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 1.13 2006/09/05 17:58:11 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 | > tl_map_t; |
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52 | |
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53 | static tl_map_t tl_map; |
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54 | |
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55 | /* |
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56 | * Searches for the given treasurelist |
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57 | */ |
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58 | treasurelist * |
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59 | treasurelist::find (const char *name) |
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60 | { |
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61 | if (!name) |
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62 | return 0; |
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63 | |
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64 | auto (i, tl_map.find (name)); |
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65 | |
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66 | if (i == tl_map.end ()) |
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67 | return 0; |
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68 | |
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69 | return i->second; |
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70 | } |
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71 | |
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72 | /* |
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73 | * Searches for the given treasurelist in the globally linked list |
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74 | * of treasurelists which has been built by load_treasures(). |
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75 | */ |
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76 | treasurelist * |
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77 | treasurelist::get (const char *name) |
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78 | { |
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79 | treasurelist *tl = find (name); |
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80 | |
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81 | if (!tl) |
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82 | { |
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83 | tl = new treasurelist; |
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84 | |
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85 | tl->name = name; |
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86 | tl->next = first_treasurelist; |
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87 | first_treasurelist = tl; |
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88 | |
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89 | tl_map.insert (std::make_pair (tl->name, tl)); |
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90 | } |
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91 | |
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92 | return tl; |
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93 | } |
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94 | |
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95 | //TODO: class method |
55 | void |
96 | void |
56 | init_archetype_pointers () |
97 | clear (treasurelist *tl) |
57 | { |
98 | { |
58 | int prev_warn = warn_archetypes; |
99 | 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 | } |
100 | { |
153 | LOG (llevError, "treasure lacks 'end'.\n"); |
101 | free_treasurestruct (tl->items); |
154 | return t; |
102 | tl->items = 0; |
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103 | } |
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104 | |
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105 | tl->total_chance = 0; |
155 | } |
106 | } |
156 | |
107 | |
157 | #ifdef TREASURE_DEBUG |
108 | #ifdef TREASURE_DEBUG |
158 | /* recursived checks the linked list. Treasurelist is passed only |
109 | /* recursived checks the linked list. Treasurelist is passed only |
159 | * so that the treasure name can be printed out |
110 | * so that the treasure name can be printed out |
160 | */ |
111 | */ |
161 | static void |
112 | static void |
162 | check_treasurelist (const treasure * t, const treasurelist * tl) |
113 | check_treasurelist (const treasure *t, const treasurelist * tl) |
163 | { |
114 | { |
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)) |
115 | 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); |
116 | 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 */ |
117 | |
169 | if (t->name && *t->name) |
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170 | (void) find_treasurelist (t->name); |
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171 | if (t->next) |
118 | if (t->next) |
172 | check_treasurelist (t->next, tl); |
119 | check_treasurelist (t->next, tl); |
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120 | |
173 | if (t->next_yes) |
121 | if (t->next_yes) |
174 | check_treasurelist (t->next_yes, tl); |
122 | check_treasurelist (t->next_yes, tl); |
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123 | |
175 | if (t->next_no) |
124 | if (t->next_no) |
176 | check_treasurelist (t->next_no, tl); |
125 | check_treasurelist (t->next_no, tl); |
177 | } |
126 | } |
178 | #endif |
127 | #endif |
179 | |
128 | |
180 | /* |
129 | /* |
181 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
130 | * Reads the lib/treasure file from disk, and parses the contents |
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131 | * into an internal treasure structure (very linked lists) |
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132 | */ |
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133 | static treasure * |
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134 | read_treasure (object_thawer &f) |
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135 | { |
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136 | treasure *t = new treasure; |
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137 | |
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138 | f.next (); |
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139 | |
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140 | for (;;) |
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141 | { |
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142 | coroapi::cede_to_tick (); |
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143 | |
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144 | switch (f.kw) |
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145 | { |
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146 | case KW_arch: |
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147 | t->item = archetype::find (f.get_str ()); |
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148 | |
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149 | if (!t->item) |
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150 | { |
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151 | f.parse_warn ("treasure references unknown archetype"); |
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152 | t->item = archetype::empty; |
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153 | } |
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154 | |
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155 | break; |
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156 | |
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157 | case KW_list: f.get (t->name); break; |
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158 | case KW_change_name: f.get (t->change_arch.name); break; |
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159 | case KW_change_title: f.get (t->change_arch.title); break; |
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160 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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161 | case KW_chance: f.get (t->chance); break; |
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162 | case KW_nrof: f.get (t->nrof); break; |
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163 | case KW_magic: f.get (t->magic); break; |
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164 | |
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165 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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166 | case KW_no: t->next_no = read_treasure (f); continue; |
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167 | |
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168 | case KW_end: |
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169 | f.next (); |
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170 | return t; |
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171 | |
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172 | case KW_more: |
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173 | t->next = read_treasure (f); |
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174 | return t; |
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175 | |
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176 | default: |
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177 | if (!f.parse_error ("treasurelist", t->name)) |
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178 | goto error; |
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179 | |
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180 | return t; |
|
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181 | } |
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182 | |
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183 | f.next (); |
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184 | } |
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185 | |
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186 | // not reached |
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187 | |
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188 | error: |
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189 | delete t; |
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190 | return 0; |
|
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191 | } |
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192 | |
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193 | /* |
182 | * Each treasure is parsed with the help of load_treasure(). |
194 | * Each treasure is parsed with the help of load_treasure(). |
183 | */ |
195 | */ |
184 | |
196 | treasurelist * |
185 | void |
197 | treasurelist::read (object_thawer &f) |
186 | load_treasures (void) |
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187 | { |
198 | { |
188 | FILE *fp; |
199 | 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 | |
200 | |
194 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
201 | bool one = f.kw == KW_treasureone; |
195 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
202 | treasurelist *tl = treasurelist::get (f.get_str ()); |
196 | { |
203 | clear (tl); |
197 | LOG (llevError, "Can't open treasure file.\n"); |
204 | tl->items = read_treasure (f); |
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205 | if (!tl->items) |
198 | return; |
206 | 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 | |
207 | |
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. |
208 | /* 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 |
209 | * Add up the chance total, and check to make sure the yes & no |
219 | * fields of the treasures are not being used. |
