1 | |
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2 | /* |
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3 | * static char *rcs_treasure_c = |
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4 | * "$Id: treasure.C,v 1.9 2006/09/03 14:33:48 elmex Exp $"; |
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5 | */ |
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6 | |
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7 | /* |
1 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
9 | |
3 | |
10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
22 | |
16 | |
23 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
20 | |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
22 | */ |
29 | |
23 | |
30 | #define ALLOWED_COMBINATION |
24 | #define ALLOWED_COMBINATION |
31 | |
25 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
… | |
… | |
35 | * left on |
29 | * left on |
36 | */ |
30 | */ |
37 | #define TREASURE_DEBUG |
31 | #define TREASURE_DEBUG |
38 | |
32 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
33 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
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34 | |
40 | /* #define TREASURE_VERBOSE */ |
35 | /* #define TREASURE_VERBOSE */ |
41 | |
36 | |
42 | #include <global.h> |
37 | #include <global.h> |
43 | #include <treasure.h> |
38 | #include <treasure.h> |
44 | #include <funcpoint.h> |
39 | #include <funcpoint.h> |
45 | #include <loader.h> |
40 | #include <loader.h> |
46 | |
41 | |
47 | |
42 | |
48 | static void change_treasure (treasure * t, object * op); /* overrule default values */ |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | extern char *spell_mapping[]; |
44 | extern char *spell_mapping[]; |
50 | |
45 | |
51 | /* |
46 | /* |
52 | * Initialize global archtype pointers: |
47 | * Initialize global archtype pointers: |
53 | */ |
48 | */ |
54 | |
49 | |
55 | void |
50 | void |
56 | init_archetype_pointers () |
51 | init_archetype_pointers () |
57 | { |
52 | { |
58 | int prev_warn = warn_archetypes; |
53 | int prev_warn = warn_archetypes; |
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54 | |
59 | warn_archetypes = 1; |
55 | warn_archetypes = 1; |
60 | if (ring_arch == NULL) |
56 | if (ring_arch == NULL) |
61 | ring_arch = find_archetype ("ring"); |
57 | ring_arch = archetype::find ("ring"); |
62 | if (amulet_arch == NULL) |
58 | if (amulet_arch == NULL) |
63 | amulet_arch = find_archetype ("amulet"); |
59 | amulet_arch = archetype::find ("amulet"); |
64 | if (staff_arch == NULL) |
60 | if (staff_arch == NULL) |
65 | staff_arch = find_archetype ("staff"); |
61 | staff_arch = archetype::find ("staff"); |
66 | if (crown_arch == NULL) |
62 | if (crown_arch == NULL) |
67 | crown_arch = find_archetype ("crown"); |
63 | crown_arch = archetype::find ("crown"); |
68 | warn_archetypes = prev_warn; |
64 | warn_archetypes = prev_warn; |
69 | } |
65 | } |
70 | |
66 | |
71 | /* |
67 | /* |
72 | * Allocate and return the pointer to an empty treasurelist structure. |
68 | * Allocate and return the pointer to an empty treasurelist structure. |
… | |
… | |
108 | while (fgets (buf, MAX_BUF, fp) != NULL) |
104 | while (fgets (buf, MAX_BUF, fp) != NULL) |
109 | { |
105 | { |
110 | (*line)++; |
106 | (*line)++; |
111 | |
107 | |
112 | if (*buf == '#') |
108 | if (*buf == '#') |
113 | continue; |
109 | continue; |
114 | if ((cp = strchr (buf, '\n')) != NULL) |
110 | if ((cp = strchr (buf, '\n')) != NULL) |
115 | *cp = '\0'; |
111 | *cp = '\0'; |
116 | cp = buf; |
112 | cp = buf; |
117 | while (isspace (*cp)) /* Skip blanks */ |
113 | while (isspace (*cp)) /* Skip blanks */ |
118 | cp++; |
114 | cp++; |
119 | |
115 | |
120 | if (sscanf (cp, "arch %s", variable)) |
116 | if (sscanf (cp, "arch %s", variable)) |
121 | { |
117 | { |
122 | if ((t->item = find_archetype (variable)) == NULL) |
118 | if ((t->item = archetype::find (variable)) == NULL) |
123 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
119 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
124 | } |
120 | } |
125 | else if (sscanf (cp, "list %s", variable)) |
121 | else if (sscanf (cp, "list %s", variable)) |
126 | t->name = variable; |
122 | t->name = variable; |
127 | else if (sscanf (cp, "change_name %s", variable)) |
123 | else if (sscanf (cp, "change_name %s", variable)) |
128 | t->change_arch.name = variable; |
124 | t->change_arch.name = variable; |
129 | else if (sscanf (cp, "change_title %s", variable)) |
125 | else if (sscanf (cp, "change_title %s", variable)) |
130 | t->change_arch.title = variable; |
126 | t->change_arch.title = variable; |
131 | else if (sscanf (cp, "change_slaying %s", variable)) |
127 | else if (sscanf (cp, "change_slaying %s", variable)) |
132 | t->change_arch.slaying = variable; |
128 | t->change_arch.slaying = variable; |
133 | else if (sscanf (cp, "chance %d", &value)) |
129 | else if (sscanf (cp, "chance %d", &value)) |
134 | t->chance = (uint8) value; |
130 | t->chance = (uint8) value; |
135 | else if (sscanf (cp, "nrof %d", &value)) |
131 | else if (sscanf (cp, "nrof %d", &value)) |
136 | t->nrof = (uint16) value; |
132 | t->nrof = (uint16) value; |
137 | else if (sscanf (cp, "magic %d", &value)) |
133 | else if (sscanf (cp, "magic %d", &value)) |
138 | t->magic = (uint8) value; |
134 | t->magic = (uint8) value; |
139 | else if (!strcmp (cp, "yes")) |
135 | else if (!strcmp (cp, "yes")) |
140 | t->next_yes = load_treasure (fp, line); |
136 | t->next_yes = load_treasure (fp, line); |
141 | else if (!strcmp (cp, "no")) |
137 | else if (!strcmp (cp, "no")) |
142 | t->next_no = load_treasure (fp, line); |
138 | t->next_no = load_treasure (fp, line); |
143 | else if (!strcmp (cp, "end")) |
139 | else if (!strcmp (cp, "end")) |
144 | return t; |
140 | return t; |
145 | else if (!strcmp (cp, "more")) |
141 | else if (!strcmp (cp, "more")) |
146 | { |
142 | { |
147 | t->next = load_treasure (fp, line); |
143 | t->next = load_treasure (fp, line); |
148 | return t; |
144 | return t; |
149 | } |
145 | } |
150 | else |
146 | else |
151 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
147 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
152 | } |
148 | } |
153 | LOG (llevError, "treasure lacks 'end'.\n"); |
149 | LOG (llevError, "treasure lacks 'end'.\n"); |
154 | return t; |
150 | return t; |
155 | } |
151 | } |
156 | |
152 | |
157 | #ifdef TREASURE_DEBUG |
153 | #ifdef TREASURE_DEBUG |
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154 | |
158 | /* recursived checks the linked list. Treasurelist is passed only |
155 | /* recursived checks the linked list. Treasurelist is passed only |
159 | * so that the treasure name can be printed out |
156 | * so that the treasure name can be printed out |
160 | */ |
157 | */ |
161 | static void |
158 | static void |
162 | check_treasurelist (const treasure * t, const treasurelist * tl) |
159 | check_treasurelist (const treasure *t, const treasurelist * tl) |
163 | { |
160 | { |
164 | if (t->item == NULL && t->name == NULL) |
161 | if (t->item == NULL && t->name == NULL) |
165 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
162 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
166 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
163 | 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); |
164 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
… | |
… | |
199 | } |
196 | } |
200 | while (fgets (buf, MAX_BUF, fp) != NULL) |
197 | while (fgets (buf, MAX_BUF, fp) != NULL) |
201 | { |
198 | { |
202 | line++; |
199 | line++; |
203 | if (*buf == '#') |
200 | if (*buf == '#') |
204 | continue; |
201 | continue; |
205 | |
202 | |
206 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
203 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
207 | { |
204 | { |
208 | treasurelist *tl = get_empty_treasurelist (); |
205 | treasurelist *tl = get_empty_treasurelist (); |
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206 | |
209 | tl->name = name; |
207 | tl->name = name; |
210 | if (previous == NULL) |
208 | if (previous == NULL) |
211 | first_treasurelist = tl; |
209 | first_treasurelist = tl; |
212 | else |
210 | else |
213 | previous->next = tl; |
211 | previous->next = tl; |
214 | previous = tl; |
212 | previous = tl; |
215 | tl->items = load_treasure (fp, &line); |
213 | tl->items = load_treasure (fp, &line); |
216 | |
214 | |
217 | /* This is a one of the many items on the list should be generated. |
215 | /* 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 |
216 | * Add up the chance total, and check to make sure the yes & no |
219 | * fields of the treasures are not being used. |
217 | * fields of the treasures are not being used. |
220 | */ |
218 | */ |
221 | if (!strncmp (buf, "treasureone", 11)) |
219 | if (!strncmp (buf, "treasureone", 11)) |
222 | { |
220 | { |
223 | for (t = tl->items; t != NULL; t = t->next) |
221 | for (t = tl->items; t != NULL; t = t->next) |
224 | { |
222 | { |
225 | #ifdef TREASURE_DEBUG |
223 | #ifdef TREASURE_DEBUG |
226 | if (t->next_yes || t->next_no) |
224 | if (t->next_yes || t->next_no) |
227 | { |
225 | { |
228 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
226 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
229 | LOG (llevError, " the next_yes or next_no field is set\n"); |
227 | LOG (llevError, " the next_yes or next_no field is set\n"); |
230 | } |
