty < art->difficulty) |
1730 | continue; |
1588 | continue; |
1731 | |
1589 | |
1732 | if (!legal_artifact_combination (op, art)) |
1590 | if (!legal_artifact_combination (op, art)) |
1733 | { |
1591 | { |
1734 | #ifdef TREASURE_VERBOSE |
1592 | #ifdef TREASURE_VERBOSE |
1735 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1593 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1736 | #endif |
1594 | #endif |
1737 | continue; |
1595 | continue; |
1738 | } |
1596 | } |
|
|
1597 | |
1739 | give_artifact_abilities (op, art->item); |
1598 | give_artifact_abilities (op, art->item); |
1740 | return; |
1599 | return; |
1741 | } |
1600 | } |
1742 | } |
1601 | } |
1743 | |
1602 | |
… | |
… | |
1745 | * FOOD, except they inherit properties (name, food value, etc). |
1604 | * FOOD, except they inherit properties (name, food value, etc). |
1746 | * based on the original owner (or 'donor' if you like). -b.t. |
1605 | * based on the original owner (or 'donor' if you like). -b.t. |
1747 | */ |
1606 | */ |
1748 | |
1607 | |
1749 | void |
1608 | void |
1750 | fix_flesh_item (object * item, object * donor) |
1609 | fix_flesh_item (object *item, object *donor) |
1751 | { |
1610 | { |
1752 | char tmpbuf[MAX_BUF]; |
1611 | char tmpbuf[MAX_BUF]; |
1753 | int i; |
1612 | int i; |
1754 | |
1613 | |
1755 | if (item->type == FLESH && donor) |
1614 | if (item->type == FLESH && donor) |
1756 | { |
1615 | { |
1757 | /* change the name */ |
1616 | /* change the name */ |
1758 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; |
1617 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
|
|
1618 | item->name = tmpbuf; |
1759 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; |
1619 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
|
|
1620 | item->name_pl = tmpbuf; |
1760 | |
1621 | |
1761 | /* weight is FLESH weight/100 * donor */ |
1622 | /* weight is FLESH weight/100 * donor */ |
1762 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1623 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1763 | item->weight = 1; |
1624 | item->weight = 1; |
1764 | |
1625 | |
1765 | /* value is multiplied by level of donor */ |
1626 | /* value is multiplied by level of donor */ |
1766 | item->value *= isqrt (donor->level * 2); |
1627 | item->value *= isqrt (donor->level * 2); |
1767 | |
1628 | |
1768 | /* food value */ |
1629 | /* food value */ |
… | |
… | |
1770 | |
1631 | |
1771 | /* flesh items inherit some abilities of donor, but not |
1632 | /* flesh items inherit some abilities of donor, but not |
1772 | * full effect. |
1633 | * full effect. |
1773 | */ |
1634 | */ |
1774 | for (i = 0; i < NROFATTACKS; i++) |
1635 | for (i = 0; i < NROFATTACKS; i++) |
1775 | item->resist[i] = donor->resist[i] / 2; |
1636 | item->resist[i] = donor->resist[i] / 2; |
1776 | |
1637 | |
1777 | /* item inherits donor's level (important for quezals) */ |
1638 | /* item inherits donor's level (important for quezals) */ |
1778 | item->level = donor->level; |
1639 | item->level = donor->level; |
1779 | |
1640 | |
1780 | /* if donor has some attacktypes, the flesh is poisonous */ |
1641 | /* if donor has some attacktypes, the flesh is poisonous */ |
1781 | if (donor->attacktype & AT_POISON) |
1642 | if (donor->attacktype & AT_POISON) |
1782 | item->type = POISON; |
1643 | item->type = POISON; |
1783 | if (donor->attacktype & AT_ACID) |
1644 | if (donor->attacktype & AT_ACID) |
1784 | item->stats.hp = -1 * item->stats.food; |
1645 | item->stats.hp = -1 * item->stats.food; |
1785 | SET_FLAG (item, FLAG_NO_STEAL); |
1646 | SET_FLAG (item, FLAG_NO_STEAL); |
1786 | } |
1647 | } |
1787 | } |
1648 | } |
1788 | |
1649 | |
1789 | /* special_potion() - so that old potion code is still done right. */ |