210 | * 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 | */ |
211 | */ |
247 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
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248 | check_treasurelist (previous->items, previous); |
|
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249 | #endif |
|
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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 | /* Special cases - randomitems of NULL is to override default. If |
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261 | * first_treasurelist is null, it means we are on the first pass of |
|
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262 | * of loading archetypes, so for now, just return - second pass will |
|
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263 | * init these values. |
|
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264 | */ |
|
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265 | if (!name) |
212 | if (one) |
266 | return 0; |
213 | { |
|
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214 | for (treasure *t = tl->items; t; t = t->next) |
|
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215 | { |
|
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216 | if (t->next_yes || t->next_no) |
|
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217 | { |
|
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218 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
|
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219 | LOG (llevError, " the next_yes or next_no field is set\n"); |
|
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220 | } |
267 | |
221 | |
268 | if (const char *tmp = shstr::find (name)) |
222 | tl->total_chance += t->chance; |
269 | for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) |
223 | } |
270 | if (tmp == tl->name) |
224 | } |
271 | return tl; |
|
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272 | |
225 | |
273 | if (first_treasurelist) |
|
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274 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
|
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275 | |
|
|
276 | return 0; |
226 | return tl; |
277 | } |
227 | } |
278 | |
|
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279 | |
228 | |
280 | /* |
229 | /* |
281 | * Generates the objects specified by the given treasure. |
230 | * Generates the objects specified by the given treasure. |
282 | * It goes recursively through the rest of the linked list. |
231 | * It goes recursively through the rest of the linked list. |
283 | * If there is a certain percental chance for a treasure to be generated, |
232 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
286 | * being generated. |
235 | * being generated. |
287 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
236 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
288 | * abilities. This is used by summon spells, thus no summoned monsters |
237 | * abilities. This is used by summon spells, thus no summoned monsters |
289 | * start with equipment, but only their abilities). |
238 | * start with equipment, but only their abilities). |
290 | */ |
239 | */ |
291 | |
|
|
292 | |
|
|
293 | static void |
240 | static void |
294 | put_treasure (object * op, object * creator, int flags) |
241 | put_treasure (object *op, object *creator, int flags) |
295 | { |
242 | { |
296 | object *tmp; |
243 | if (flags & GT_ENVIRONMENT) |
297 | |
244 | { |
298 | /* Bit of a hack - spells should never be put onto the map. The entire |
245 | /* Bit of a hack - spells should never be put onto the map. The entire |
299 | * treasure stuff is a problem - there is no clear idea of knowing |
246 | * treasure stuff is a problem - there is no clear idea of knowing |
300 | * this is the original object, or if this is an object that should be created |
247 | * this is the original object, or if this is an object that should be created |
301 | * by another object. |
248 | * by another object. |
302 | */ |
249 | */ |
303 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
250 | //TODO: flag such as objects... as such (no drop, anybody?) |
304 | { |
251 | if (op->type == SPELL) |
305 | op->x = creator->x; |
252 | { |
306 | op->y = creator->y; |
253 | op->destroy (true); |
|
|
254 | return; |
|
|
255 | } |
|
|
256 | |
|
|
257 | op->expand_tail (); |
|
|
258 | |
|
|
259 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
|
|
260 | op->destroy (true); |
|
|
261 | else |
|
|
262 | { |
307 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
263 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
308 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
264 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
265 | } |
309 | } |
266 | } |
310 | else |
267 | else |
311 | { |
268 | { |
312 | op = insert_ob_in_ob (op, creator); |
269 | op = creator->insert (op); |
|
|
270 | |
313 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
271 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
314 | monster_check_apply (creator, op); |
272 | monster_check_apply (creator, op); |
315 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
|
|
316 | esrv_send_item (tmp, op); |
|
|
317 | } |
273 | } |
318 | } |
274 | } |
319 | |
275 | |
320 | /* if there are change_xxx commands in the treasure, we include the changes |
276 | /* if there are change_xxx commands in the treasure, we include the changes |
321 | * in the generated object |
277 | * in the generated object |
… | |
… | |
335 | |
291 | |
336 | if (t->change_arch.slaying) |
292 | if (t->change_arch.slaying) |
337 | op->slaying = t->change_arch.slaying; |
293 | op->slaying = t->change_arch.slaying; |
338 | } |
294 | } |
339 | |
295 | |
340 | void |
296 | static void |
341 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
297 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
342 | { |
298 | { |
343 | object *tmp; |
|
|
344 | |
|
|
345 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
299 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
346 | { |
300 | { |
347 | if (t->name) |
301 | if (t->name) |
348 | { |
302 | { |
349 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
303 | if (difficulty >= t->magic) |
350 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
304 | if (treasurelist *tl = treasurelist::find (t->name)) |
351 | } |
305 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
306 | else |
|
|
307 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
308 | } |
352 | else |
309 | else |
353 | { |
310 | { |
354 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
311 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
355 | { |
312 | { |
356 | tmp = arch_to_object (t->item); |
313 | object *tmp = arch_to_object (t->item); |
|
|
314 | |
357 | if (t->nrof && tmp->nrof <= 1) |
315 | if (t->nrof && tmp->nrof <= 1) |
358 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
316 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
317 | |
359 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
318 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
360 | change_treasure (t, tmp); |
319 | change_treasure (t, tmp); |
361 | put_treasure (tmp, op, flag); |
320 | put_treasure (tmp, op, flag); |
362 | } |
321 | } |
363 | } |
322 | } |
364 | |
323 | |
365 | if (t->next_yes != NULL) |
324 | if (t->next_yes) |
366 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
325 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
367 | } |
326 | } |
368 | else if (t->next_no != NULL) |
327 | else if (t->next_no) |
369 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
328 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
370 | |
329 | |
371 | if (t->next != NULL) |
330 | if (t->next) |
372 | create_all_treasures (t->next, op, flag, difficulty, tries); |
331 | create_all_treasures (t->next, op, flag, difficulty, tries); |
373 | } |
332 | } |
374 | |
333 | |
375 | void |
334 | static void |
376 | create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) |
335 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
377 | { |
336 | { |
378 | int value = RANDOM () % tl->total_chance; |
337 | int value = rndm (tl->total_chance); |
379 | treasure *t; |
338 | treasure *t; |
380 | |
339 | |
381 | if (tries++ > 100) |
340 | if (tries++ > 100) |
382 | { |
341 | { |
383 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
342 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
384 | return; |
343 | return; |
385 | } |
344 | } |
386 | |
345 | |
387 | for (t = tl->items; t != NULL; t = t->next) |
346 | for (t = tl->items; t; t = t->next) |
388 | { |
347 | { |
389 | value -= t->chance; |
348 | value -= t->chance; |
390 | |
349 | |
391 | if (value < 0) |
350 | if (value < 0) |
392 | break; |
351 | break; |
393 | } |
352 | } |
394 | |
353 | |
395 | if (!t || value >= 0) |
354 | if (!t || value >= 0) |
396 | { |
|
|
397 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
355 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
398 | abort (); |
|
|
399 | return; |
|
|
400 | } |
|
|
401 | |
356 | |
402 | if (t->name) |
357 | if (t->name) |
403 | { |
358 | { |
404 | if (!strcmp (t->name, "NONE")) |
|
|
405 | return; |
|
|
406 | |
|
|
407 | if (difficulty >= t->magic) |
359 | if (difficulty >= t->magic) |
408 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
360 | { |
|
|
361 | treasurelist *tl = treasurelist::find (t->name); |
|
|
362 | if (tl) |
|
|
363 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
364 | } |
409 | else if (t->nrof) |
365 | else if (t->nrof) |
410 | create_one_treasure (tl, op, flag, difficulty, tries); |
366 | create_one_treasure (tl, op, flag, difficulty, tries); |
411 | |
|
|
412 | return; |
|
|
413 | } |
367 | } |
414 | |
|
|
415 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
368 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
416 | { |
369 | { |
417 | object *tmp = arch_to_object (t->item); |
370 | if (object *tmp = arch_to_object (t->item)) |
418 | |
371 | { |
419 | if (!tmp) |
|
|
420 | return; |
|
|
421 | |
|
|
422 | if (t->nrof && tmp->nrof <= 1) |
372 | if (t->nrof && tmp->nrof <= 1) |
423 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
373 | tmp->nrof = rndm (t->nrof) + 1; |
424 | |
374 | |
425 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
375 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
426 | change_treasure (t, tmp); |
376 | change_treasure (t, tmp); |
427 | put_treasure (tmp, op, flag); |
377 | put_treasure (tmp, op, flag); |
|
|
378 | } |
428 | } |
379 | } |
|
|
380 | } |
|
|
381 | |
|
|
382 | void |
|
|
383 | object::create_treasure (treasurelist *tl, int flags) |
|
|
384 | { |
|
|
385 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
429 | } |
386 | } |
430 | |
387 | |
431 | /* This calls the appropriate treasure creation function. tries is passed |
388 | /* This calls the appropriate treasure creation function. tries is passed |
432 | * to determine how many list transitions or attempts to create treasure |
389 | * to determine how many list transitions or attempts to create treasure |
433 | * have been made. It is really in place to prevent infinite loops with |
390 | * have been made. It is really in place to prevent infinite loops with |
434 | * list transitions, or so that excessively good treasure will not be |
391 | * list transitions, or so that excessively good treasure will not be |
435 | * created on weak maps, because it will exceed the number of allowed tries |
392 | * created on weak maps, because it will exceed the number of allowed tries |
436 | * to do that. |
393 | * to do that. |
437 | */ |
394 | */ |
438 | void |
395 | void |
439 | create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) |
396 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
440 | { |
397 | { |
|
|