228 | } |
231 | #endif |
229 | #endif |
232 | tl->total_chance += t->chance; |
230 | tl->total_chance += t->chance; |
233 | } |
231 | } |
234 | } |
232 | } |
235 | } |
233 | } |
236 | else |
234 | else |
237 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
235 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
238 | } |
236 | } |
239 | close_and_delete (fp, comp); |
237 | close_and_delete (fp, comp); |
240 | |
238 | |
241 | #ifdef TREASURE_DEBUG |
239 | #ifdef TREASURE_DEBUG |
242 | /* Perform some checks on how valid the treasure data actually is. |
240 | /* Perform some checks on how valid the treasure data actually is. |
… | |
… | |
255 | */ |
253 | */ |
256 | |
254 | |
257 | treasurelist * |
255 | treasurelist * |
258 | find_treasurelist (const char *name) |
256 | find_treasurelist (const char *name) |
259 | { |
257 | { |
260 | const char *tmp = shstr::find (name); |
258 | shstr_cmp name_ (name); |
261 | treasurelist *tl; |
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262 | |
259 | |
263 | /* Special cases - randomitems of none is to override default. If |
260 | if (!name_) |
264 | * first_treasurelist is null, it means we are on the first pass of |
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265 | * of loading archetyps, so for now, just return - second pass will |
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266 | * init these values. |
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267 | */ |
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268 | if (!name || !*name) |
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269 | return NULL; |
261 | return 0; |
270 | |
262 | |
271 | if (tmp != NULL) |
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272 | for (tl = first_treasurelist; tl != NULL; tl = tl->next) |
263 | for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) |
273 | { |
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274 | if (tmp == tl->name) |
264 | if (name_ == tl->name) |
275 | return tl; |
265 | return tl; |
276 | } |
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277 | |
266 | |
278 | if (first_treasurelist) |
267 | if (first_treasurelist) |
279 | LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); |
268 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
280 | |
269 | |
281 | return NULL; |
270 | return 0; |
282 | } |
271 | } |
283 | |
272 | |
284 | |
273 | |
285 | /* |
274 | /* |
286 | * Generates the objects specified by the given treasure. |
275 | * Generates the objects specified by the given treasure. |
… | |
… | |
294 | * start with equipment, but only their abilities). |
283 | * start with equipment, but only their abilities). |
295 | */ |
284 | */ |
296 | |
285 | |
297 | |
286 | |
298 | static void |
287 | static void |
299 | put_treasure (object * op, object * creator, int flags) |
288 | put_treasure (object *op, object *creator, int flags) |
300 | { |
289 | { |
301 | object *tmp; |
290 | object *tmp; |
302 | |
291 | |
303 | /* Bit of a hack - spells should never be put onto the map. The entire |
292 | /* Bit of a hack - spells should never be put onto the map. The entire |
304 | * treasure stuff is a problem - there is no clear idea of knowing |
293 | * treasure stuff is a problem - there is no clear idea of knowing |
… | |
… | |
314 | } |
303 | } |
315 | else |
304 | else |
316 | { |
305 | { |
317 | op = insert_ob_in_ob (op, creator); |
306 | op = insert_ob_in_ob (op, creator); |
318 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
307 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
319 | monster_check_apply (creator, op); |
308 | monster_check_apply (creator, op); |
320 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
309 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
321 | esrv_send_item (tmp, op); |
310 | esrv_send_item (tmp, op); |
322 | } |
311 | } |
323 | } |
312 | } |
324 | |
313 | |
325 | /* if there are change_xxx commands in the treasure, we include the changes |
314 | /* if there are change_xxx commands in the treasure, we include the changes |
326 | * in the generated object |
315 | * in the generated object |
327 | */ |
316 | */ |
328 | static void |
317 | static void |
329 | change_treasure (treasure * t, object * op) |
318 | change_treasure (treasure *t, object *op) |
330 | { |
319 | { |
331 | /* CMD: change_name xxxx */ |
320 | /* CMD: change_name xxxx */ |
332 | if (t->change_arch.name) |
321 | if (t->change_arch.name) |
333 | { |
322 | { |
334 | op->name = t->change_arch.name; |
323 | op->name = t->change_arch.name; |
… | |
… | |
341 | if (t->change_arch.slaying) |
330 | if (t->change_arch.slaying) |
342 | op->slaying = t->change_arch.slaying; |
331 | op->slaying = t->change_arch.slaying; |
343 | } |
332 | } |
344 | |
333 | |
345 | void |
334 | void |
346 | create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) |
335 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
347 | { |
336 | { |
348 | object *tmp; |
337 | object *tmp; |
349 | |
338 | |
350 | |
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351 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
339 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
352 | { |
340 | { |
353 | if (t->name) |
341 | if (t->name) |
354 | { |
342 | { |
355 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
343 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
356 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
344 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
357 | } |
345 | } |
358 | else |
346 | else |
359 | { |
347 | { |
360 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
348 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
361 | { |
349 | { |
362 | tmp = arch_to_object (t->item); |
350 | tmp = arch_to_object (t->item); |
363 | if (t->nrof && tmp->nrof <= 1) |
351 | if (t->nrof && tmp->nrof <= 1) |
364 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
352 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
365 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
353 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
366 | change_treasure (t, tmp); |
354 | change_treasure (t, tmp); |
367 | put_treasure (tmp, op, flag); |
355 | put_treasure (tmp, op, flag); |
368 | } |
356 | } |
369 | } |
357 | } |
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358 | |
370 | if (t->next_yes != NULL) |
359 | if (t->next_yes != NULL) |
371 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
360 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
372 | } |
361 | } |
373 | else if (t->next_no != NULL) |
362 | else if (t->next_no != NULL) |
374 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
363 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
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364 | |
375 | if (t->next != NULL) |
365 | if (t->next != NULL) |
376 | create_all_treasures (t->next, op, flag, difficulty, tries); |
366 | create_all_treasures (t->next, op, flag, difficulty, tries); |
377 | } |
367 | } |
378 | |
368 | |
379 | void |
369 | void |
380 | create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) |
370 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
381 | { |
371 | { |
382 | int value = RANDOM () % tl->total_chance; |
372 | int value = RANDOM () % tl->total_chance; |
383 | treasure *t; |
373 | treasure *t; |
384 | |
374 | |
385 | if (tries++ > 100) |
375 | if (tries++ > 100) |
386 | { |
376 | { |
387 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
377 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
388 | return; |
378 | return; |
389 | } |
379 | } |
|
|
380 | |
390 | for (t = tl->items; t != NULL; t = t->next) |
381 | for (t = tl->items; t != NULL; t = t->next) |
391 | { |
382 | { |
392 | value -= t->chance; |
383 | value -= t->chance; |
|
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384 | |
393 | if (value < 0) |
385 | if (value < 0) |
394 | break; |
386 | break; |
395 | } |
387 | } |
396 | |
388 | |
397 | if (!t || value >= 0) |
389 | if (!t || value >= 0) |
398 | { |
390 | { |
399 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
391 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
400 | abort (); |
392 | abort (); |
401 | return; |
393 | return; |
402 | } |
394 | } |
|
|
395 | |
403 | if (t->name) |
396 | if (t->name) |
404 | { |
397 | { |
405 | if (!strcmp (t->name, "NONE")) |
398 | if (!strcmp (t->name, "NONE")) |
406 | return; |
399 | return; |
|
|
400 | |
407 | if (difficulty >= t->magic) |
401 | if (difficulty >= t->magic) |
408 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
402 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
409 | else if (t->nrof) |
403 | else if (t->nrof) |
410 | create_one_treasure (tl, op, flag, difficulty, tries); |
404 | create_one_treasure (tl, op, flag, difficulty, tries); |
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405 | |
411 | return; |
406 | return; |
412 | } |
407 | } |
|
|
408 | |
413 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
409 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
414 | { |
410 | { |
415 | object *tmp = arch_to_object (t->item); |
411 | object *tmp = arch_to_object (t->item); |
|
|
412 | |
416 | if (!tmp) |
413 | if (!tmp) |
417 | return; |
414 | return; |
|
|
415 | |
418 | if (t->nrof && tmp->nrof <= 1) |
416 | if (t->nrof && tmp->nrof <= 1) |
419 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