1650 | /* special_potion() - so that old potion code is still done right. */ |
1790 | |
|
|
1791 | int |
1651 | int |
1792 | special_potion (object * op) |
1652 | special_potion (object *op) |
1793 | { |
1653 | { |
1794 | |
|
|
1795 | int i; |
|
|
1796 | |
|
|
1797 | if (op->attacktype) |
1654 | if (op->attacktype) |
1798 | return 1; |
1655 | return 1; |
1799 | |
1656 | |
1800 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1657 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1801 | return 1; |
1658 | return 1; |
1802 | |
1659 | |
1803 | for (i = 0; i < NROFATTACKS; i++) |
1660 | for (int i = 0; i < NROFATTACKS; i++) |
1804 | if (op->resist[i]) |
1661 | if (op->resist[i]) |
1805 | return 1; |
1662 | return 1; |
1806 | |
1663 | |
1807 | return 0; |
1664 | return 0; |
1808 | } |
1665 | } |
1809 | |
1666 | |
1810 | void |
1667 | void |
1811 | free_treasurestruct (treasure * t) |
1668 | free_treasurestruct (treasure *t) |
1812 | { |
1669 | { |
1813 | if (t->next) |
|
|
1814 | free_treasurestruct (t->next); |
1670 | if (t->next) free_treasurestruct (t->next); |
1815 | if (t->next_yes) |
|
|
1816 | free_treasurestruct (t->next_yes); |
1671 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1817 | if (t->next_no) |
|
|
1818 | free_treasurestruct (t->next_no); |
1672 | if (t->next_no) free_treasurestruct (t->next_no); |
1819 | |
1673 | |
1820 | delete t; |
1674 | delete t; |
1821 | } |
1675 | } |
1822 | |
1676 | |
1823 | void |
1677 | void |
1824 | free_charlinks (linked_char * lc) |
1678 | free_charlinks (linked_char *lc) |
1825 | { |
1679 | { |
1826 | if (lc->next) |
1680 | if (lc->next) |
1827 | free_charlinks (lc->next); |
1681 | free_charlinks (lc->next); |
1828 | |
1682 | |
1829 | delete lc; |
1683 | delete lc; |
1830 | } |
1684 | } |
1831 | |
1685 | |
1832 | void |
1686 | void |
1833 | free_artifact (artifact * at) |
1687 | free_artifact (artifact *at) |
1834 | { |
1688 | { |
1835 | |
|
|
1836 | if (at->next) |
|
|
1837 | free_artifact (at->next); |
1689 | if (at->next) free_artifact (at->next); |
1838 | if (at->allowed) |
|
|
1839 | free_charlinks (at->allowed); |
1690 | if (at->allowed) free_charlinks (at->allowed); |
1840 | |
1691 | |
1841 | delete at->item; |
1692 | at->item->destroy (1); |
1842 | |
1693 | |
1843 | delete at; |
1694 | sfree (at); |
1844 | } |
1695 | } |
1845 | |
1696 | |
1846 | void |
1697 | void |
1847 | free_artifactlist (artifactlist * al) |
1698 | free_artifactlist (artifactlist *al) |
1848 | { |
1699 | { |
1849 | artifactlist *nextal; |
1700 | artifactlist *nextal; |
|
|
1701 | |
1850 | for (al = first_artifactlist; al != NULL; al = nextal) |
1702 | for (al = first_artifactlist; al; al = nextal) |
1851 | { |
1703 | { |
1852 | nextal = al->next; |
1704 | nextal = al->next; |
|
|
1705 | |
1853 | if (al->items) |
1706 | if (al->items) |
1854 | { |
|
|
1855 | free_artifact (al->items); |
1707 | free_artifact (al->items); |
1856 | } |
1708 | |
1857 | free (al); |
1709 | sfree (al); |
1858 | } |
1710 | } |
1859 | } |
1711 | } |
1860 | |
1712 | |
1861 | void |
1713 | void |
1862 | free_all_treasures (void) |
1714 | free_all_treasures (void) |
1863 | { |
1715 | { |
1864 | treasurelist *tl, *next; |
1716 | treasurelist *tl, *next; |
1865 | |
1717 | |
1866 | |
|
|
1867 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1718 | for (tl = first_treasurelist; tl; tl = next) |
1868 | { |
1719 | { |
|
|
1720 | clear (tl); |
|
|
1721 | |
1869 | next = tl->next; |
1722 | next = tl->next; |
1870 | if (tl->items) |
|
|
1871 | free_treasurestruct (tl->items); |
|
|
1872 | delete tl; |
1723 | delete tl; |
1873 | } |
1724 | } |
|
|
1725 | |
1874 | free_artifactlist (first_artifactlist); |
1726 | free_artifactlist (first_artifactlist); |
1875 | } |
1727 | } |