398 | // empty treasurelists are legal |
|
|
399 | if (!tl->items) |
|
|
400 | return; |
441 | |
401 | |
442 | if (tries++ > 100) |
402 | if (tries++ > 100) |
443 | { |
403 | { |
444 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
404 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
445 | return; |
405 | return; |
446 | } |
406 | } |
|
|
407 | |
|
|
408 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
409 | { |
|
|
410 | // do not generate items when there already is something above the object |
|
|
411 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
412 | return; |
|
|
413 | |
|
|
414 | flag |= GT_ENVIRONMENT; |
|
|
415 | } |
|
|
416 | |
447 | if (t->total_chance) |
417 | if (tl->total_chance) |
448 | create_one_treasure (t, op, flag, difficulty, tries); |
418 | create_one_treasure (tl, op, flag, difficulty, tries); |
449 | else |
419 | else |
450 | create_all_treasures (t->items, op, flag, difficulty, tries); |
420 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
451 | } |
421 | } |
452 | |
422 | |
453 | /* This is similar to the old generate treasure function. However, |
423 | /* This is similar to the old generate treasure function. However, |
454 | * it instead takes a treasurelist. It is really just a wrapper around |
424 | * it instead takes a treasurelist. It is really just a wrapper around |
455 | * create_treasure. We create a dummy object that the treasure gets |
425 | * create_treasure. We create a dummy object that the treasure gets |
456 | * inserted into, and then return that treausre |
426 | * inserted into, and then return that treausre |
457 | */ |
427 | */ |
458 | object * |
428 | object * |
459 | generate_treasure (treasurelist * t, int difficulty) |
429 | generate_treasure (treasurelist *tl, int difficulty) |
460 | { |
430 | { |
461 | object *ob = get_object (), *tmp; |
431 | difficulty = clamp (difficulty, 1, settings.max_level); |
462 | |
432 | |
|
|
433 | object *ob = object::create (); |
|
|
434 | |
463 | create_treasure (t, ob, 0, difficulty, 0); |
435 | create_treasure (tl, ob, 0, difficulty, 0); |
464 | |
436 | |
465 | /* Don't want to free the object we are about to return */ |
437 | /* Don't want to free the object we are about to return */ |
466 | tmp = ob->inv; |
438 | object *tmp = ob->inv; |
467 | if (tmp != NULL) |
439 | if (tmp) |
468 | remove_ob (tmp); |
440 | tmp->remove (); |
|
|
441 | |
469 | if (ob->inv) |
442 | if (ob->inv) |
470 | { |
|
|
471 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
443 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
472 | } |
444 | |
473 | free_object (ob); |
445 | ob->destroy (true); |
|
|
446 | |
474 | return tmp; |
447 | return tmp; |
475 | } |
448 | } |
476 | |
449 | |
477 | /* |
450 | /* |
478 | * 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 |
… | |
… | |
480 | * 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 |
481 | * magical bonus "wanted". |
454 | * magical bonus "wanted". |
482 | */ |
455 | */ |
483 | |
456 | |
484 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
457 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
485 | /*chance of magic difficulty*/ |
458 | // chance of magic difficulty |
486 | /* +0 +1 +2 +3 +4 */ |
459 | // +0 +1 +2 +3 +4 |
487 | {95, 2, 2, 1, 0}, /*1 */ |
460 | {95, 2, 2, 1, 0}, // 1 |
488 | {92, 5, 2, 1, 0}, /*2 */ |
461 | {92, 5, 2, 1, 0}, // 2 |
489 | {85, 10, 4, 1, 0}, /*3 */ |
462 | {85, 10, 4, 1, 0}, // 3 |
490 | {80, 14, 4, 2, 0}, /*4 */ |
463 | {80, 14, 4, 2, 0}, // 4 |
491 | {75, 17, 5, 2, 1}, /*5 */ |
464 | {75, 17, 5, 2, 1}, // 5 |
492 | {70, 18, 8, 3, 1}, /*6 */ |
465 | {70, 18, 8, 3, 1}, // 6 |
493 | {65, 21, 10, 3, 1}, /*7 */ |
466 | {65, 21, 10, 3, 1}, // 7 |
494 | {60, 22, 12, 4, 2}, /*8 */ |
467 | {60, 22, 12, 4, 2}, // 8 |
495 | {55, 25, 14, 4, 2}, /*9 */ |
468 | {55, 25, 14, 4, 2}, // 9 |
496 | {50, 27, 16, 5, 2}, /*10 */ |
469 | {50, 27, 16, 5, 2}, // 10 |
497 | {45, 28, 18, 6, 3}, /*11 */ |
470 | {45, 28, 18, 6, 3}, // 11 |
498 | {42, 28, 20, 7, 3}, /*12 */ |
471 | {42, 28, 20, 7, 3}, // 12 |
499 | {40, 27, 21, 8, 4}, /*13 */ |
472 | {40, 27, 21, 8, 4}, // 13 |
500 | {38, 25, 22, 10, 5}, /*14 */ |
473 | {38, 25, 22, 10, 5}, // 14 |
501 | {36, 23, 23, 12, 6}, /*15 */ |
474 | {36, 23, 23, 12, 6}, // 15 |
502 | {33, 21, 24, 14, 8}, /*16 */ |
475 | {33, 21, 24, 14, 8}, // 16 |
503 | {31, 19, 25, 16, 9}, /*17 */ |
476 | {31, 19, 25, 16, 9}, // 17 |
504 | {27, 15, 30, 18, 10}, /*18 */ |
477 | {27, 15, 30, 18, 10}, // 18 |
505 | {20, 12, 30, 25, 13}, /*19 */ |
478 | {20, 12, 30, 25, 13}, // 19 |
506 | {15, 10, 28, 30, 17}, /*20 */ |
479 | {15, 10, 28, 30, 17}, // 20 |
507 | {13, 9, 27, 28, 23}, /*21 */ |
480 | {13, 9, 27, 28, 23}, // 21 |
508 | {10, 8, 25, 28, 29}, /*22 */ |
481 | {10, 8, 25, 28, 29}, // 22 |
509 | {8, 7, 23, 26, 36}, /*23 */ |
482 | { 8, 7, 23, 26, 36}, // 23 |
510 | {6, 6, 20, 22, 46}, /*24 */ |
483 | { 6, 6, 20, 22, 46}, // 24 |
511 | {4, 5, 17, 18, 56}, /*25 */ |
484 | { 4, 5, 17, 18, 56}, // 25 |
512 | {2, 4, 12, 14, 68}, /*26 */ |
485 | { 2, 4, 12, 14, 68}, // 26 |
513 | {0, 3, 7, 10, 80}, /*27 */ |
486 | { 0, 3, 7, 10, 80}, // 27 |
514 | {0, 0, 3, 7, 90}, /*28 */ |
487 | { 0, 0, 3, 7, 90}, // 28 |
515 | {0, 0, 0, 3, 97}, /*29 */ |
488 | { 0, 0, 0, 3, 97}, // 29 |
516 | {0, 0, 0, 0, 100}, /*30 */ |
489 | { 0, 0, 0, 0, 100}, // 30 |
517 | {0, 0, 0, 0, 100}, /*31 */ |
490 | { 0, 0, 0, 0, 100}, // 31 |
518 | }; |
491 | }; |
519 | |
|
|
520 | |
492 | |
521 | /* calculate the appropriate level for wands staves and scrolls. |
493 | /* calculate the appropriate level for wands staves and scrolls. |
522 | * 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) |
523 | * |
495 | * |
524 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
496 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
525 | * 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. |
526 | */ |
498 | */ |
527 | |
|
|
528 | int |
499 | int |
529 | level_for_item (const object * op, int difficulty) |
500 | level_for_item (const object *op, int difficulty) |
530 | { |
501 | { |
531 | int mult = 0, olevel = 0; |
|
|
532 | |
|
|
533 | if (!op->inv) |
502 | if (!op->inv) |
534 | { |
503 | { |
535 | 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); |
536 | return 0; |
505 | return 0; |
537 | } |
506 | } |
538 | |
507 | |
539 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
508 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
540 | |
509 | |
541 | if (olevel <= 0) |
510 | if (olevel <= 0) |
542 | olevel = rndm (1, MIN (op->inv->level, 1)); |
511 | olevel = rndm (1, op->inv->level); |
543 | |
512 | |
544 | if (olevel > MAXLEVEL) |
513 | return min (olevel, MAXLEVEL); |
545 | olevel = MAXLEVEL; |
|
|
546 | |
|
|
547 | return olevel; |
|
|
548 | } |
514 | } |
549 | |
515 | |
550 | /* |
516 | /* |
551 | * Based upon the specified difficulty and upon the difftomagic_list array, |
517 | * Based upon the specified difficulty and upon the difftomagic_list array, |
552 | * a random magical bonus is returned. This is used when determine |
518 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
555 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
521 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
556 | * 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 |
557 | * weird integer between 1-31. |
523 | * weird integer between 1-31. |
558 | * |
524 | * |
559 | */ |
525 | */ |
560 | |
|
|
561 | int |
526 | int |
562 | magic_from_difficulty (int difficulty) |
527 | magic_from_difficulty (int difficulty) |
563 | { |
528 | { |
564 | int percent = 0, magic = 0; |
529 | int percent = 0, magic = 0; |
565 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
530 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
… | |
… | |
570 | scaled_diff = 0; |
535 | scaled_diff = 0; |
571 | |
536 | |
572 | if (scaled_diff >= DIFFLEVELS) |
537 | if (scaled_diff >= DIFFLEVELS) |
573 | scaled_diff = DIFFLEVELS - 1; |
538 | scaled_diff = DIFFLEVELS - 1; |
574 | |
539 | |
575 | percent = RANDOM () % 100; |
540 | percent = rndm (100); |
576 | |
541 | |
577 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
542 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
578 | { |
543 | { |
579 | percent -= difftomagic_list[scaled_diff][magic]; |
544 | percent -= difftomagic_list[scaled_diff][magic]; |
580 | |
545 | |
581 | if (percent < 0) |
546 | if (percent < 0) |
582 | break; |
547 | break; |
583 | } |
548 | } |
584 | |
549 | |
585 | if (magic == (MAXMAGIC + 1)) |
550 | if (magic == (MAXMAGIC + 1)) |
586 | { |
551 | { |
587 | 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); |
588 | magic = 0; |
553 | magic = 0; |
589 | } |
554 | } |
590 | |
555 | |
591 | magic = (RANDOM () % 3) ? magic : -magic; |
556 | magic = (rndm (3)) ? magic : -magic; |
592 | /* 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); */ |
593 | |
558 | |
594 | return magic; |
559 | return magic; |
595 | } |
560 | } |
596 | |
561 | |
… | |
… | |
600 | * This function doesn't work properly, should add use of archetypes |
565 | * This function doesn't work properly, should add use of archetypes |
601 | * to make it truly absolute. |
566 | * to make it truly absolute. |
602 | */ |
567 | */ |
603 | |
568 | |
604 | void |
569 | void |
605 | set_abs_magic (object * op, int magic) |
570 | set_abs_magic (object *op, int magic) |
606 | { |
571 | { |
607 | if (!magic) |
572 | if (!magic) |
608 | return; |
573 | return; |
609 | |
574 | |
610 | op->magic = magic; |
575 | op->magic = magic; |
611 | if (op->arch) |
576 | if (op->arch) |
612 | { |
577 | { |
613 | if (op->type == ARMOUR) |
578 | if (op->type == ARMOUR) |
614 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
615 | |
580 | |
616 | 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 */ |
617 | magic = (-magic); |
582 | magic = (-magic); |
|
|
583 | |
618 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
584 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
619 | } |
585 | } |
620 | else |
586 | else |
621 | { |
587 | { |
622 | if (op->type == ARMOUR) |
588 | if (op->type == ARMOUR) |
623 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
589 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
590 | |
624 | 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 */ |
625 | magic = (-magic); |
592 | magic = (-magic); |
|
|
593 | |
626 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
594 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
627 | } |
595 | } |
628 | } |
596 | } |
629 | |
597 | |
630 | /* |
598 | /* |
631 | * Sets a random magical bonus in the given object based upon |
599 | * Sets a random magical bonus in the given object based upon |
632 | * the given difficulty, and the given max possible bonus. |
600 | * the given difficulty, and the given max possible bonus. |
633 | */ |
601 | */ |
634 | |
602 | |
635 | static void |
603 | static void |
636 | set_magic (int difficulty, object * op, int max_magic, int flags) |
604 | set_magic (int difficulty, object *op, int max_magic, int flags) |
637 | { |
605 | { |
638 | int i; |
606 | int i; |
|
|
607 | |
639 | i = magic_from_difficulty (difficulty); |
608 | i = magic_from_difficulty (difficulty); |
640 | if ((flags & GT_ONLY_GOOD) && i < 0) |
609 | if ((flags & GT_ONLY_GOOD) && i < 0) |
641 | i = -i; |
610 | i = -i; |
642 | if (i > max_magic) |
611 | if (i > max_magic) |
643 | i = max_magic; |
612 | i = max_magic; |
… | |
… | |
652 | * 1) Since rings can have multiple bonuses, if the same bonus |
621 | * 1) Since rings can have multiple bonuses, if the same bonus |
653 | * is rolled again, increase it - the bonuses now stack with |
622 | * is rolled again, increase it - the bonuses now stack with |
654 | * other bonuses previously rolled and ones the item might natively have. |
623 | * other bonuses previously rolled and ones the item might natively have. |