417 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
|
|
418 | |
420 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
419 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
421 | change_treasure (t, tmp); |
420 | change_treasure (t, tmp); |
422 | put_treasure (tmp, op, flag); |
421 | put_treasure (tmp, op, flag); |
423 | } |
422 | } |
424 | } |
423 | } |
… | |
… | |
429 | * list transitions, or so that excessively good treasure will not be |
428 | * list transitions, or so that excessively good treasure will not be |
430 | * created on weak maps, because it will exceed the number of allowed tries |
429 | * created on weak maps, because it will exceed the number of allowed tries |
431 | * to do that. |
430 | * to do that. |
432 | */ |
431 | */ |
433 | void |
432 | void |
434 | create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) |
433 | create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) |
435 | { |
434 | { |
436 | |
435 | |
437 | if (tries++ > 100) |
436 | if (tries++ > 100) |
438 | { |
437 | { |
439 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
438 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
… | |
… | |
459 | |
458 | |
460 | /* Don't want to free the object we are about to return */ |
459 | /* Don't want to free the object we are about to return */ |
461 | tmp = ob->inv; |
460 | tmp = ob->inv; |
462 | if (tmp != NULL) |
461 | if (tmp != NULL) |
463 | remove_ob (tmp); |
462 | remove_ob (tmp); |
|
|
463 | |
464 | if (ob->inv) |
464 | if (ob->inv) |
465 | { |
|
|
466 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
465 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
467 | } |
466 | |
468 | free_object (ob); |
467 | free_object (ob); |
469 | return tmp; |
468 | return tmp; |
470 | } |
469 | } |
471 | |
470 | |
472 | /* |
471 | /* |
… | |
… | |
475 | * The array has two arguments, the difficulty of the level, and the |
474 | * The array has two arguments, the difficulty of the level, and the |
476 | * magical bonus "wanted". |
475 | * magical bonus "wanted". |
477 | */ |
476 | */ |
478 | |
477 | |
479 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
478 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
|
|
479 | |
480 | /*chance of magic difficulty*/ |
480 | /*chance of magic difficulty*/ |
|
|
481 | |
481 | /* +0 +1 +2 +3 +4 */ |
482 | /* +0 +1 +2 +3 +4 */ |
482 | {95, 2, 2, 1, 0}, /*1 */ |
483 | {95, 2, 2, 1, 0}, /*1 */ |
483 | {92, 5, 2, 1, 0}, /*2 */ |
484 | {92, 5, 2, 1, 0}, /*2 */ |
484 | {85, 10, 4, 1, 0}, /*3 */ |
485 | {85, 10, 4, 1, 0}, /*3 */ |
485 | {80, 14, 4, 2, 0}, /*4 */ |
486 | {80, 14, 4, 2, 0}, /*4 */ |
486 | {75, 17, 5, 2, 1}, /*5 */ |
487 | {75, 17, 5, 2, 1}, /*5 */ |
487 | {70, 18, 8, 3, 1}, /*6 */ |
488 | {70, 18, 8, 3, 1}, /*6 */ |
488 | {65, 21, 10, 3, 1}, /*7 */ |
489 | {65, 21, 10, 3, 1}, /*7 */ |
489 | {60, 22, 12, 4, 2}, /*8 */ |
490 | {60, 22, 12, 4, 2}, /*8 */ |
490 | {55, 25, 14, 4, 2}, /*9 */ |
491 | {55, 25, 14, 4, 2}, /*9 */ |
491 | {50, 27, 16, 5, 2}, /*10 */ |
492 | {50, 27, 16, 5, 2}, /*10 */ |
492 | {45, 28, 18, 6, 3}, /*11 */ |
493 | {45, 28, 18, 6, 3}, /*11 */ |
493 | {42, 28, 20, 7, 3}, /*12 */ |
494 | {42, 28, 20, 7, 3}, /*12 */ |
494 | {40, 27, 21, 8, 4}, /*13 */ |
495 | {40, 27, 21, 8, 4}, /*13 */ |
495 | {38, 25, 22, 10, 5}, /*14 */ |
496 | {38, 25, 22, 10, 5}, /*14 */ |
496 | {36, 23, 23, 12, 6}, /*15 */ |
497 | {36, 23, 23, 12, 6}, /*15 */ |
497 | {33, 21, 24, 14, 8}, /*16 */ |
498 | {33, 21, 24, 14, 8}, /*16 */ |
498 | {31, 19, 25, 16, 9}, /*17 */ |
499 | {31, 19, 25, 16, 9}, /*17 */ |
499 | {27, 15, 30, 18, 10}, /*18 */ |
500 | {27, 15, 30, 18, 10}, /*18 */ |
500 | {20, 12, 30, 25, 13}, /*19 */ |
501 | {20, 12, 30, 25, 13}, /*19 */ |
501 | {15, 10, 28, 30, 17}, /*20 */ |
502 | {15, 10, 28, 30, 17}, /*20 */ |
502 | {13, 9, 27, 28, 23}, /*21 */ |
503 | {13, 9, 27, 28, 23}, /*21 */ |
503 | {10, 8, 25, 28, 29}, /*22 */ |
504 | {10, 8, 25, 28, 29}, /*22 */ |
504 | {8, 7, 23, 26, 36}, /*23 */ |
505 | {8, 7, 23, 26, 36}, /*23 */ |
505 | {6, 6, 20, 22, 46}, /*24 */ |
506 | {6, 6, 20, 22, 46}, /*24 */ |
506 | {4, 5, 17, 18, 56}, /*25 */ |
507 | {4, 5, 17, 18, 56}, /*25 */ |
507 | {2, 4, 12, 14, 68}, /*26 */ |
508 | {2, 4, 12, 14, 68}, /*26 */ |
508 | {0, 3, 7, 10, 80}, /*27 */ |
509 | {0, 3, 7, 10, 80}, /*27 */ |
509 | {0, 0, 3, 7, 90}, /*28 */ |
510 | {0, 0, 3, 7, 90}, /*28 */ |
510 | {0, 0, 0, 3, 97}, /*29 */ |
511 | {0, 0, 0, 3, 97}, /*29 */ |
511 | {0, 0, 0, 0, 100}, /*30 */ |
512 | {0, 0, 0, 0, 100}, /*30 */ |
512 | {0, 0, 0, 0, 100}, /*31 */ |
513 | {0, 0, 0, 0, 100}, /*31 */ |
513 | }; |
514 | }; |
514 | |
515 | |
515 | |
516 | |
516 | /* calculate the appropriate level for wands staves and scrolls. |
517 | /* calculate the appropriate level for wands staves and scrolls. |
517 | * This code presumes that op has had its spell object created (in op->inv) |
518 | * This code presumes that op has had its spell object created (in op->inv) |
… | |
… | |
519 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
520 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
520 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
521 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
521 | */ |
522 | */ |
522 | |
523 | |
523 | int |
524 | int |
524 | level_for_item (const object * op, int difficulty) |
525 | level_for_item (const object *op, int difficulty) |
525 | { |
526 | { |
526 | int mult = 0, olevel = 0; |
527 | int olevel = 0; |
527 | |
528 | |
528 | if (!op->inv) |
529 | if (!op->inv) |
529 | { |
530 | { |
530 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
531 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
531 | return 0; |
532 | return 0; |
… | |
… | |
572 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
573 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
573 | { |
574 | { |
574 | percent -= difftomagic_list[scaled_diff][magic]; |
575 | percent -= difftomagic_list[scaled_diff][magic]; |
575 | |
576 | |
576 | if (percent < 0) |
577 | if (percent < 0) |
577 | break; |
578 | break; |
578 | } |
579 | } |
579 | |
580 | |
580 | if (magic == (MAXMAGIC + 1)) |
581 | if (magic == (MAXMAGIC + 1)) |
581 | { |
582 | { |
582 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
583 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
… | |
… | |
595 | * This function doesn't work properly, should add use of archetypes |
596 | * This function doesn't work properly, should add use of archetypes |
596 | * to make it truly absolute. |
597 | * to make it truly absolute. |
597 | */ |
598 | */ |
598 | |
599 | |
599 | void |
600 | void |
600 | set_abs_magic (object * op, int magic) |
601 | set_abs_magic (object *op, int magic) |
601 | { |
602 | { |
602 | if (!magic) |
603 | if (!magic) |
603 | return; |
604 | return; |
604 | |
605 | |
605 | op->magic = magic; |
606 | op->magic = magic; |
606 | if (op->arch) |
607 | if (op->arch) |
607 | { |
608 | { |
608 | if (op->type == ARMOUR) |
609 | if (op->type == ARMOUR) |
609 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
610 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
610 | |
611 | |
611 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
612 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
612 | magic = (-magic); |
613 | magic = (-magic); |
613 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
614 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
614 | } |
615 | } |
615 | else |
616 | else |
616 | { |
617 | { |
617 | if (op->type == ARMOUR) |
618 | if (op->type == ARMOUR) |
618 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
619 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
619 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
620 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
620 | magic = (-magic); |
621 | magic = (-magic); |
621 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
622 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
622 | } |
623 | } |
623 | } |
624 | } |
624 | |
625 | |
625 | /* |
626 | /* |
626 | * Sets a random magical bonus in the given object based upon |
627 | * Sets a random magical bonus in the given object based upon |
627 | * the given difficulty, and the given max possible bonus. |
628 | * the given difficulty, and the given max possible bonus. |
628 | */ |
629 | */ |
629 | |
630 | |
630 | static void |
631 | static void |
631 | set_magic (int difficulty, object * op, int max_magic, int flags) |
632 | set_magic (int difficulty, object *op, int max_magic, int flags) |
632 | { |
633 | { |
633 | int i; |
634 | int i; |
|
|
635 | |
634 | i = magic_from_difficulty (difficulty); |
636 | i = magic_from_difficulty (difficulty); |
635 | if ((flags & GT_ONLY_GOOD) && i < 0) |
637 | if ((flags & GT_ONLY_GOOD) && i < 0) |
636 | i = -i; |
638 | i = -i; |
637 | if (i > max_magic) |
639 | if (i > max_magic) |
638 | i = max_magic; |
640 | i = max_magic; |
… | |
… | |
649 | * other bonuses previously rolled and ones the item might natively have. |
651 | * other bonuses previously rolled and ones the item might natively have. |
650 | * 2) Add code to deal with new PR method. |
652 | * 2) Add code to deal with new PR method. |
651 | */ |
653 | */ |
652 | |
654 | |
653 | void |
655 | void |
654 | set_ring_bonus (object * op, int bonus) |
656 | set_ring_bonus (object *op, int bonus) |
655 | { |
657 | { |
656 | |
658 | |