655 | * 2) Add code to deal with new PR method. |
624 | * 2) Add code to deal with new PR method. |
656 | */ |
625 | */ |
657 | |
|
|
658 | void |
626 | void |
659 | set_ring_bonus (object * op, int bonus) |
627 | set_ring_bonus (object *op, int bonus) |
660 | { |
628 | { |
661 | |
629 | |
662 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
630 | int r = rndm (bonus > 0 ? 25 : 11); |
663 | |
631 | |
664 | if (op->type == AMULET) |
632 | if (op->type == AMULET) |
665 | { |
633 | { |
666 | if (!(RANDOM () % 21)) |
634 | if (!(rndm (21))) |
667 | r = 20 + RANDOM () % 2; |
635 | r = 20 + rndm (2); |
668 | else |
636 | else |
669 | { |
637 | { |
670 | if (RANDOM () & 2) |
638 | if (rndm (2)) |
671 | r = 10; |
639 | r = 10; |
672 | else |
640 | else |
673 | r = 11 + RANDOM () % 9; |
641 | r = 11 + rndm (9); |
674 | } |
642 | } |
675 | } |
643 | } |
676 | |
644 | |
677 | switch (r) |
645 | switch (r) |
678 | { |
646 | { |
679 | /* 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, |
680 | * bonuses and penalties will stack and add to existing values. |
648 | * bonuses and penalties will stack and add to existing values. |
681 | * of the item. |
649 | * of the item. |
682 | */ |
650 | */ |
683 | case 0: |
651 | case 0: |
684 | case 1: |
652 | case 1: |
685 | case 2: |
653 | case 2: |
686 | case 3: |
654 | case 3: |
687 | case 4: |
655 | case 4: |
688 | case 5: |
656 | case 5: |
689 | case 6: |
657 | case 6: |
690 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
658 | op->stats.stat (r) += bonus; |
691 | break; |
659 | break; |
692 | |
660 | |
693 | case 7: |
661 | case 7: |
694 | op->stats.dam += bonus; |
662 | op->stats.dam += bonus; |
695 | break; |
663 | break; |
696 | |
664 | |
697 | case 8: |
665 | case 8: |
698 | op->stats.wc += bonus; |
666 | op->stats.wc += bonus; |
699 | break; |
667 | break; |
700 | |
668 | |
701 | case 9: |
669 | case 9: |
702 | op->stats.food += bonus; /* hunger/sustenance */ |
670 | op->stats.food += bonus; /* hunger/sustenance */ |
703 | break; |
671 | break; |
704 | |
672 | |
705 | case 10: |
673 | case 10: |
706 | op->stats.ac += bonus; |
674 | op->stats.ac += bonus; |
707 | break; |
675 | break; |
708 | |
676 | |
709 | /* Item that gives protections/vulnerabilities */ |
677 | /* Item that gives protections/vulnerabilities */ |
710 | case 11: |
678 | case 11: |
711 | case 12: |
679 | case 12: |
712 | case 13: |
680 | case 13: |
713 | case 14: |
681 | case 14: |
714 | case 15: |
682 | case 15: |
715 | case 16: |
683 | case 16: |
716 | case 17: |
684 | case 17: |
717 | case 18: |
685 | case 18: |
718 | case 19: |
686 | case 19: |
719 | { |
687 | { |
720 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
688 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
721 | |
689 | |
722 | /* 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) */ |
723 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
691 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
724 | |
692 | |
725 | /* 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 |
726 | * positive values for how protections work out. Put another |
694 | * positive values for how protections work out. Put another |
727 | * 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 |
728 | * even values. |
696 | * even values. |
729 | */ |
697 | */ |
730 | if (bonus < 0) |
698 | if (bonus < 0) |
731 | val = 2 * -val - RANDOM () % b; |
699 | val = 2 * -val - rndm (b); |
732 | if (val > 35) |
700 | if (val > 35) |
733 | val = 35; /* Upper limit */ |
701 | val = 35; /* Upper limit */ |
734 | b = 0; |
702 | b = 0; |
|
|
703 | |
735 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
704 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
736 | { |
705 | resist = rndm (num_resist_table); |
737 | resist = RANDOM () % num_resist_table; |
706 | |
738 | } |
707 | if (b == 4) |
739 | if (b == 4) |
|
|
740 | return; /* Not able to find a free resistance */ |
708 | return; /* Not able to find a free resistance */ |
|
|
709 | |
741 | op->resist[resist_table[resist]] = val; |
710 | op->resist[resist_table[resist]] = val; |
742 | /* We should probably do something more clever here to adjust value |
711 | /* We should probably do something more clever here to adjust value |
743 | * based on how good a resistance we gave. |
712 | * based on how good a resistance we gave. |
744 | */ |
713 | */ |
745 | break; |
714 | break; |
746 | } |
715 | } |
747 | case 20: |
716 | case 20: |
748 | if (op->type == AMULET) |
717 | if (op->type == AMULET) |
749 | { |
718 | { |
750 | SET_FLAG (op, FLAG_REFL_SPELL); |
719 | SET_FLAG (op, FLAG_REFL_SPELL); |
751 | op->value *= 11; |
720 | op->value *= 11; |
752 | } |
721 | } |
753 | else |
722 | else |
754 | { |
723 | { |
755 | op->stats.hp = 1; /* regenerate hit points */ |
724 | op->stats.hp = 1; /* regenerate hit points */ |
756 | op->value *= 4; |
725 | op->value *= 4; |
757 | } |
726 | } |
758 | break; |
727 | break; |
759 | |
728 | |
760 | case 21: |
729 | case 21: |
761 | if (op->type == AMULET) |
730 | if (op->type == AMULET) |
762 | { |
731 | { |
763 | SET_FLAG (op, FLAG_REFL_MISSILE); |
732 | SET_FLAG (op, FLAG_REFL_MISSILE); |
764 | op->value *= 9; |
733 | op->value *= 9; |
765 | } |
734 | } |
766 | else |
735 | else |
767 | { |
736 | { |
768 | op->stats.sp = 1; /* regenerate spell points */ |
737 | op->stats.sp = 1; /* regenerate spell points */ |
769 | op->value *= 3; |
738 | op->value *= 3; |
770 | } |
739 | } |
771 | break; |
740 | break; |
772 | |
741 | |
773 | case 22: |
742 | case 22: |
774 | op->stats.exp += bonus; /* Speed! */ |
743 | op->stats.exp += bonus; /* Speed! */ |
775 | op->value = (op->value * 2) / 3; |
744 | op->value = (op->value * 2) / 3; |
776 | break; |
745 | break; |
777 | } |
746 | } |
|
|
747 | |
778 | if (bonus > 0) |
748 | if (bonus > 0) |
779 | op->value *= 2 * bonus; |
749 | op->value *= 2 * bonus; |
780 | else |
750 | else |
781 | op->value = -(op->value * 2 * bonus) / 3; |
751 | op->value = -(op->value * 2 * bonus) / 3; |
782 | } |
752 | } |
… | |
… | |
787 | * higher is the chance of returning a low number. |
757 | * higher is the chance of returning a low number. |
788 | * 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 |
789 | * rings and amulets. |
759 | * rings and amulets. |
790 | * 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. |
791 | */ |
761 | */ |
792 | |
|
|
793 | int |
762 | int |
794 | get_magic (int diff) |
763 | get_magic (int diff) |
795 | { |
764 | { |
796 | int i; |
765 | int i; |
|
|
766 | |
797 | if (diff < 3) |
767 | if (diff < 3) |
798 | diff = 3; |
768 | diff = 3; |
|
|
769 | |
799 | for (i = 0; i < 4; i++) |
770 | for (i = 0; i < 4; i++) |
800 | if (RANDOM () % diff) |
771 | if (rndm (diff)) |
801 | return i; |
772 | return i; |
|
|
773 | |
802 | return 4; |
774 | return 4; |
803 | } |
775 | } |
804 | |
776 | |
805 | #define DICE2 (get_magic(2)==2?2:1) |
777 | #define DICE2 (get_magic(2)==2?2:1) |
806 | #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)) |
807 | |
779 | |
808 | /* |
780 | /* |
809 | * 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 |
810 | * 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 |
811 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
783 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
812 | */ |
784 | */ |
|
|
785 | |
813 | /* 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 |
814 | * 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 |
815 | * 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 |
816 | * way to do this? b.t. */ |
789 | * way to do this? b.t. */ |
|
|
790 | |
817 | /* |
791 | /* |
818 | * ! (flags & GT_ENVIRONMENT): |
792 | * ! (flags & GT_ENVIRONMENT): |
819 | * Automatically calls fix_flesh_item(). |
793 | * Automatically calls fix_flesh_item(). |
820 | * |
794 | * |
821 | * flags: |
795 | * flags: |
… | |
… | |
823 | * value. |
797 | * value. |
824 | * 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 |
825 | * 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 |
826 | * 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 |
827 | */ |
801 | */ |
828 | |
|
|
829 | void |
802 | void |
830 | 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) |
831 | { |
804 | { |
832 | 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; |
833 | |
806 | |
834 | if (!creator || creator->type == op->type) |
807 | if (!creator || creator->type == op->type) |
835 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
808 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
836 | |
809 | |
837 | /* If we make an artifact, this information will be destroyed */ |
810 | /* If we make an artifact, this information will be destroyed */ |
838 | save_item_power = op->item_power; |
811 | save_item_power = op->item_power; |
839 | op->item_power = 0; |
812 | op->item_power = 0; |
840 | |
813 | |
841 | if (op->randomitems && op->type != SPELL) |
814 | if (op->randomitems && op->type != SPELL) |
842 | { |
815 | { |
843 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
816 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
844 | if (!op->inv) |
|
|
845 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
846 | |
|
|
847 | /* So the treasure doesn't get created again */ |
817 | /* So the treasure doesn't get created again */ |
848 | op->randomitems = NULL; |
818 | op->randomitems = 0; |
849 | } |
819 | } |
850 | |
820 | |
851 | if (difficulty < 1) |
821 | if (difficulty < 1) |
852 | difficulty = 1; |
822 | difficulty = 1; |
853 | |
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 | |
854 | if (!(flags & GT_MINIMAL)) |
830 | if (!(flags & GT_MINIMAL)) |
855 | { |
831 | { |
856 | if (op->arch == crown_arch) |
832 | if (IS_ARCH (op->arch, crown)) |
857 | { |
833 | { |
858 | set_magic (difficulty, op, max_magic, flags); |
834 | set_magic (difficulty, op, max_magic, flags); |
859 | num_enchantments = calc_item_power (op, 1); |
835 | num_enchantments = calc_item_power (op, 1); |
860 | generate_artifact (op, difficulty); |
836 | generate_artifact (op, difficulty); |
861 | } |
837 | } |
862 | else |
838 | else |
863 | { |
839 | { |
864 | if (!op->magic && max_magic) |
840 | if (!op->magic && max_magic) |
865 | set_magic (difficulty, op, max_magic, flags); |
841 | set_magic (difficulty, op, max_magic, flags); |
866 | |
842 | |
867 | num_enchantments = calc_item_power (op, 1); |
843 | num_enchantments = calc_item_power (op, 1); |
868 | |
844 | |
869 | 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)) |
870 | * 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 */ |
871 | generate_artifact (op, difficulty); |
848 | generate_artifact (op, difficulty); |
872 | } |
849 | } |
873 | |
850 | |
874 | /* Object was made an artifact. Calculate its item_power rating. |
851 | /* Object was made an artifact. Calculate its item_power rating. |
875 | * the item_power in the object is what the artfiact adds. |
852 | * the item_power in the object is what the artfiact adds. |
876 | */ |
853 | */ |
877 | if (op->title) |
854 | if (op->title) |
878 | { |
855 | { |
879 | /* 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 |
880 | * 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 |
881 | * 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 |
882 | * 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 |
883 | * 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 |
884 | * being somewhat of a bonus |
861 | * being somewhat of a bonus |
885 | */ |
862 | */ |
886 | if (save_item_power) |
863 | if (save_item_power) |
887 | 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); |
888 | else |
865 | else |
889 | 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); |
890 | } |
867 | } |
891 | else if (save_item_power) |
868 | else if (save_item_power) |
892 | { |
869 | { |