657 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
659 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
658 | |
660 | |
659 | if (op->type == AMULET) |
661 | if (op->type == AMULET) |
660 | { |
662 | { |
661 | if (!(RANDOM () % 21)) |
663 | if (!(RANDOM () % 21)) |
662 | r = 20 + RANDOM () % 2; |
664 | r = 20 + RANDOM () % 2; |
663 | else |
665 | else |
664 | { |
666 | { |
665 | if (RANDOM () & 2) |
667 | if (RANDOM () & 2) |
666 | r = 10; |
668 | r = 10; |
667 | else |
669 | else |
668 | r = 11 + RANDOM () % 9; |
670 | r = 11 + RANDOM () % 9; |
669 | } |
671 | } |
670 | } |
672 | } |
671 | |
673 | |
672 | switch (r) |
674 | switch (r) |
673 | { |
675 | { |
674 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
676 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
675 | * bonuses and penalties will stack and add to existing values. |
677 | * bonuses and penalties will stack and add to existing values. |
676 | * of the item. |
678 | * of the item. |
677 | */ |
679 | */ |
678 | case 0: |
680 | case 0: |
679 | case 1: |
681 | case 1: |
680 | case 2: |
682 | case 2: |
681 | case 3: |
683 | case 3: |
682 | case 4: |
684 | case 4: |
683 | case 5: |
685 | case 5: |
684 | case 6: |
686 | case 6: |
685 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
687 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
686 | break; |
688 | break; |
687 | |
689 | |
688 | case 7: |
690 | case 7: |
689 | op->stats.dam += bonus; |
691 | op->stats.dam += bonus; |
690 | break; |
692 | break; |
691 | |
693 | |
692 | case 8: |
694 | case 8: |
693 | op->stats.wc += bonus; |
695 | op->stats.wc += bonus; |
694 | break; |
696 | break; |
695 | |
697 | |
696 | case 9: |
698 | case 9: |
697 | op->stats.food += bonus; /* hunger/sustenance */ |
699 | op->stats.food += bonus; /* hunger/sustenance */ |
698 | break; |
700 | break; |
699 | |
701 | |
700 | case 10: |
702 | case 10: |
701 | op->stats.ac += bonus; |
703 | op->stats.ac += bonus; |
702 | break; |
704 | break; |
703 | |
705 | |
704 | /* Item that gives protections/vulnerabilities */ |
706 | /* Item that gives protections/vulnerabilities */ |
705 | case 11: |
707 | case 11: |
706 | case 12: |
708 | case 12: |
707 | case 13: |
709 | case 13: |
708 | case 14: |
710 | case 14: |
709 | case 15: |
711 | case 15: |
710 | case 16: |
712 | case 16: |
711 | case 17: |
713 | case 17: |
712 | case 18: |
714 | case 18: |
713 | case 19: |
715 | case 19: |
714 | { |
716 | { |
715 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
717 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
716 | |
718 | |
717 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
719 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
718 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
720 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
719 | |
721 | |
720 | /* Cursed items need to have higher negative values to equal out with |
722 | /* Cursed items need to have higher negative values to equal out with |
721 | * positive values for how protections work out. Put another |
723 | * positive values for how protections work out. Put another |
722 | * little random element in since that they don't always end up with |
724 | * little random element in since that they don't always end up with |
723 | * even values. |
725 | * even values. |
724 | */ |
726 | */ |
725 | if (bonus < 0) |
727 | if (bonus < 0) |
726 | val = 2 * -val - RANDOM () % b; |
728 | val = 2 * -val - RANDOM () % b; |
727 | if (val > 35) |
729 | if (val > 35) |
728 | val = 35; /* Upper limit */ |
730 | val = 35; /* Upper limit */ |
729 | b = 0; |
731 | b = 0; |
730 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
732 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
731 | { |
733 | { |
732 | resist = RANDOM () % num_resist_table; |
734 | resist = RANDOM () % num_resist_table; |
733 | } |
735 | } |
734 | if (b == 4) |
736 | if (b == 4) |
735 | return; /* Not able to find a free resistance */ |
737 | return; /* Not able to find a free resistance */ |
736 | op->resist[resist_table[resist]] = val; |
738 | op->resist[resist_table[resist]] = val; |
737 | /* We should probably do something more clever here to adjust value |
739 | /* We should probably do something more clever here to adjust value |
738 | * based on how good a resistance we gave. |
740 | * based on how good a resistance we gave. |
739 | */ |
741 | */ |
740 | break; |
742 | break; |
741 | } |
743 | } |
742 | case 20: |
744 | case 20: |
743 | if (op->type == AMULET) |
745 | if (op->type == AMULET) |
744 | { |
746 | { |
745 | SET_FLAG (op, FLAG_REFL_SPELL); |
747 | SET_FLAG (op, FLAG_REFL_SPELL); |
746 | op->value *= 11; |
748 | op->value *= 11; |
747 | } |
749 | } |
748 | else |
750 | else |
749 | { |
751 | { |
750 | op->stats.hp = 1; /* regenerate hit points */ |
752 | op->stats.hp = 1; /* regenerate hit points */ |
751 | op->value *= 4; |
753 | op->value *= 4; |
752 | } |
754 | } |
753 | break; |
755 | break; |
754 | |
756 | |
755 | case 21: |
757 | case 21: |
756 | if (op->type == AMULET) |
758 | if (op->type == AMULET) |
757 | { |
759 | { |
758 | SET_FLAG (op, FLAG_REFL_MISSILE); |
760 | SET_FLAG (op, FLAG_REFL_MISSILE); |
759 | op->value *= 9; |
761 | op->value *= 9; |
760 | } |
762 | } |
761 | else |
763 | else |
762 | { |
764 | { |
763 | op->stats.sp = 1; /* regenerate spell points */ |
765 | op->stats.sp = 1; /* regenerate spell points */ |
764 | op->value *= 3; |
766 | op->value *= 3; |
765 | } |
767 | } |
766 | break; |
768 | break; |
767 | |
769 | |
768 | case 22: |
770 | case 22: |
769 | op->stats.exp += bonus; /* Speed! */ |
771 | op->stats.exp += bonus; /* Speed! */ |
770 | op->value = (op->value * 2) / 3; |
772 | op->value = (op->value * 2) / 3; |
771 | break; |
773 | break; |
772 | } |
774 | } |
773 | if (bonus > 0) |
775 | if (bonus > 0) |
774 | op->value *= 2 * bonus; |
776 | op->value *= 2 * bonus; |
775 | else |
777 | else |
776 | op->value = -(op->value * 2 * bonus) / 3; |
778 | op->value = -(op->value * 2 * bonus) / 3; |
… | |
… | |
787 | |
789 | |
788 | int |
790 | int |
789 | get_magic (int diff) |
791 | get_magic (int diff) |
790 | { |
792 | { |
791 | int i; |
793 | int i; |
|
|
794 | |
792 | if (diff < 3) |
795 | if (diff < 3) |
793 | diff = 3; |
796 | diff = 3; |
794 | for (i = 0; i < 4; i++) |
797 | for (i = 0; i < 4; i++) |
795 | if (RANDOM () % diff) |
798 | if (RANDOM () % diff) |
796 | return i; |
799 | return i; |
… | |
… | |
803 | /* |
806 | /* |
804 | * fix_generated_item(): This is called after an item is generated, in |
807 | * fix_generated_item(): This is called after an item is generated, in |
805 | * order to set it up right. This produced magical bonuses, puts spells |
808 | * order to set it up right. This produced magical bonuses, puts spells |
806 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
809 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
807 | */ |
810 | */ |
|
|
811 | |
808 | /* 4/28/96 added creator object from which op may now inherit properties based on |
812 | /* 4/28/96 added creator object from which op may now inherit properties based on |
809 | * op->type. Right now, which stuff the creator passes on is object type |
813 | * op->type. Right now, which stuff the creator passes on is object type |
810 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
814 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
811 | * way to do this? b.t. */ |
815 | * way to do this? b.t. */ |
|
|
816 | |
812 | /* |
817 | /* |
813 | * ! (flags & GT_ENVIRONMENT): |
818 | * ! (flags & GT_ENVIRONMENT): |
814 | * Automatically calls fix_flesh_item(). |
819 | * Automatically calls fix_flesh_item(). |
815 | * |
820 | * |
816 | * flags: |
821 | * flags: |
… | |
… | |
820 | * a working object - don't change magic, value, etc, but set it material |
825 | * a working object - don't change magic, value, etc, but set it material |
821 | * type as appropriate, for objects that need spell objects, set those, etc |
826 | * type as appropriate, for objects that need spell objects, set those, etc |
822 | */ |
827 | */ |
823 | |
828 | |
824 | void |
829 | void |
825 | fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) |
830 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
826 | { |
831 | { |
827 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
832 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
828 | |
833 | |
829 | if (!creator || creator->type == op->type) |
834 | if (!creator || creator->type == op->type) |
830 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
835 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
831 | |
836 | |
832 | /* If we make an artifact, this information will be destroyed */ |
837 | /* If we make an artifact, this information will be destroyed */ |
833 | save_item_power = op->item_power; |
838 | save_item_power = op->item_power; |
834 | op->item_power = 0; |
839 | op->item_power = 0; |
835 | |
840 | |
836 | if (op->randomitems && op->type != SPELL) |
841 | if (op->randomitems && op->type != SPELL) |
837 | { |
842 | { |
838 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
843 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
839 | if (!op->inv) |
844 | if (!op->inv) |
840 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
845 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
841 | |
846 | |
842 | /* So the treasure doesn't get created again */ |
847 | /* So the treasure doesn't get created again */ |
843 | op->randomitems = NULL; |
848 | op->randomitems = NULL; |
844 | } |
849 | } |
845 | |
850 | |
… | |
… | |
847 | difficulty = 1; |
852 | difficulty = 1; |
848 | |
853 | |
849 | if (!(flags & GT_MINIMAL)) |
854 | if (!(flags & GT_MINIMAL)) |
850 | { |
855 | { |
851 | if (op->arch == crown_arch) |
856 | if (op->arch == crown_arch) |
852 | { |
857 | { |
853 | set_magic (difficulty, op, max_magic, flags); |
858 | set_magic (difficulty, op, max_magic, flags); |
854 | num_enchantments = calc_item_power (op, 1); |
859 | num_enchantments = calc_item_power (op, 1); |
855 | generate_artifact (op, difficulty); |
860 | generate_artifact (op, difficulty); |
856 | } |
861 | } |
857 | else |
862 | else |
858 | { |
863 | { |
859 | if (!op->magic && max_magic) |
864 | if (!op->magic && max_magic) |
860 | set_magic (difficulty, op, max_magic, flags); |
865 | set_magic (difficulty, op, max_magic, flags); |
861 | |
866 | |
862 | num_enchantments = calc_item_power (op, 1); |
867 | num_enchantments = calc_item_power (op, 1); |
863 | |
868 | |
864 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
869 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
865 | * used for shop_floors or treasures */ |
870 | * used for shop_floors or treasures */ |
866 | generate_artifact (op, difficulty); |
871 | generate_artifact (op, difficulty); |
867 | } |
872 | } |
868 | |
873 | |
869 | /* Object was made an artifact. Calculate its item_power rating. |
874 | /* Object was made an artifact. Calculate its item_power rating. |
870 | * the item_power in the object is what the artfiact adds. |
875 | * the item_power in the object is what the artfiact adds. |
871 | */ |
876 | */ |
872 | if (op->title) |
877 | if (op->title) |
873 | { |
878 | { |
874 | /* if save_item_power is set, then most likely we started with an |
879 | /* if save_item_power is set, then most likely we started with an |
875 | * artifact and have added new abilities to it - this is rare, but |
880 | * artifact and have added new abilities to it - this is rare, but |
876 | * but I have seen things like 'strange rings of fire'. So just figure |
881 | * but I have seen things like 'strange rings of fire'. So just figure |
877 | * out the power from the base power plus what this one adds. Note |
882 | * out the power from the base power plus what this one adds. Note |
878 | * that since item_power is not quite linear, this actually ends up |
883 | * that since item_power is not quite linear, this actually ends up |
879 | * being somewhat of a bonus |
884 | * being somewhat of a bonus |
880 | */ |
885 | */ |
881 | if (save_item_power) |
886 | if (save_item_power) |
882 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
887 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
883 | else |
888 | else |
884 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
889 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
885 | } |
890 | } |
886 | else if (save_item_power) |
891 | else if (save_item_power) |
887 | { |
892 | { |
888 | /* restore the item_power field to the object if we haven't changed it. |
893 | /* restore the item_power field to the object if we haven't changed it. |
889 | * we don't care about num_enchantments - that will basically just |
894 | * we don't care about num_enchantments - that will basically just |
890 | * have calculated some value from the base attributes of the archetype. |
895 | * have calculated some value from the base attributes of the archetype. |
891 | */ |
896 | */ |
892 | op->item_power = save_item_power; |
897 | op->item_power = save_item_power; |
893 | } |
898 | } |
894 | else |
899 | else |
895 | { |
900 | { |
896 | /* item_power was zero. This is suspicious, as it may be because it |
901 | /* item_power was zero. This is suspicious, as it may be because it |
897 | * was never previously calculated. Let's compute a value and see if |
902 | * was never previously calculated. Let's compute a value and see if |
898 | * it is non-zero. If it indeed is, then assign it as the new |
903 | * it is non-zero. If it indeed is, then assign it as the new |
899 | * item_power value. |
904 | * item_power value. |
900 | * - gros, 21th of July 2006. |
905 | * - gros, 21th of July 2006. |
901 | */ |
906 | */ |
902 | op->item_power = calc_item_power (op, 0); |
907 | op->item_power = calc_item_power (op, 0); |
903 | save_item_power = op->item_power; /* Just in case it would get used |
908 | save_item_power = op->item_power; /* Just in case it would get used |
904 | * again below */ |
909 | * again below */ |
905 | } |
910 | } |
906 | } |
911 | } |
907 | |
912 | |
908 | /* materialtype modifications. Note we allow this on artifacts. */ |
913 | /* materialtype modifications. Note we allow this on artifacts. */ |
909 | set_materialname (op, difficulty, NULL); |
914 | set_materialname (op, difficulty, NULL); |
910 | |
915 | |
911 | if (flags & GT_MINIMAL) |
916 | if (flags & GT_MINIMAL) |
912 | { |
917 | { |
913 | if (op->type == POTION) |
918 | if (op->type == POTION) |
914 | /* Handle healing and magic power potions */ |
919 | /* Handle healing and magic power potions */ |
915 | if (op->stats.sp && !op->randomitems) |
920 | if (op->stats.sp && !op->randomitems) |
916 | { |
921 | { |
917 | object *tmp; |
922 | object *tmp; |
918 | |
923 | |
919 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
924 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
920 | insert_ob_in_ob (tmp, op); |
925 | insert_ob_in_ob (tmp, op); |
921 | op->stats.sp = 0; |
926 | op->stats.sp = 0; |
922 | } |
927 | } |
923 | } |
928 | } |
924 | else if (!op->title) /* Only modify object if not special */ |
929 | else if (!op->title) /* Only modify object if not special */ |
925 | switch (op->type) |
930 | switch (op->type) |
926 | { |
931 | { |
927 | case WEAPON: |
932 | case WEAPON: |
928 | case ARMOUR: |
933 | case ARMOUR: |
929 | case SHIELD: |
934 | case SHIELD: |
930 | case HELMET: |
935 | case HELMET: |
931 | case CLOAK: |
936 | case CLOAK: |
932 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
937 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
933 | set_ring_bonus (op, -DICE2); |
938 | set_ring_bonus (op, -DICE2); |
934 | break; |
939 | break; |
935 | |
940 | |
936 | case BRACERS: |
941 | case BRACERS: |
937 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
942 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
938 | { |
943 | { |
|
|
944 | 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 | |
|
|
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 | |
939 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1010 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
940 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
941 | op->value *= 3; |
|
|
942 | } |
|
|
943 | break; |
|
|
944 | |
1011 | |
945 | case POTION: |
|
|
946 | { |
|
|
947 | int too_many_tries = 0, is_special = 0; |
|
|
948 | |
|
|
949 | /* Handle healing and magic power potions */ |
|
|
950 | if (op->stats.sp && !op->randomitems) |
|
|
951 | { |
|
|
952 | object *tmp; |
|
|
953 | |
|
|
954 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
955 | insert_ob_in_ob (tmp, op); |
|
|
956 | op->stats.sp = 0; |
|
|
957 | } |
|
|
958 | |
|
|
959 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
960 | { |
|
|
961 | generate_artifact (op, difficulty); |
|
|
962 | if (too_many_tries++ > 10) |
|
|
963 | break; |
|
|
964 | } |
|
|
965 | |
|
|
966 | /* don't want to change value for healing/magic power potions, |
|
|
967 | * since the value set on those is already correct. |
|
|
968 | */ |
|
|
969 | if (op->inv && op->randomitems) |
|
|
970 | { |
|
|
971 | /* value multiplier is same as for scrolls */ |
|
|
972 | op->value = (op->value * op->inv->value); |
|
|
973 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
|
|
974 | } |
|
|
975 | else |
|
|
976 | { |
|
|
977 | op->name = "potion"; |
|
|
978 | op->name_pl = "potions"; |
|
|
979 | } |
|
|
980 | |
|
|
981 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
982 | SET_FLAG (op, FLAG_CURSED); |
|
|
983 | break; |
|
|
984 | } |
|
|
985 | |
|
|
986 | case AMULET: |
|
|
987 | if (op->arch == amulet_arch) |
|
|
988 | op->value *= 5; /* Since it's not just decoration */ |
|
|
989 | |
|
|
990 | case RING: |
|
|
991 | if (op->arch == NULL) |
|
|
992 | { |
|
|
993 | remove_ob (op); |
|
|
994 | free_object (op); |
|
|
995 | op = NULL; |
|
|
996 | break; |
|
|
997 | } |
|
|
998 | |
|
|
999 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
1000 | break; |
|
|
1001 | |
|
|
1002 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
1003 | SET_FLAG (op, FLAG_CURSED); |
|
|
1004 | |
|
|
1005 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
1006 | |
|
|
1007 | if (op->type != RING) /* Amulets have only one ability */ |
1012 | if (op->type != RING) /* Amulets have only one ability */ |
1008 | break; |
1013 | break; |
1009 | |
1014 | |
1010 | if (!(RANDOM () % 4)) |
1015 | if (!(RANDOM () % 4)) |
1011 | { |
1016 | { |
1012 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1017 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1013 | |
1018 | |
1014 | if (d > 0) |
1019 | if (d > 0) |
1015 | op->value *= 3; |
1020 | op->value *= 3; |
1016 | |
1021 | |
1017 | set_ring_bonus (op, d); |
1022 | set_ring_bonus (op, d); |
1018 | |
1023 | |