893 | /* 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. |
894 | * we don't care about num_enchantments - that will basically just |
871 | * we don't care about num_enchantments - that will basically just |
895 | * have calculated some value from the base attributes of the archetype. |
872 | * have calculated some value from the base attributes of the archetype. |
896 | */ |
873 | */ |
897 | op->item_power = save_item_power; |
874 | op->item_power = save_item_power; |
898 | } |
875 | } |
899 | else |
876 | else |
900 | { |
877 | { |
901 | /* 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 |
902 | * 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 |
903 | * 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 |
904 | * item_power value. |
881 | * item_power value. |
905 | * - gros, 21th of July 2006. |
882 | * - gros, 21th of July 2006. |
906 | */ |
883 | */ |
907 | op->item_power = calc_item_power (op, 0); |
884 | op->item_power = calc_item_power (op, 0); |
908 | 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 |
909 | * again below */ |
886 | * again below */ |
910 | } |
887 | } |
911 | } |
888 | } |
912 | |
889 | |
913 | /* materialtype modifications. Note we allow this on artifacts. */ |
890 | /* materialtype modifications. Note we allow this on artifacts. */ |
914 | set_materialname (op, difficulty, NULL); |
891 | set_materialname (op, difficulty, NULL); |
915 | |
892 | |
916 | if (flags & GT_MINIMAL) |
893 | if (flags & GT_MINIMAL) |
917 | { |
894 | { |
918 | if (op->type == POTION) |
895 | if (op->type == POTION) |
919 | /* Handle healing and magic power potions */ |
896 | /* Handle healing and magic power potions */ |
920 | if (op->stats.sp && !op->randomitems) |
897 | if (op->stats.sp && !op->randomitems) |
921 | { |
898 | { |
922 | object *tmp; |
|
|
923 | |
|
|
924 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
899 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
925 | insert_ob_in_ob (tmp, op); |
900 | insert_ob_in_ob (tmp, op); |
926 | op->stats.sp = 0; |
901 | op->stats.sp = 0; |
927 | } |
902 | } |
928 | } |
903 | } |
929 | else if (!op->title) /* Only modify object if not special */ |
904 | else if (!op->title) /* Only modify object if not special */ |
930 | switch (op->type) |
905 | switch (op->type) |
931 | { |
906 | { |
932 | case WEAPON: |
907 | case WEAPON: |
933 | case ARMOUR: |
908 | case ARMOUR: |
934 | case SHIELD: |
909 | case SHIELD: |
935 | case HELMET: |
910 | case HELMET: |
936 | case CLOAK: |
911 | case CLOAK: |
937 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
912 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
938 | set_ring_bonus (op, -DICE2); |
913 | set_ring_bonus (op, -DICE2); |
939 | break; |
914 | break; |
940 | |
915 | |
941 | case BRACERS: |
916 | case BRACERS: |
942 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
917 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
943 | { |
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 (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
|
|
972 | break; |
|
|
973 | |
|
|
974 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
|
|
975 | SET_FLAG (op, FLAG_CURSED); |
|
|
976 | |
944 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
977 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
945 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
946 | op->value *= 3; |
|
|
947 | } |
|
|
948 | break; |
|
|
949 | |
978 | |
950 | case POTION: |
|
|
951 | { |
|
|
952 | int too_many_tries = 0, is_special = 0; |
|
|
953 | |
|
|
954 | /* Handle healing and magic power potions */ |
|
|
955 | if (op->stats.sp && !op->randomitems) |
|
|
956 | { |
|
|
957 | object *tmp; |
|
|
958 | |
|
|
959 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
960 | insert_ob_in_ob (tmp, op); |
|
|
961 | op->stats.sp = 0; |
|
|
962 | } |
|
|
963 | |
|
|
964 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
965 | { |
|
|
966 | generate_artifact (op, difficulty); |
|
|
967 | if (too_many_tries++ > 10) |
|
|
968 | break; |
|
|
969 | } |
|
|
970 | |
|
|
971 | /* don't want to change value for healing/magic power potions, |
|
|
972 | * since the value set on those is already correct. |
|
|
973 | */ |
|
|
974 | if (op->inv && op->randomitems) |
|
|
975 | { |
|
|
976 | /* value multiplier is same as for scrolls */ |
|
|
977 | op->value = (op->value * op->inv->value); |
|
|
978 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
|
|
979 | } |
|
|
980 | else |
|
|
981 | { |
|
|
982 | op->name = "potion"; |
|
|
983 | op->name_pl = "potions"; |
|
|
984 | } |
|
|
985 | |
|
|
986 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
987 | SET_FLAG (op, FLAG_CURSED); |
|
|
988 | break; |
|
|
989 | } |
|
|
990 | |
|
|
991 | case AMULET: |
|
|
992 | if (op->arch == amulet_arch) |
|
|
993 | op->value *= 5; /* Since it's not just decoration */ |
|
|
994 | |
|
|
995 | case RING: |
|
|
996 | if (op->arch == NULL) |
|
|
997 | { |
|
|
998 | remove_ob (op); |
|
|
999 | free_object (op); |
|
|
1000 | op = NULL; |
|
|
1001 | break; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
1005 | break; |
|
|
1006 | |
|
|
1007 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
1008 | SET_FLAG (op, FLAG_CURSED); |
|
|
1009 | |
|
|
1010 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
1011 | |
|
|
1012 | if (op->type != RING) /* Amulets have only one ability */ |
979 | if (op->type != RING) /* Amulets have only one ability */ |
1013 | break; |
980 | break; |
1014 | |
981 | |
1015 | if (!(RANDOM () % 4)) |
982 | if (!(rndm (4))) |
1016 | { |
983 | { |
1017 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
984 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1018 | |
985 | |
1019 | if (d > 0) |
986 | if (d > 0) |
1020 | op->value *= 3; |
987 | op->value *= 3; |
1021 | |
988 | |
1022 | set_ring_bonus (op, d); |
989 | set_ring_bonus (op, d); |
1023 | |
990 | |
1024 | if (!(RANDOM () % 4)) |
991 | if (!(rndm (4))) |
1025 | { |
992 | { |
1026 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
993 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1027 | if (d > 0) |
|
|
1028 | op->value *= 5; |
|
|
1029 | set_ring_bonus (op, d); |
|
|
1030 | } |
|
|
1031 | } |
|
|
1032 | |
994 | |
|
|
995 | if (d > 0) |
|
|
996 | op->value *= 5; |
|
|
997 | set_ring_bonus (op, d); |
|
|
998 | } |
|
|
999 | } |
|
|
1000 | |
1033 | if (GET_ANIM_ID (op)) |
1001 | if (GET_ANIM_ID (op)) |
1034 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1002 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1035 | |
1003 | |
1036 | break; |
1004 | break; |
1037 | |
1005 | |
1038 | case BOOK: |
1006 | case BOOK: |
1039 | /* Is it an empty book?, if yes lets make a special· |
1007 | /* Is it an empty book?, if yes lets make a special· |
1040 | * msg for it, and tailor its properties based on the· |
1008 | * msg for it, and tailor its properties based on the· |
1041 | * creator and/or map level we found it on. |
1009 | * creator and/or map level we found it on. |
1042 | */ |
1010 | */ |
1043 | if (!op->msg && RANDOM () % 10) |
1011 | if (!op->msg && rndm (10)) |
1044 | { |
1012 | { |
1045 | /* set the book level properly */ |
1013 | /* set the book level properly */ |
1046 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1014 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1047 | { |
1015 | { |
1048 | if (op->map && op->map->difficulty) |
1016 | if (op->map && op->map->difficulty) |
1049 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1017 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1050 | else |
1018 | else |
1051 | op->level = RANDOM () % 20 + 1; |
1019 | op->level = rndm (20) + 1; |
1052 | } |
1020 | } |
1053 | else |
1021 | else |
1054 | op->level = RANDOM () % creator->level; |
1022 | op->level = rndm (creator->level); |
1055 | |
1023 | |
1056 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1024 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1057 | /* books w/ info are worth more! */ |
1025 | /* books w/ info are worth more! */ |
1058 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1026 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1059 | /* creator related stuff */ |
1027 | /* creator related stuff */ |
1060 | |
1028 | |
1061 | /* for library, chained books. Note that some monsters have no_pick |
1029 | /* for library, chained books. Note that some monsters have no_pick |
1062 | * set - we don't want to set no pick in that case. |
1030 | * set - we don't want to set no pick in that case. |
1063 | */ |
1031 | */ |
1064 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1032 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1065 | SET_FLAG (op, FLAG_NO_PICK); |
1033 | SET_FLAG (op, FLAG_NO_PICK); |
1066 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1034 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1067 | op->slaying = creator->slaying; |
1035 | op->slaying = creator->slaying; |
1068 | |
1036 | |
1069 | /* add exp so reading it gives xp (once) */ |
1037 | /* add exp so reading it gives xp (once) */ |
1070 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1038 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1071 | } |
1039 | } |
1072 | break; |
1040 | break; |
1073 | |
1041 | |
1074 | case SPELLBOOK: |
1042 | case SPELLBOOK: |
1075 | op->value = op->value * op->inv->value; |
1043 | op->value = op->value * op->inv->value; |
1076 | /* add exp so learning gives xp */ |
1044 | /* add exp so learning gives xp */ |
1077 | op->level = op->inv->level; |
1045 | op->level = op->inv->level; |
1078 | op->stats.exp = op->value; |
1046 | op->stats.exp = op->value; |
1079 | break; |
1047 | break; |
1080 | |
1048 | |
1081 | case WAND: |
1049 | case WAND: |
1082 | /* nrof in the treasure list is number of charges, |
1050 | /* nrof in the treasure list is number of charges, |
1083 | * not number of wands. So copy that into food (charges), |
1051 | * not number of wands. So copy that into food (charges), |
1084 | * and reset nrof. |
1052 | * and reset nrof. |
1085 | */ |
1053 | */ |
1086 | op->stats.food = op->inv->nrof; |
1054 | op->stats.food = op->inv->nrof; |
1087 | op->nrof = 1; |
1055 | op->nrof = 1; |
1088 | /* If the spell changes by level, choose a random level |
1056 | /* If the spell changes by level, choose a random level |
1089 | * for it, and adjust price. If the spell doesn't |
1057 | * for it, and adjust price. If the spell doesn't |
1090 | * change by level, just set the wand to the level of |
1058 | * change by level, just set the wand to the level of |
1091 | * the spell, and value calculation is simpler. |
1059 | * the spell, and value calculation is simpler. |
1092 | */ |
1060 | */ |
1093 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1061 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1094 | { |
1062 | { |
|
|
1063 | op->level = level_for_item (op, difficulty); |
|
|
1064 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1065 | } |
|
|
1066 | else |
|
|
1067 | { |
|
|
1068 | op->level = op->inv->level; |
|
|
1069 | op->value = op->value * op->inv->value; |
|
|
1070 | } |
|
|
1071 | break; |
|
|
1072 | |
|
|
1073 | case ROD: |
1095 | op->level = level_for_item (op, difficulty); |
1074 | op->level = level_for_item (op, difficulty); |
|
|
1075 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1076 | * reasonable. Otherwise, a high level version of a low level |
|
|
1077 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1078 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1079 | */ |
1096 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1080 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1097 | } |
1081 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1098 | else |
1082 | if (op->stats.maxhp) |
1099 | { |
1083 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1100 | op->level = op->inv->level; |