1019 | if (!(RANDOM () % 4)) |
1024 | if (!(RANDOM () % 4)) |
1020 | { |
1025 | { |
1021 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1026 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1022 | if (d > 0) |
|
|
1023 | op->value *= 5; |
|
|
1024 | set_ring_bonus (op, d); |
|
|
1025 | } |
|
|
1026 | } |
|
|
1027 | |
1027 | |
|
|
1028 | if (d > 0) |
|
|
1029 | op->value *= 5; |
|
|
1030 | set_ring_bonus (op, d); |
|
|
1031 | } |
|
|
1032 | } |
|
|
1033 | |
1028 | if (GET_ANIM_ID (op)) |
1034 | if (GET_ANIM_ID (op)) |
1029 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1035 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1030 | |
1036 | |
1031 | break; |
1037 | break; |
1032 | |
1038 | |
1033 | case BOOK: |
1039 | case BOOK: |
1034 | /* Is it an empty book?, if yes lets make a special· |
1040 | /* Is it an empty book?, if yes lets make a special· |
1035 | * msg for it, and tailor its properties based on the· |
1041 | * msg for it, and tailor its properties based on the· |
1036 | * creator and/or map level we found it on. |
1042 | * creator and/or map level we found it on. |
1037 | */ |
1043 | */ |
1038 | if (!op->msg && RANDOM () % 10) |
1044 | if (!op->msg && RANDOM () % 10) |
1039 | { |
1045 | { |
1040 | /* set the book level properly */ |
1046 | /* set the book level properly */ |
1041 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1047 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1042 | { |
1048 | { |
1043 | if (op->map && op->map->difficulty) |
1049 | if (op->map && op->map->difficulty) |
1044 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1050 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1045 | else |
1051 | else |
1046 | op->level = RANDOM () % 20 + 1; |
1052 | op->level = RANDOM () % 20 + 1; |
1047 | } |
1053 | } |
1048 | else |
1054 | else |
1049 | op->level = RANDOM () % creator->level; |
1055 | op->level = RANDOM () % creator->level; |
1050 | |
1056 | |
1051 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1057 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1052 | /* books w/ info are worth more! */ |
1058 | /* books w/ info are worth more! */ |
1053 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1059 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1054 | /* creator related stuff */ |
1060 | /* creator related stuff */ |
1055 | |
1061 | |
1056 | /* for library, chained books. Note that some monsters have no_pick |
1062 | /* for library, chained books. Note that some monsters have no_pick |
1057 | * set - we don't want to set no pick in that case. |
1063 | * set - we don't want to set no pick in that case. |
1058 | */ |
1064 | */ |
1059 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1065 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1060 | SET_FLAG (op, FLAG_NO_PICK); |
1066 | SET_FLAG (op, FLAG_NO_PICK); |
1061 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1067 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1062 | op->slaying = creator->slaying; |
1068 | op->slaying = creator->slaying; |
1063 | |
1069 | |
1064 | /* add exp so reading it gives xp (once) */ |
1070 | /* add exp so reading it gives xp (once) */ |
1065 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1071 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1066 | } |
1072 | } |
1067 | break; |
1073 | break; |
1068 | |
1074 | |
1069 | case SPELLBOOK: |
1075 | case SPELLBOOK: |
1070 | op->value = op->value * op->inv->value; |
1076 | op->value = op->value * op->inv->value; |
1071 | /* add exp so learning gives xp */ |
1077 | /* add exp so learning gives xp */ |
1072 | op->level = op->inv->level; |
1078 | op->level = op->inv->level; |
1073 | op->stats.exp = op->value; |
1079 | op->stats.exp = op->value; |
1074 | break; |
1080 | break; |
1075 | |
1081 | |
1076 | case WAND: |
1082 | case WAND: |
1077 | /* nrof in the treasure list is number of charges, |
1083 | /* nrof in the treasure list is number of charges, |
1078 | * not number of wands. So copy that into food (charges), |
1084 | * not number of wands. So copy that into food (charges), |
1079 | * and reset nrof. |
1085 | * and reset nrof. |
1080 | */ |
1086 | */ |
1081 | op->stats.food = op->inv->nrof; |
1087 | op->stats.food = op->inv->nrof; |
1082 | op->nrof = 1; |
1088 | op->nrof = 1; |
1083 | /* If the spell changes by level, choose a random level |
1089 | /* If the spell changes by level, choose a random level |
1084 | * for it, and adjust price. If the spell doesn't |
1090 | * for it, and adjust price. If the spell doesn't |
1085 | * change by level, just set the wand to the level of |
1091 | * change by level, just set the wand to the level of |
1086 | * the spell, and value calculation is simpler. |
1092 | * the spell, and value calculation is simpler. |
1087 | */ |
1093 | */ |
1088 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1094 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1089 | { |
1095 | { |
|
|
1096 | op->level = level_for_item (op, difficulty); |
|
|
1097 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1098 | } |
|
|
1099 | else |
|
|
1100 | { |
|
|
1101 | op->level = op->inv->level; |
|
|
1102 | op->value = op->value * op->inv->value; |
|
|
1103 | } |
|
|
1104 | break; |
|
|
1105 | |
|
|
1106 | case ROD: |
1090 | op->level = level_for_item (op, difficulty); |
1107 | op->level = level_for_item (op, difficulty); |
|
|
1108 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1109 | * reasonable. Otherwise, a high level version of a low level |
|
|
1110 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1111 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1112 | */ |
1091 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1113 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1092 | } |
1114 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1093 | else |
1115 | if (op->stats.maxhp) |
1094 | { |
1116 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1095 | op->level = op->inv->level; |
1117 | else |
1096 | op->value = op->value * op->inv->value; |
1118 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1097 | } |
|
|
1098 | break; |
|
|
1099 | |
1119 | |
|
|
1120 | op->stats.hp = op->stats.maxhp; |
|
|
1121 | break; |
|
|
1122 | |
1100 | case ROD: |
1123 | case SCROLL: |
1101 | op->level = level_for_item (op, difficulty); |
1124 | op->level = level_for_item (op, difficulty); |
1102 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1103 | * reasonable. Otherwise, a high level version of a low level |
|
|
1104 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1105 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1106 | */ |
|
|
1107 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1125 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1108 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
|
|
1109 | if (op->stats.maxhp) |
|
|
1110 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1111 | else |
|
|
1112 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1113 | |
1126 | |
1114 | op->stats.hp = op->stats.maxhp; |
|
|
1115 | break; |
|
|
1116 | |
|
|
1117 | case SCROLL: |
|
|
1118 | op->level = level_for_item (op, difficulty); |
|
|
1119 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1120 | |
|
|
1121 | /* add exp so reading them properly gives xp */ |
1127 | /* add exp so reading them properly gives xp */ |
1122 | op->stats.exp = op->value / 5; |
1128 | op->stats.exp = op->value / 5; |
1123 | op->nrof = op->inv->nrof; |
1129 | op->nrof = op->inv->nrof; |
1124 | break; |
1130 | break; |
1125 | |
1131 | |
1126 | case RUNE: |
1132 | case RUNE: |
1127 | trap_adjust (op, difficulty); |
1133 | trap_adjust (op, difficulty); |
1128 | break; |
1134 | break; |
1129 | |
1135 | |
1130 | case TRAP: |
1136 | case TRAP: |
1131 | trap_adjust (op, difficulty); |
1137 | trap_adjust (op, difficulty); |
1132 | break; |
1138 | break; |
1133 | } /* switch type */ |
1139 | } /* switch type */ |
1134 | |
1140 | |
1135 | if (flags & GT_STARTEQUIP) |
1141 | if (flags & GT_STARTEQUIP) |
1136 | { |
1142 | { |
1137 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1143 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1138 | SET_FLAG (op, FLAG_STARTEQUIP); |
1144 | SET_FLAG (op, FLAG_STARTEQUIP); |
1139 | else if (op->type != MONEY) |
1145 | else if (op->type != MONEY) |
1140 | op->value = 0; |
1146 | op->value = 0; |
1141 | } |
1147 | } |
1142 | |
1148 | |
1143 | if (!(flags & GT_ENVIRONMENT)) |
1149 | if (!(flags & GT_ENVIRONMENT)) |
1144 | fix_flesh_item (op, creator); |
1150 | fix_flesh_item (op, creator); |
1145 | } |
1151 | } |
… | |
… | |
1158 | |
1164 | |
1159 | static artifactlist * |
1165 | static artifactlist * |
1160 | get_empty_artifactlist (void) |
1166 | get_empty_artifactlist (void) |
1161 | { |
1167 | { |
1162 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1168 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
|
|
1169 | |
1163 | if (tl == NULL) |
1170 | if (tl == NULL) |
1164 | fatal (OUT_OF_MEMORY); |
1171 | fatal (OUT_OF_MEMORY); |
1165 | tl->next = NULL; |
1172 | tl->next = NULL; |
1166 | tl->items = NULL; |
1173 | tl->items = NULL; |
1167 | tl->total_chance = 0; |
1174 | tl->total_chance = 0; |
… | |
… | |
1174 | |
1181 | |
1175 | static artifact * |
1182 | static artifact * |
1176 | get_empty_artifact (void) |
1183 | get_empty_artifact (void) |
1177 | { |
1184 | { |
1178 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1185 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
|
|
1186 | |
1179 | if (t == NULL) |
1187 | if (t == NULL) |
1180 | fatal (OUT_OF_MEMORY); |
1188 | fatal (OUT_OF_MEMORY); |
1181 | t->item = NULL; |
1189 | t->item = NULL; |
1182 | t->next = NULL; |
1190 | t->next = NULL; |
1183 | t->chance = 0; |
1191 | t->chance = 0; |
… | |
… | |
1216 | fprintf (logfile, "\n"); |
1224 | fprintf (logfile, "\n"); |
1217 | for (al = first_artifactlist; al != NULL; al = al->next) |
1225 | for (al = first_artifactlist; al != NULL; al = al->next) |
1218 | { |
1226 | { |
1219 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1227 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1220 | for (art = al->items; art != NULL; art = art->next) |
1228 | for (art = al->items; art != NULL; art = art->next) |
1221 | { |
1229 | { |
1222 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1230 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1223 | if (art->allowed != NULL) |
1231 | if (art->allowed != NULL) |
1224 | { |
1232 | { |
1225 | fprintf (logfile, "\tAllowed combinations:"); |
1233 | fprintf (logfile, "\tAllowed combinations:"); |
1226 | for (next = art->allowed; next != NULL; next = next->next) |
1234 | for (next = art->allowed; next != NULL; next = next->next) |
1227 | fprintf (logfile, "%s,", &next->name); |
1235 | fprintf (logfile, "%s,", &next->name); |
1228 | fprintf (logfile, "\n"); |
1236 | fprintf (logfile, "\n"); |
1229 | } |
1237 | } |
1230 | } |
1238 | } |
1231 | } |
1239 | } |
1232 | fprintf (logfile, "\n"); |
1240 | fprintf (logfile, "\n"); |
1233 | } |
1241 | } |
1234 | |
1242 | |
1235 | /* |
1243 | /* |
1236 | * For debugging purposes. Dumps all treasures recursively (see below). |
1244 | * For debugging purposes. Dumps all treasures recursively (see below). |
1237 | */ |
1245 | */ |
1238 | void |
1246 | void |
1239 | dump_monster_treasure_rec (const char *name, treasure * t, int depth) |
1247 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1240 | { |
1248 | { |
1241 | treasurelist *tl; |
1249 | treasurelist *tl; |
1242 | int i; |
1250 | int i; |
1243 | |
1251 | |
1244 | if (depth > 100) |
1252 | if (depth > 100) |
1245 | return; |
1253 | return; |
1246 | while (t != NULL) |
1254 | while (t != NULL) |
1247 | { |
1255 | { |
1248 | if (t->name != NULL) |
1256 | if (t->name != NULL) |
1249 | { |
1257 | { |
1250 | for (i = 0; i < depth; i++) |
1258 | for (i = 0; i < depth; i++) |
1251 | fprintf (logfile, " "); |
1259 | fprintf (logfile, " "); |
1252 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1260 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1253 | tl = find_treasurelist (t->name); |
1261 | tl = find_treasurelist (t->name); |
1254 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1262 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1255 | for (i = 0; i < depth; i++) |
1263 | for (i = 0; i < depth; i++) |
1256 | fprintf (logfile, " "); |
1264 | fprintf (logfile, " "); |
1257 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1265 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1258 | } |
1266 | } |
1259 | else |
1267 | else |
1260 | { |
1268 | { |
1261 | for (i = 0; i < depth; i++) |
1269 | for (i = 0; i < depth; i++) |
1262 | fprintf (logfile, " "); |
1270 | fprintf (logfile, " "); |
1263 | if (t->item->clone.type == FLESH) |
1271 | if (t->item->clone.type == FLESH) |
1264 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1272 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1265 | else |
1273 | else |
1266 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1274 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1267 | } |
1275 | } |
1268 | if (t->next_yes != NULL) |
1276 | if (t->next_yes != NULL) |
1269 | { |
1277 | { |
1270 | for (i = 0; i < depth; i++) |
1278 | for (i = 0; i < depth; i++) |
1271 | fprintf (logfile, " "); |
1279 | fprintf (logfile, " "); |
1272 | fprintf (logfile, " (if yes)\n"); |
1280 | fprintf (logfile, " (if yes)\n"); |
1273 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1281 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1274 | } |
1282 | } |
1275 | if (t->next_no != NULL) |
1283 | if (t->next_no != NULL) |
1276 | { |
1284 | { |
1277 | for (i = 0; i < depth; i++) |
1285 | for (i = 0; i < depth; i++) |
1278 | fprintf (logfile, " "); |
1286 | fprintf (logfile, " "); |
1279 | fprintf (logfile, " (if no)\n"); |
1287 | fprintf (logfile, " (if no)\n"); |
1280 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1288 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1281 | } |
1289 | } |
1282 | t = t->next; |
1290 | t = t->next; |
1283 | } |
1291 | } |
1284 | } |
1292 | } |
1285 | |
1293 | |
1286 | /* |
1294 | /* |
… | |
… | |
1297 | found = 0; |
1305 | found = 0; |
1298 | fprintf (logfile, "\n"); |
1306 | fprintf (logfile, "\n"); |
1299 | for (at = first_archetype; at != NULL; at = at->next) |
1307 | for (at = first_archetype; at != NULL; at = at->next) |
1300 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1308 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1301 | { |
1309 | { |
1302 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1310 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1303 | if (at->clone.randomitems != NULL) |
1311 | if (at->clone.randomitems != NULL) |
1304 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1312 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1305 | else |
1313 | else |
1306 | fprintf (logfile, "(nothing)\n"); |
1314 | fprintf (logfile, "(nothing)\n"); |
1307 | fprintf (logfile, "\n"); |
1315 | fprintf (logfile, "\n"); |
1308 | found++; |
1316 | found++; |
1309 | } |
1317 | } |
1310 | if (found == 0) |
1318 | if (found == 0) |
1311 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1319 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1312 | } |
1320 | } |
1313 | |
1321 | |
… | |
… | |
1320 | { |
1328 | { |
1321 | static int has_been_inited = 0; |
1329 | static int has_been_inited = 0; |
1322 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1330 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1323 | artifact *art = NULL; |
1331 | artifact *art = NULL; |
1324 | linked_char *tmp; |
1332 | linked_char *tmp; |
1325 | int value, comp; |
1333 | int value; |
1326 | artifactlist *al; |
1334 | artifactlist *al; |
1327 | |
1335 | |
1328 | if (has_been_inited) |
1336 | if (has_been_inited) |
1329 | return; |
1337 | return; |
1330 | else |
1338 | else |
… | |
… | |
1337 | return; |
1345 | return; |
1338 | |
1346 | |
1339 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1347 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1340 | { |
1348 | { |
1341 | if (*buf == '#') |
1349 | if (*buf == '#') |
1342 | continue; |
1350 | continue; |
1343 | if ((cp = strchr (buf, '\n')) != NULL) |
1351 | if ((cp = strchr (buf, '\n')) != NULL) |
1344 | *cp = '\0'; |
1352 | *cp = '\0'; |
1345 | cp = buf; |
1353 | cp = buf; |
1346 | while (*cp == ' ') /* Skip blanks */ |
1354 | while (*cp == ' ') /* Skip blanks */ |
1347 | cp++; |
1355 | cp++; |
1348 | if (*cp == '\0') |
1356 | if (*cp == '\0') |
1349 | continue; |
1357 | continue; |
1350 | |
1358 | |
1351 | if (!strncmp (cp, "Allowed", 7)) |
1359 | if (!strncmp (cp, "Allowed", 7)) |
1352 | { |
1360 | { |
1353 | if (art == NULL) |
1361 | if (art == NULL) |
1354 | { |
1362 | { |
1355 | art = get_empty_artifact (); |
1363 | art = get_empty_artifact (); |
1356 | nrofartifacts++; |
1364 | nrofartifacts++; |
1357 | } |
1365 | } |
1358 | cp = strchr (cp, ' ') + 1; |
1366 | cp = strchr (cp, ' ') + 1; |
1359 | if (!strcmp (cp, "all")) |
1367 | if (!strcmp (cp, "all")) |
1360 | continue; |
1368 | continue; |
1361 | |
1369 | |
1362 | do |
1370 | do |
1363 | { |
1371 | { |
1364 | nrofallowedstr++; |
1372 | nrofallowedstr++; |
1365 | if ((next = strchr (cp, ',')) != NULL) |
1373 | if ((next = strchr (cp, ',')) != NULL) |
1366 | *(next++) = '\0'; |
1374 | *(next++) = '\0'; |
1367 | tmp = new linked_char; |
1375 | tmp = new linked_char; |
|
|
1376 | |
1368 | tmp->name = cp; |
1377 | tmp->name = cp; |
1369 | tmp->next = art->allowed; |
1378 | tmp->next = art->allowed; |
1370 | art->allowed = tmp; |
1379 | art->allowed = tmp; |
1371 | } |
1380 | } |
1372 | while ((cp = next) != NULL); |
1381 | while ((cp = next) != NULL); |
1373 | } |
1382 | } |
1374 | else if (sscanf (cp, "chance %d", &value)) |
1383 | else if (sscanf (cp, "chance %d", &value)) |
1375 | art->chance = (uint16) value; |
1384 | art->chance = (uint16) value; |
1376 | else if (sscanf (cp, "difficulty %d", &value)) |
1385 | else if (sscanf (cp, "difficulty %d", &value)) |
1377 | art->difficulty = (uint8) value; |
1386 | art->difficulty = (uint8) value; |
1378 | else if (!strncmp (cp, "Object", 6)) |
1387 | else if (!strncmp (cp, "Object", 6)) |
1379 | { |
1388 | { |
1380 | art->item = (object *) calloc (1, sizeof (object)); |
1389 | art->item = get_object (); |
1381 | reset_object (art->item); |
1390 | |
1382 | if (!load_object (thawer, art->item, LO_LINEMODE, 0)) |
1391 | if (!load_object (thawer, art->item, 0)) |
1383 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1392 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1393 | |
1384 | art->item->name = strchr (cp, ' ') + 1; |
1394 | art->item->name = strchr (cp, ' ') + 1; |
1385 | al = find_artifactlist (art->item->type); |