1084 | else |
1101 | op->value = op->value * op->inv->value; |
1085 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1102 | } |
|
|
1103 | break; |
|
|
1104 | |
1086 | |
|
|
1087 | op->stats.hp = op->stats.maxhp; |
|
|
1088 | break; |
|
|
1089 | |
1105 | case ROD: |
1090 | case SCROLL: |
1106 | op->level = level_for_item (op, difficulty); |
1091 | op->level = level_for_item (op, difficulty); |
1107 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1108 | * reasonable. Otherwise, a high level version of a low level |
|
|
1109 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1110 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1111 | */ |
|
|
1112 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1092 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1113 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
|
|
1114 | if (op->stats.maxhp) |
|
|
1115 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1116 | else |
|
|
1117 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1118 | |
1093 | |
1119 | op->stats.hp = op->stats.maxhp; |
|
|
1120 | break; |
|
|
1121 | |
|
|
1122 | case SCROLL: |
|
|
1123 | op->level = level_for_item (op, difficulty); |
|
|
1124 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1125 | |
|
|
1126 | /* add exp so reading them properly gives xp */ |
1094 | /* add exp so reading them properly gives xp */ |
1127 | op->stats.exp = op->value / 5; |
1095 | op->stats.exp = op->value / 5; |
1128 | op->nrof = op->inv->nrof; |
1096 | op->nrof = op->inv->nrof; |
1129 | break; |
1097 | break; |
1130 | |
1098 | |
1131 | case RUNE: |
1099 | case RUNE: |
1132 | trap_adjust (op, difficulty); |
1100 | trap_adjust (op, difficulty); |
1133 | break; |
1101 | break; |
1134 | |
1102 | |
1135 | case TRAP: |
1103 | case TRAP: |
1136 | trap_adjust (op, difficulty); |
1104 | trap_adjust (op, difficulty); |
1137 | break; |
1105 | break; |
1138 | } /* switch type */ |
1106 | } /* switch type */ |
1139 | |
1107 | |
1140 | if (flags & GT_STARTEQUIP) |
1108 | if (flags & GT_STARTEQUIP) |
1141 | { |
1109 | { |
1142 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1110 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1143 | SET_FLAG (op, FLAG_STARTEQUIP); |
1111 | SET_FLAG (op, FLAG_STARTEQUIP); |
1144 | else if (op->type != MONEY) |
1112 | else if (op->type != MONEY) |
1145 | op->value = 0; |
1113 | op->value = 0; |
1146 | } |
1114 | } |
1147 | |
1115 | |
1148 | if (!(flags & GT_ENVIRONMENT)) |
1116 | if (!(flags & GT_ENVIRONMENT)) |
1149 | fix_flesh_item (op, creator); |
1117 | fix_flesh_item (op, creator); |
1150 | } |
1118 | } |
… | |
… | |
1158 | */ |
1126 | */ |
1159 | |
1127 | |
1160 | /* |
1128 | /* |
1161 | * Allocate and return the pointer to an empty artifactlist structure. |
1129 | * Allocate and return the pointer to an empty artifactlist structure. |
1162 | */ |
1130 | */ |
1163 | |
|
|
1164 | static artifactlist * |
1131 | static artifactlist * |
1165 | get_empty_artifactlist (void) |
1132 | get_empty_artifactlist (void) |
1166 | { |
1133 | { |
1167 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1134 | return salloc0<artifactlist> (); |
1168 | if (tl == NULL) |
|
|
1169 | fatal (OUT_OF_MEMORY); |
|
|
1170 | tl->next = NULL; |
|
|
1171 | tl->items = NULL; |
|
|
1172 | tl->total_chance = 0; |
|
|
1173 | return tl; |
|
|
1174 | } |
1135 | } |
1175 | |
1136 | |
1176 | /* |
1137 | /* |
1177 | * Allocate and return the pointer to an empty artifact structure. |
1138 | * Allocate and return the pointer to an empty artifact structure. |
1178 | */ |
1139 | */ |
1179 | |
|
|
1180 | static artifact * |
1140 | static artifact * |
1181 | get_empty_artifact (void) |
1141 | get_empty_artifact (void) |
1182 | { |
1142 | { |
1183 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1143 | return salloc0<artifact> (); |
1184 | if (t == NULL) |
|
|
1185 | fatal (OUT_OF_MEMORY); |
|
|
1186 | t->item = NULL; |
|
|
1187 | t->next = NULL; |
|
|
1188 | t->chance = 0; |
|
|
1189 | t->difficulty = 0; |
|
|
1190 | t->allowed = NULL; |
|
|
1191 | return t; |
|
|
1192 | } |
1144 | } |
1193 | |
1145 | |
1194 | /* |
1146 | /* |
1195 | * Searches the artifact lists and returns one that has the same type |
1147 | * Searches the artifact lists and returns one that has the same type |
1196 | * of objects on it. |
1148 | * of objects on it. |
1197 | */ |
1149 | */ |
1198 | |
|
|
1199 | artifactlist * |
1150 | artifactlist * |
1200 | find_artifactlist (int type) |
1151 | find_artifactlist (int type) |
1201 | { |
1152 | { |
1202 | artifactlist *al; |
|
|
1203 | |
|
|
1204 | for (al = first_artifactlist; al != NULL; al = al->next) |
1153 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1205 | if (al->type == type) |
1154 | if (al->type == type) |
1206 | return al; |
1155 | return al; |
1207 | return NULL; |
|
|
1208 | } |
|
|
1209 | |
1156 | |
1210 | /* |
|
|
1211 | * For debugging purposes. Dumps all tables. |
|
|
1212 | */ |
|
|
1213 | |
|
|
1214 | void |
|
|
1215 | dump_artifacts (void) |
|
|
1216 | { |
|
|
1217 | artifactlist *al; |
|
|
1218 | artifact *art; |
|
|
1219 | linked_char *next; |
|
|
1220 | |
|
|
1221 | fprintf (logfile, "\n"); |
|
|
1222 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1223 | { |
|
|
1224 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1225 | for (art = al->items; art != NULL; art = art->next) |
|
|
1226 | { |
|
|
1227 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1228 | if (art->allowed != NULL) |
|
|
1229 | { |
|
|
1230 | fprintf (logfile, "\tAllowed combinations:"); |
|
|
1231 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1232 | fprintf (logfile, "%s,", &next->name); |
|
|
1233 | fprintf (logfile, "\n"); |
|
|
1234 | } |
|
|
1235 | } |
|
|
1236 | } |
|
|
1237 | fprintf (logfile, "\n"); |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | /* |
|
|
1241 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1242 | */ |
|
|
1243 | void |
|
|
1244 | dump_monster_treasure_rec (const char *name, treasure * t, int depth) |
|
|
1245 | { |
|
|
1246 | treasurelist *tl; |
|
|
1247 | int i; |
|
|
1248 | |
|
|
1249 | if (depth > 100) |
|
|
1250 | return; |
1157 | return 0; |
1251 | while (t != NULL) |
|
|
1252 | { |
|
|
1253 | if (t->name != NULL) |
|
|
1254 | { |
|
|
1255 | for (i = 0; i < depth; i++) |
|
|
1256 | fprintf (logfile, " "); |
|
|
1257 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1258 | tl = find_treasurelist (t->name); |
|
|
1259 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1260 | for (i = 0; i < depth; i++) |
|
|
1261 | fprintf (logfile, " "); |
|
|
1262 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1263 | } |
|
|
1264 | else |
|
|
1265 | { |
|
|
1266 | for (i = 0; i < depth; i++) |
|
|
1267 | fprintf (logfile, " "); |
|
|
1268 | if (t->item->clone.type == FLESH) |
|
|
1269 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1270 | else |
|
|
1271 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1272 | } |
|
|
1273 | if (t->next_yes != NULL) |
|
|
1274 | { |
|
|
1275 | for (i = 0; i < depth; i++) |
|
|
1276 | fprintf (logfile, " "); |
|
|
1277 | fprintf (logfile, " (if yes)\n"); |
|
|
1278 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1279 | } |
|
|
1280 | if (t->next_no != NULL) |
|
|
1281 | { |
|
|
1282 | for (i = 0; i < depth; i++) |
|
|
1283 | fprintf (logfile, " "); |
|
|
1284 | fprintf (logfile, " (if no)\n"); |
|
|
1285 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1286 | } |
|
|
1287 | t = t->next; |
|
|
1288 | } |
|
|
1289 | } |
|
|
1290 | |
|
|
1291 | /* |
|
|
1292 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1293 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1294 | */ |
|
|
1295 | |
|
|
1296 | void |
|
|
1297 | dump_monster_treasure (const char *name) |
|
|
1298 | { |
|
|
1299 | archetype *at; |
|
|
1300 | int found; |
|
|
1301 | |
|
|
1302 | found = 0; |
|
|
1303 | fprintf (logfile, "\n"); |
|
|
1304 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1305 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1306 | { |
|
|
1307 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1308 | if (at->clone.randomitems != NULL) |
|
|
1309 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1310 | else |
|
|
1311 | fprintf (logfile, "(nothing)\n"); |
|
|
1312 | fprintf (logfile, "\n"); |
|
|
1313 | found++; |
|
|
1314 | } |
|
|
1315 | if (found == 0) |
|
|
1316 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1317 | } |
1158 | } |
1318 | |
1159 | |
1319 | /* |
1160 | /* |
1320 | * Builds up the lists of artifacts from the file in the libdir. |
1161 | * Builds up the lists of artifacts from the file in the libdir. |
1321 | */ |
1162 | */ |
1322 | |
|
|
1323 | void |
1163 | void |
1324 | init_artifacts (void) |
1164 | init_artifacts (void) |
1325 | { |
1165 | { |
1326 | static int has_been_inited = 0; |
1166 | static int has_been_inited = 0; |
1327 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1167 | char filename[MAX_BUF]; |
1328 | artifact *art = NULL; |
1168 | artifact *art = NULL; |
1329 | linked_char *tmp; |
|
|
1330 | int value, comp; |
|
|
1331 | artifactlist *al; |
1169 | artifactlist *al; |
1332 | |
1170 | |
1333 | if (has_been_inited) |
1171 | if (has_been_inited) |
1334 | return; |
1172 | return; |
1335 | else |
1173 | else |
1336 | has_been_inited = 1; |
1174 | has_been_inited = 1; |
1337 | |
1175 | |
1338 | sprintf (filename, "%s/artifacts", settings.datadir); |
1176 | sprintf (filename, "%s/artifacts", settings.datadir); |
1339 | object_thawer thawer (filename); |
1177 | object_thawer f (filename); |
1340 | |
1178 | |
1341 | if (!thawer) |
1179 | if (!f) |
1342 | return; |
1180 | return; |
1343 | |
1181 | |
1344 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1182 | for (;;) |
1345 | { |
|
|
1346 | if (*buf == '#') |
|
|
1347 | continue; |
|
|
1348 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1349 | *cp = '\0'; |
|
|
1350 | cp = buf; |
|
|
1351 | while (*cp == ' ') /* Skip blanks */ |
|
|
1352 | cp++; |
|
|
1353 | if (*cp == '\0') |
|
|
1354 | continue; |
|
|
1355 | |
|
|
1356 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1357 | { |
|
|
1358 | if (art == NULL) |
|
|
1359 | { |
1183 | { |
|
|
1184 | switch (f.kw) |
|
|
1185 | { |
|
|
1186 | case KW_allowed: |
|
|
1187 | if (!art) |
1360 | art = get_empty_artifact (); |
1188 | art = get_empty_artifact (); |
1361 | nrofartifacts++; |
1189 | |
|
|
1190 | { |
|
|
1191 | if (!strcmp (f.get_str (), "all")) |
|
|
1192 | break; |
|
|
1193 | |
|
|
1194 | char *next, *cp = f.get_str (); |
|
|
1195 | |
|
|
1196 | do |
|
|
1197 | { |
|
|
1198 | if ((next = strchr (cp, ','))) |
|
|
1199 | *next++ = '\0'; |
|
|
1200 | |
|
|
1201 | linked_char *tmp = new linked_char; |
|
|
1202 | |
|
|
1203 | tmp->name = cp; |
|
|
1204 | tmp->next = art->allowed; |
|
|
1205 | art->allowed = tmp; |
|
|
1206 | } |
|
|
1207 | while ((cp = next)); |
|
|
1208 | } |
|
|
1209 | break; |
|
|
1210 | |
|
|
1211 | case KW_chance: |
|
|
1212 | f.get (art->chance); |
|
|
1213 | break; |
|
|
1214 | |
|
|
1215 | case KW_difficulty: |
|
|
1216 | f.get (art->difficulty); |
|
|
1217 | break; |
|
|
1218 | |
|
|
1219 | case KW_object: |
|
|
1220 | { |
|
|
1221 | art->item = object::create (); |
|
|
1222 | f.get (art->item->name); |
|
|
1223 | f.next (); |
|
|
1224 | |
|
|
1225 | if (!art->item->parse_kv (f)) |
|
|
1226 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1227 | |
|
|
1228 | al = find_artifactlist (art->item->type); |
|
|
1229 | |
|
|
1230 | if (!al) |
|
|
1231 | { |
|
|
1232 | al = get_empty_artifactlist (); |
|
|
1233 | al->type = art->item->type; |
|
|
1234 | al->next = first_artifactlist; |
|
|
1235 | first_artifactlist = al; |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | art->next = al->items; |
|
|
1239 | al->items = art; |
|
|
1240 | art = 0; |
|
|
1241 | } |
|
|
1242 | continue; |
|
|
1243 | |
|
|
1244 | case KW_EOF: |
|
|
1245 | goto done; |
|
|
1246 | |
|
|
1247 | default: |
|
|
1248 | if (!f.parse_error ("artifacts file")) |
|
|
1249 | cleanup ("artifacts file required"); |
|
|
1250 | break; |
|
|
1251 | } |
|
|
1252 | |
|
|
1253 | f.next (); |
1362 | } |
1254 | } |
1363 | cp = strchr (cp, ' ') + 1; |
|
|
1364 | if (!strcmp (cp, "all")) |
|
|
1365 | continue; |
|
|
1366 | |
1255 | |
1367 | do |
1256 | done: |
1368 | { |
|
|
1369 | nrofallowedstr++; |
|
|
1370 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1371 | *(next++) = '\0'; |
|
|
1372 | tmp = new linked_char; |
|
|
1373 | tmp->name = cp; |
|
|
1374 | tmp->next = art->allowed; |
|
|
1375 | art->allowed = tmp; |
|
|
1376 | } |
|
|
1377 | while ((cp = next) != NULL); |
|
|
1378 | } |
|
|
1379 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1380 | art->chance = (uint16) value; |
|
|
1381 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1382 | art->difficulty = (uint8) value; |
|
|
1383 | else if (!strncmp (cp, "Object", 6)) |
|
|
1384 | { |
|
|
1385 | art->item = get_object (); |
|
|
1386 | |
|
|
1387 | if (!load_object (thawer, art->item, 0)) |
|
|
1388 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1389 | |
|
|
1390 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1391 | al = find_artifactlist (art->item->type); |
|
|
1392 | if (al == NULL) |
|
|
1393 | { |
|
|
1394 | al = get_empty_artifactlist (); |
|
|
1395 | al->type = art->item->type; |
|
|
1396 | al->next = first_artifactlist; |
|
|
1397 | first_artifactlist = al; |
|
|
1398 | } |
|
|
1399 | art->next = al->items; |
|
|
1400 | al->items = art; |
|
|
1401 | art = NULL; |
|
|
1402 | } |
|
|
1403 | else |
|
|
1404 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1405 | } |
|
|
1406 | |
|
|
1407 | for (al = first_artifactlist; al != NULL; al = al->next) |
1257 | for (al = first_artifactlist; al; al = al->next) |
1408 | { |
1258 | { |
|
|
1259 | al->total_chance = 0; |
|
|
1260 | |
1409 | for (art = al->items; art != NULL; art = art->next) |
1261 | for (art = al->items; art; art = art->next) |
1410 | { |
1262 | { |
1411 | if (!art->chance) |
1263 | if (!art->chance) |
1412 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1264 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1413 | else |
1265 | else |
1414 | al->total_chance += art->chance; |
1266 | al->total_chance += art->chance; |
1415 | } |
1267 | } |
1416 | #if 0 |
1268 | #if 0 |
1417 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1269 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1418 | #endif |
1270 | #endif |
1419 | } |
1271 | } |
1420 | |
1272 | |
1421 | LOG (llevDebug, "done.\n"); |
1273 | LOG (llevDebug, "done.\n"); |
1422 | } |
1274 | } |
1423 | |
1275 | |
1424 | |
|
|
1425 | /* |
1276 | /* |
1426 | * Used in artifact generation. The bonuses of the first object |
1277 | * Used in artifact generation. The bonuses of the first object |
1427 | * is modified by the bonuses of the second object. |
1278 | * is modified by the bonuses of the second object. |
1428 | */ |
1279 | */ |
1429 | |
|
|
1430 | void |
1280 | void |
1431 | add_abilities (object * op, object * change) |
1281 | add_abilities (object *op, object *change) |
1432 | { |
1282 | { |
1433 | int i, j, tmp; |
1283 | int i, tmp; |
1434 | |
1284 | |
1435 | if (change->face != blank_face) |
1285 | if (change->face != blank_face) |
1436 | { |
1286 | { |
1437 | #ifdef TREASURE_VERBOSE |
1287 | #ifdef TREASURE_VERBOSE |
1438 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1288 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1439 | #endif |
1289 | #endif |
1440 | op->face = change->face; |
1290 | op->face = change->face; |
1441 | } |
1291 | } |
1442 | |
1292 | |
1443 | for (i = 0; i < NUM_STATS; i++) |
1293 | for (i = 0; i < NUM_STATS; i++) |
1444 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1294 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1445 | |
1295 | |
1446 | op->attacktype |= change->attacktype; |
1296 | op->attacktype |= change->attacktype; |
1447 | op->path_attuned |= change->path_attuned; |
1297 | op->path_attuned |= change->path_attuned; |
1448 | op->path_repelled |= change->path_repelled; |
1298 | op->path_repelled |= change->path_repelled; |
1449 | op->path_denied |= change->path_denied; |
1299 | op->path_denied |= change->path_denied; |
… | |
… | |
1477 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1327 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1478 | { |
1328 | { |
1479 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1329 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1480 | /* so artifacts will join */ |
1330 | /* so artifacts will join */ |
1481 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1331 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1482 | op->speed = 0.0; |
1332 | op->speed = 0.0; |
1483 | |
1333 | |
1484 | update_ob_speed (op); |
1334 | op->set_speed (op->speed); |
1485 | } |
1335 | } |
1486 | |
1336 | |
1487 | if (change->nrof) |
1337 | if (change->nrof) |
1488 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1338 | op->nrof = rndm (change->nrof) + 1; |
1489 | |
1339 | |
1490 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1340 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1491 | op->stats.wc += change->stats.wc; |
1341 | op->stats.wc += change->stats.wc; |
1492 | op->stats.ac += change->stats.ac; |
1342 | op->stats.ac += change->stats.ac; |
1493 | |
1343 | |
1494 | if (change->other_arch) |
1344 | if (change->other_arch) |
1495 | { |
1345 | { |
1496 | /* Basically, for horns & potions, the other_arch field is the spell |
1346 | /* Basically, for horns & potions, the other_arch field is the spell |
1497 | * to cast. So convert that to into a spell and put it into |
1347 | * to cast. So convert that to into a spell and put it into |
1498 | * this object. |
1348 | * this object. |
1499 | */ |
1349 | */ |
1500 | if (op->type == HORN || op->type == POTION) |
1350 | if (op->type == HORN || op->type == POTION) |
1501 | { |
1351 | { |
1502 | object *tmp_obj; |
|
|
1503 | /* Remove any spells this object currently has in it */ |
1352 | /* Remove any spells this object currently has in it */ |
1504 | while (op->inv) |
1353 | op->destroy_inv (false); |
1505 | { |
|
|
1506 | tmp_obj = op->inv; |
|
|
1507 | remove_ob (tmp_obj); |
|
|
1508 | free_object (tmp_obj); |
|
|
1509 | } |
|
|
1510 | |
1354 | |
1511 | tmp_obj = arch_to_object (change->other_arch); |
1355 | object *tmp = arch_to_object (change->other_arch); |
1512 | insert_ob_in_ob (tmp_obj, op); |
1356 | insert_ob_in_ob (tmp, op); |
1513 | } |
1357 | } |
1514 | /* No harm setting this for potions/horns */ |
1358 | /* No harm setting this for potions/horns */ |
1515 | op->other_arch = change->other_arch; |
1359 | op->other_arch = change->other_arch; |
1516 | } |
1360 | } |
1517 | |
1361 | |
1518 | if (change->stats.hp < 0) |
1362 | if (change->stats.hp < 0) |
… | |
… | |
1551 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1395 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1552 | |
1396 | |
1553 | op->item_power = change->item_power; |
1397 | op->item_power = change->item_power; |
1554 | |
1398 | |
1555 | for (i = 0; i < NROFATTACKS; i++) |
1399 | for (i = 0; i < NROFATTACKS; i++) |
1556 | { |
|
|
1557 | if (change->resist[i]) |
1400 | if (change->resist[i]) |
1558 | { |
|
|
1559 | op->resist[i] += change->resist[i]; |
1401 | op->resist[i] += change->resist[i]; |
1560 | } |
|
|
1561 | } |
|
|
1562 | |
1402 | |
1563 | if (change->stats.dam) |
1403 | if (change->stats.dam) |
1564 | { |
1404 | { |
1565 | if (change->stats.dam < 0) |
1405 | if (change->stats.dam < 0) |
1566 | op->stats.dam = (-change->stats.dam); |
1406 | op->stats.dam = (-change->stats.dam); |
1567 | else if (op->stats.dam) |
1407 | else if (op->stats.dam) |
1568 | { |
1408 | { |
1569 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1409 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1570 | if (tmp == op->stats.dam) |
1410 | if (tmp == op->stats.dam) |
1571 | { |
1411 | { |
1572 | if (change->stats.dam < 10) |
1412 | if (change->stats.dam < 10) |
1573 | op->stats.dam--; |
1413 | op->stats.dam--; |
|
|
1414 | else |
|
|
1415 | op->stats.dam++; |
|
|
1416 | } |
1574 | else |
1417 | else |
1575 | op->stats.dam++; |
|
|
1576 | } |
|
|
1577 | else |
|
|
1578 | op->stats.dam = tmp; |
1418 | op->stats.dam = tmp; |
1579 | } |
1419 | } |
1580 | } |
1420 | } |
1581 | |
1421 | |
1582 | if (change->weight) |
1422 | if (change->weight) |
1583 | { |
1423 | { |
1584 | if (change->weight < 0) |
1424 | if (change->weight < 0) |
1585 | op->weight = (-change->weight); |
1425 | op->weight = (-change->weight); |
1586 | else |
1426 | else |
1587 | op->weight = (op->weight * (change->weight)) / 100; |
1427 | op->weight = (op->weight * (change->weight)) / 100; |
1588 | } |
1428 | } |
1589 | |
1429 | |
1590 | if (change->last_sp) |
1430 | if (change->last_sp) |
1591 | { |
1431 | { |
1592 | if (change->last_sp < 0) |
1432 | if (change->last_sp < 0) |
1593 | op->last_sp = (-change->last_sp); |
1433 | op->last_sp = (-change->last_sp); |
1594 | else |
1434 | else |
1595 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1435 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1596 | } |
1436 | } |
1597 | |
1437 | |
1598 | if (change->gen_sp_armour) |
1438 | if (change->gen_sp_armour) |
1599 | { |
1439 | { |
1600 | if (change->gen_sp_armour < 0) |
1440 | if (change->gen_sp_armour < 0) |
1601 | op->gen_sp_armour = (-change->gen_sp_armour); |
1441 | op->gen_sp_armour = (-change->gen_sp_armour); |
1602 | else |
1442 | else |
1603 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1443 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1604 | } |
1444 | } |
1605 | |
1445 | |
1606 | op->value *= change->value; |
1446 | op->value *= change->value; |
1607 | |
1447 | |
1608 | if (change->material) |
1448 | if (change->materials) |
1609 | op->material = change->material; |
1449 | op->materials = change->materials; |
1610 | |
1450 | |
1611 | if (change->materialname) |
1451 | if (change->materialname) |
1612 | op->materialname = change->materialname; |
1452 | op->materialname = change->materialname; |
1613 | |
1453 | |
1614 | if (change->slaying) |
1454 | if (change->slaying) |
… | |
… | |
1620 | if (change->msg) |
1460 | if (change->msg) |
1621 | op->msg = change->msg; |
1461 | op->msg = change->msg; |
1622 | } |
1462 | } |
1623 | |
1463 | |
1624 | static int |
1464 | static int |
1625 | legal_artifact_combination (object * op, artifact * art) |
1465 | legal_artifact_combination (object *op, artifact *art) |
1626 | { |
1466 | { |
1627 | int neg, success = 0; |
1467 | int neg, success = 0; |
1628 | linked_char *tmp; |
1468 | linked_char *tmp; |
1629 | const char *name; |
1469 | const char *name; |
1630 | |
1470 | |
1631 | if (art->allowed == (linked_char *) NULL) |
1471 | if (!art->allowed) |
1632 | return 1; /* Ie, "all" */ |
1472 | return 1; /* Ie, "all" */ |
|
|
1473 | |
1633 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1474 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1634 | { |
1475 | { |
1635 | #ifdef TREASURE_VERBOSE |
1476 | #ifdef TREASURE_VERBOSE |
1636 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1477 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1637 | #endif |
1478 | #endif |
1638 | if (*tmp->name == '!') |
1479 | if (*tmp->name == '!') |
1639 | name = tmp->name + 1, neg = 1; |
1480 | name = tmp->name + 1, neg = 1; |
1640 | else |
1481 | else |
1641 | name = tmp->name, neg = 0; |
1482 | name = tmp->name, neg = 0; |
1642 | |
1483 | |
1643 | /* If we match name, then return the opposite of 'neg' */ |
1484 | /* If we match name, then return the opposite of 'neg' */ |
1644 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1485 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1645 | return !neg; |
1486 | return !neg; |
1646 | |
1487 | |
1647 | /* Set success as true, since if the match was an inverse, it means |
1488 | /* Set success as true, since if the match was an inverse, it means |
1648 | * everything is allowed except what we match |
1489 | * everything is allowed except what we match |
1649 | */ |
1490 | */ |
1650 | else if (neg) |
1491 | else if (neg) |
1651 | success = 1; |
1492 | success = 1; |
1652 | } |
1493 | } |
|
|
1494 | |
1653 | return success; |
1495 | return success; |
1654 | } |
1496 | } |
1655 | |
1497 | |
1656 | /* |
1498 | /* |
1657 | * Fixes the given object, giving it the abilities and titles |
1499 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1663 | { |
1505 | { |
1664 | char new_name[MAX_BUF]; |
1506 | char new_name[MAX_BUF]; |
1665 | |
1507 | |
1666 | sprintf (new_name, "of %s", &artifct->name); |
1508 | sprintf (new_name, "of %s", &artifct->name); |
1667 | op->title = new_name; |
1509 | op->title = new_name; |
1668 | add_abilities (op, artifct); /* Give out the bonuses */ |
1510 | add_abilities (op, artifct); /* Give out the bonuses */ |
1669 | |
1511 | |
1670 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1512 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1671 | { |
1513 | { |
1672 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1514 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1515 | |
1673 | SET_FLAG (op, FLAG_IDENTIFIED); |
1516 | SET_FLAG (op, FLAG_IDENTIFIED); |
1674 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1517 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1675 | if (!identified) |
1518 | if (!identified) |
1676 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1519 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1677 | } |
1520 | } |
… | |
… | |
1689 | |
1532 | |
1690 | /* Give 1 re-roll attempt per artifact */ |
1533 | /* Give 1 re-roll attempt per artifact */ |
1691 | #define ARTIFACT_TRIES 2 |
1534 | #define ARTIFACT_TRIES 2 |
1692 | |
1535 | |
1693 | void |
1536 | void |
1694 | generate_artifact (object * op, int difficulty) |
1537 | generate_artifact (object *op, int difficulty) |
1695 | { |
1538 | { |
1696 | artifactlist *al; |
1539 | artifactlist *al; |
1697 | artifact *art; |
1540 | artifact *art; |
1698 | int i; |
1541 | int i; |
1699 | |
1542 | |
1700 | al = find_artifactlist (op->type); |
1543 | al = find_artifactlist (op->type); |
1701 | |
1544 | |
1702 | if (al == NULL) |
1545 | if (al == NULL) |
1703 | { |
1546 | { |
1704 | #if 0 /* This is too verbose, usually */ |
1547 | #if 0 /* This is too verbose, usually */ |
1705 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1548 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1706 | #endif |
1549 | #endif |
1707 | return; |
1550 | return; |
1708 | } |
1551 | } |
1709 | |
1552 | |
1710 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1553 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1711 | { |
1554 | { |
1712 | int roll = RANDOM () % al->total_chance; |
1555 | int roll = rndm (al->total_chance); |
1713 | |
1556 | |
1714 | for (art = al->items; art != NULL; art = art->next) |
1557 | for (art = al->items; art; art = art->next) |
1715 | { |
1558 | { |
1716 | roll -= art->chance; |
1559 | roll -= art->chance; |
1717 | if (roll < 0) |
1560 | if (roll < 0) |
1718 | break; |
1561 | break; |
1719 | } |
1562 | } |
1720 | |
1563 | |
1721 | if (art == NULL || roll >= 0) |
1564 | if (art == NULL || roll >= 0) |
1722 | { |
1565 | { |
1723 | #if 1 |
1566 | #if 1 |
1724 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1567 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1725 | #endif |
1568 | #endif |
1726 | return; |
1569 | return; |
1727 | } |
1570 | } |
1728 | if (!strcmp (art->item->name, "NONE")) |
1571 | if (!strcmp (art->item->name, "NONE")) |
1729 | return; |
1572 | return; |
1730 | if (FABS (op->magic) < art->item->magic) |
1573 | if (FABS (op->magic) < art->item->magic) |
1731 | continue; /* Not magic enough to be this item */ |
1574 | continue; /* Not magic enough to be this item */ |
1732 | |
1575 | |
1733 | /* Map difficulty not high enough */ |
1576 | /* Map difficulty not high enough */ |
1734 | if (difficulty < art->difficulty) |
1577 | if (difficulty < art->difficulty) |
1735 | continue; |
1578 | continue; |
1736 | |
1579 | |
1737 | if (!legal_artifact_combination (op, art)) |
1580 | if (!legal_artifact_combination (op, art)) |
1738 | { |
1581 | { |
1739 | #ifdef TREASURE_VERBOSE |
1582 | #ifdef TREASURE_VERBOSE |
1740 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1583 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1741 | #endif |
1584 | #endif |
1742 | continue; |
1585 | continue; |
1743 | } |
1586 | } |
|
|
1587 | |
1744 | give_artifact_abilities (op, art->item); |
1588 | give_artifact_abilities (op, art->item); |
1745 | return; |
1589 | return; |
1746 | } |
1590 | } |
1747 | } |
1591 | } |
1748 | |
1592 | |
… | |
… | |
1750 | * FOOD, except they inherit properties (name, food value, etc). |
1594 | * FOOD, except they inherit properties (name, food value, etc). |
1751 | * based on the original owner (or 'donor' if you like). -b.t. |
1595 | * based on the original owner (or 'donor' if you like). -b.t. |
1752 | */ |
1596 | */ |
1753 | |
1597 | |
1754 | void |
1598 | void |
1755 | fix_flesh_item (object * item, object * donor) |
1599 | fix_flesh_item (object *item, object *donor) |
1756 | { |
1600 | { |
1757 | char tmpbuf[MAX_BUF]; |
1601 | char tmpbuf[MAX_BUF]; |
1758 | int i; |
1602 | int i; |
1759 | |
1603 | |
1760 | if (item->type == FLESH && donor) |
1604 | if (item->type == FLESH && donor) |
1761 | { |
1605 | { |
1762 | /* change the name */ |
1606 | /* change the name */ |
1763 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; |
1607 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
|
|
1608 | item->name = tmpbuf; |
1764 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; |
1609 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
|
|
1610 | item->name_pl = tmpbuf; |
1765 | |
1611 | |
1766 | /* weight is FLESH weight/100 * donor */ |
1612 | /* weight is FLESH weight/100 * donor */ |
1767 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1613 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1768 | item->weight = 1; |
1614 | item->weight = 1; |
1769 | |
1615 | |
1770 | /* value is multiplied by level of donor */ |
1616 | /* value is multiplied by level of donor */ |
1771 | item->value *= isqrt (donor->level * 2); |
1617 | item->value *= isqrt (donor->level * 2); |
1772 | |
1618 | |
1773 | /* food value */ |
1619 | /* food value */ |
… | |
… | |
1775 | |
1621 | |
1776 | /* flesh items inherit some abilities of donor, but not |
1622 | /* flesh items inherit some abilities of donor, but not |
1777 | * full effect. |
1623 | * full effect. |
1778 | */ |
1624 | */ |
1779 | for (i = 0; i < NROFATTACKS; i++) |
1625 | for (i = 0; i < NROFATTACKS; i++) |
1780 | item->resist[i] = donor->resist[i] / 2; |
1626 | item->resist[i] = donor->resist[i] / 2; |
1781 | |
1627 | |
1782 | /* item inherits donor's level (important for quezals) */ |
1628 | /* item inherits donor's level (important for quezals) */ |
1783 | item->level = donor->level; |
1629 | item->level = donor->level; |
1784 | |
1630 | |
1785 | /* if donor has some attacktypes, the flesh is poisonous */ |
1631 | /* if donor has some attacktypes, the flesh is poisonous */ |
1786 | if (donor->attacktype & AT_POISON) |
1632 | if (donor->attacktype & AT_POISON) |
1787 | item->type = POISON; |
1633 | item->type = POISON; |
1788 | if (donor->attacktype & AT_ACID) |
1634 | if (donor->attacktype & AT_ACID) |
1789 | item->stats.hp = -1 * item->stats.food; |
1635 | item->stats.hp = -1 * item->stats.food; |
1790 | SET_FLAG (item, FLAG_NO_STEAL); |
1636 | SET_FLAG (item, FLAG_NO_STEAL); |
1791 | } |
1637 | } |
1792 | } |
1638 | } |
1793 | |
1639 | |
1794 | /* special_potion() - so that old potion code is still done right. */ |
1640 | /* special_potion() - so that old potion code is still done right. */ |
1795 | |
|
|
1796 | int |
1641 | int |
1797 | special_potion (object * op) |
1642 | special_potion (object *op) |
1798 | { |
1643 | { |
1799 | |
|
|
1800 | int i; |
|
|
1801 | |
|
|
1802 | if (op->attacktype) |
1644 | if (op->attacktype) |
1803 | return 1; |
1645 | return 1; |
1804 | |
1646 | |
1805 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1647 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1806 | return 1; |
1648 | return 1; |
1807 | |
1649 | |
1808 | for (i = 0; i < NROFATTACKS; i++) |
1650 | for (int i = 0; i < NROFATTACKS; i++) |
1809 | if (op->resist[i]) |
1651 | if (op->resist[i]) |
1810 | return 1; |
1652 | return 1; |
1811 | |
1653 | |
1812 | return 0; |
1654 | return 0; |
1813 | } |
1655 | } |
1814 | |
1656 | |
1815 | void |
1657 | void |
1816 | free_treasurestruct (treasure * t) |
1658 | free_treasurestruct (treasure *t) |
1817 | { |
1659 | { |
1818 | if (t->next) |
|
|
1819 | free_treasurestruct (t->next); |
1660 | if (t->next) free_treasurestruct (t->next); |
1820 | if (t->next_yes) |
|
|
1821 | free_treasurestruct (t->next_yes); |
1661 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1822 | if (t->next_no) |
|
|
1823 | free_treasurestruct (t->next_no); |
1662 | if (t->next_no) free_treasurestruct (t->next_no); |
1824 | |
1663 | |
1825 | delete t; |
1664 | delete t; |
1826 | } |
1665 | } |
1827 | |
1666 | |
1828 | void |
1667 | void |
1829 | free_charlinks (linked_char * lc) |
1668 | free_charlinks (linked_char *lc) |
1830 | { |
1669 | { |
1831 | if (lc->next) |
1670 | if (lc->next) |
1832 | free_charlinks (lc->next); |
1671 | free_charlinks (lc->next); |
1833 | |
1672 | |
1834 | delete lc; |
1673 | delete lc; |
1835 | } |
1674 | } |
1836 | |
1675 | |
1837 | void |
1676 | void |
1838 | free_artifact (artifact * at) |
1677 | free_artifact (artifact *at) |
1839 | { |
1678 | { |
1840 | |
|
|
1841 | if (at->next) |
|
|
1842 | free_artifact (at->next); |
1679 | if (at->next) free_artifact (at->next); |
1843 | if (at->allowed) |
|
|
1844 | free_charlinks (at->allowed); |
1680 | if (at->allowed) free_charlinks (at->allowed); |
1845 | |
1681 | |
1846 | delete at->item; |
1682 | at->item->destroy (true); |
1847 | |
1683 | |
1848 | delete at; |
1684 | sfree (at); |
1849 | } |
1685 | } |
1850 | |
1686 | |
1851 | void |
1687 | void |
1852 | free_artifactlist (artifactlist * al) |
1688 | free_artifactlist (artifactlist *al) |
1853 | { |
1689 | { |
1854 | artifactlist *nextal; |
1690 | artifactlist *nextal; |
|
|
1691 | |
1855 | for (al = first_artifactlist; al != NULL; al = nextal) |
1692 | for (al = first_artifactlist; al; al = nextal) |
1856 | { |
1693 | { |
1857 | nextal = al->next; |
1694 | nextal = al->next; |
|
|
1695 | |
1858 | if (al->items) |
1696 | if (al->items) |
1859 | { |
|
|
1860 | free_artifact (al->items); |
1697 | free_artifact (al->items); |
1861 | } |
1698 | |
1862 | free (al); |
1699 | sfree (al); |
1863 | } |
1700 | } |
1864 | } |
1701 | } |
1865 | |
1702 | |
1866 | void |
1703 | void |
1867 | free_all_treasures (void) |
1704 | free_all_treasures (void) |
1868 | { |
1705 | { |
1869 | treasurelist *tl, *next; |
1706 | treasurelist *tl, *next; |
1870 | |
1707 | |
1871 | |
|
|
1872 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1708 | for (tl = first_treasurelist; tl; tl = next) |
1873 | { |
1709 | { |
|
|
1710 | clear (tl); |
|
|
1711 | |
1874 | next = tl->next; |
1712 | next = tl->next; |
1875 | if (tl->items) |
|
|
1876 | free_treasurestruct (tl->items); |
|
|
1877 | delete tl; |
1713 | delete tl; |
1878 | } |
1714 | } |
|
|
1715 | |
1879 | free_artifactlist (first_artifactlist); |
1716 | free_artifactlist (first_artifactlist); |
1880 | } |
1717 | } |