1395 | al = find_artifactlist (art->item->type); |
1386 | if (al == NULL) |
1396 | if (al == NULL) |
1387 | { |
1397 | { |
1388 | al = get_empty_artifactlist (); |
1398 | al = get_empty_artifactlist (); |
1389 | al->type = art->item->type; |
1399 | al->type = art->item->type; |
1390 | al->next = first_artifactlist; |
1400 | al->next = first_artifactlist; |
1391 | first_artifactlist = al; |
1401 | first_artifactlist = al; |
1392 | } |
1402 | } |
1393 | art->next = al->items; |
1403 | art->next = al->items; |
1394 | al->items = art; |
1404 | al->items = art; |
1395 | art = NULL; |
1405 | art = NULL; |
1396 | } |
1406 | } |
1397 | else |
1407 | else |
1398 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
1408 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
1399 | } |
1409 | } |
1400 | |
1410 | |
1401 | for (al = first_artifactlist; al != NULL; al = al->next) |
1411 | for (al = first_artifactlist; al != NULL; al = al->next) |
1402 | { |
1412 | { |
1403 | for (art = al->items; art != NULL; art = art->next) |
1413 | for (art = al->items; art != NULL; art = art->next) |
1404 | { |
1414 | { |
1405 | if (!art->chance) |
1415 | if (!art->chance) |
1406 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1416 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1407 | else |
1417 | else |
1408 | al->total_chance += art->chance; |
1418 | al->total_chance += art->chance; |
1409 | } |
1419 | } |
1410 | #if 0 |
1420 | #if 0 |
1411 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1421 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1412 | #endif |
1422 | #endif |
1413 | } |
1423 | } |
1414 | |
1424 | |
… | |
… | |
1420 | * Used in artifact generation. The bonuses of the first object |
1430 | * Used in artifact generation. The bonuses of the first object |
1421 | * is modified by the bonuses of the second object. |
1431 | * is modified by the bonuses of the second object. |
1422 | */ |
1432 | */ |
1423 | |
1433 | |
1424 | void |
1434 | void |
1425 | add_abilities (object * op, object * change) |
1435 | add_abilities (object *op, object *change) |
1426 | { |
1436 | { |
1427 | int i, j, tmp; |
1437 | int i, tmp; |
1428 | |
1438 | |
1429 | if (change->face != blank_face) |
1439 | if (change->face != blank_face) |
1430 | { |
1440 | { |
1431 | #ifdef TREASURE_VERBOSE |
1441 | #ifdef TREASURE_VERBOSE |
1432 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1442 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
… | |
… | |
1471 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1481 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1472 | { |
1482 | { |
1473 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1483 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1474 | /* so artifacts will join */ |
1484 | /* so artifacts will join */ |
1475 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1485 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1476 | op->speed = 0.0; |
1486 | op->speed = 0.0; |
|
|
1487 | |
1477 | update_ob_speed (op); |
1488 | update_ob_speed (op); |
1478 | } |
1489 | } |
1479 | |
1490 | |
1480 | if (change->nrof) |
1491 | if (change->nrof) |
1481 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1492 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1482 | |
1493 | |
1483 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1494 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1484 | op->stats.wc += change->stats.wc; |
1495 | op->stats.wc += change->stats.wc; |
1485 | op->stats.ac += change->stats.ac; |
1496 | op->stats.ac += change->stats.ac; |
1486 | |
1497 | |
1487 | if (change->other_arch) |
1498 | if (change->other_arch) |
1488 | { |
1499 | { |
1489 | /* Basically, for horns & potions, the other_arch field is the spell |
1500 | /* Basically, for horns & potions, the other_arch field is the spell |
1490 | * to cast. So convert that to into a spell and put it into |
1501 | * to cast. So convert that to into a spell and put it into |
1491 | * this object. |
1502 | * this object. |
1492 | */ |
1503 | */ |
1493 | if (op->type == HORN || op->type == POTION) |
1504 | if (op->type == HORN || op->type == POTION) |
1494 | { |
1505 | { |
1495 | object *tmp_obj; |
1506 | object *tmp_obj; |
|
|
1507 | |
1496 | /* Remove any spells this object currently has in it */ |
1508 | /* Remove any spells this object currently has in it */ |
1497 | while (op->inv) |
1509 | while (op->inv) |
1498 | { |
1510 | { |
1499 | tmp_obj = op->inv; |
1511 | tmp_obj = op->inv; |
1500 | remove_ob (tmp_obj); |
1512 | remove_ob (tmp_obj); |
1501 | free_object (tmp_obj); |
1513 | free_object (tmp_obj); |
1502 | } |
1514 | } |
1503 | |
1515 | |
1504 | tmp_obj = arch_to_object (change->other_arch); |
1516 | tmp_obj = arch_to_object (change->other_arch); |
1505 | insert_ob_in_ob (tmp_obj, op); |
1517 | insert_ob_in_ob (tmp_obj, op); |
1506 | } |
1518 | } |
1507 | /* No harm setting this for potions/horns */ |
1519 | /* No harm setting this for potions/horns */ |
1508 | op->other_arch = change->other_arch; |
1520 | op->other_arch = change->other_arch; |
1509 | } |
1521 | } |
1510 | |
1522 | |
1511 | if (change->stats.hp < 0) |
1523 | if (change->stats.hp < 0) |
… | |
… | |
1544 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1556 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1545 | |
1557 | |
1546 | op->item_power = change->item_power; |
1558 | op->item_power = change->item_power; |
1547 | |
1559 | |
1548 | for (i = 0; i < NROFATTACKS; i++) |
1560 | for (i = 0; i < NROFATTACKS; i++) |
1549 | { |
|
|
1550 | if (change->resist[i]) |
1561 | if (change->resist[i]) |
1551 | { |
|
|
1552 | op->resist[i] += change->resist[i]; |
1562 | op->resist[i] += change->resist[i]; |
1553 | } |
|
|
1554 | } |
|
|
1555 | |
1563 | |
1556 | if (change->stats.dam) |
1564 | if (change->stats.dam) |
1557 | { |
1565 | { |
1558 | if (change->stats.dam < 0) |
1566 | if (change->stats.dam < 0) |
1559 | op->stats.dam = (-change->stats.dam); |
1567 | op->stats.dam = (-change->stats.dam); |
1560 | else if (op->stats.dam) |
1568 | else if (op->stats.dam) |
1561 | { |
1569 | { |
1562 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1570 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1563 | if (tmp == op->stats.dam) |
1571 | if (tmp == op->stats.dam) |
1564 | { |
1572 | { |
1565 | if (change->stats.dam < 10) |
1573 | if (change->stats.dam < 10) |
1566 | op->stats.dam--; |
1574 | op->stats.dam--; |
|
|
1575 | else |
|
|
1576 | op->stats.dam++; |
|
|
1577 | } |
1567 | else |
1578 | else |
1568 | op->stats.dam++; |
|
|
1569 | } |
|
|
1570 | else |
|
|
1571 | op->stats.dam = tmp; |
1579 | op->stats.dam = tmp; |
1572 | } |
1580 | } |
1573 | } |
1581 | } |
1574 | |
1582 | |
1575 | if (change->weight) |
1583 | if (change->weight) |
1576 | { |
1584 | { |
1577 | if (change->weight < 0) |
1585 | if (change->weight < 0) |
1578 | op->weight = (-change->weight); |
1586 | op->weight = (-change->weight); |
1579 | else |
1587 | else |
1580 | op->weight = (op->weight * (change->weight)) / 100; |
1588 | op->weight = (op->weight * (change->weight)) / 100; |
1581 | } |
1589 | } |
1582 | |
1590 | |
1583 | if (change->last_sp) |
1591 | if (change->last_sp) |
1584 | { |
1592 | { |
1585 | if (change->last_sp < 0) |
1593 | if (change->last_sp < 0) |
1586 | op->last_sp = (-change->last_sp); |
1594 | op->last_sp = (-change->last_sp); |
1587 | else |
1595 | else |
1588 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1596 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1589 | } |
1597 | } |
1590 | |
1598 | |
1591 | if (change->gen_sp_armour) |
1599 | if (change->gen_sp_armour) |
1592 | { |
1600 | { |
1593 | if (change->gen_sp_armour < 0) |
1601 | if (change->gen_sp_armour < 0) |
1594 | op->gen_sp_armour = (-change->gen_sp_armour); |
1602 | op->gen_sp_armour = (-change->gen_sp_armour); |
1595 | else |
1603 | else |
1596 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1604 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1597 | } |
1605 | } |
1598 | |
1606 | |
1599 | op->value *= change->value; |
1607 | op->value *= change->value; |
1600 | |
1608 | |
1601 | if (change->material) |
1609 | if (change->material) |
… | |
… | |
1613 | if (change->msg) |
1621 | if (change->msg) |
1614 | op->msg = change->msg; |
1622 | op->msg = change->msg; |
1615 | } |
1623 | } |
1616 | |
1624 | |
1617 | static int |
1625 | static int |
1618 | legal_artifact_combination (object * op, artifact * art) |
1626 | legal_artifact_combination (object *op, artifact * art) |
1619 | { |
1627 | { |
1620 | int neg, success = 0; |
1628 | int neg, success = 0; |
1621 | linked_char *tmp; |
1629 | linked_char *tmp; |
1622 | const char *name; |
1630 | const char *name; |
1623 | |
1631 | |
1624 | if (art->allowed == (linked_char *) NULL) |
1632 | if (art->allowed == (linked_char *) NULL) |
1625 | return 1; /* Ie, "all" */ |
1633 | return 1; /* Ie, "all" */ |
1626 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1634 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1627 | { |
1635 | { |
1628 | #ifdef TREASURE_VERBOSE |
1636 | #ifdef TREASURE_VERBOSE |
1629 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1637 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1630 | #endif |
1638 | #endif |
1631 | if (*tmp->name == '!') |
1639 | if (*tmp->name == '!') |
1632 | name = tmp->name + 1, neg = 1; |
1640 | name = tmp->name + 1, neg = 1; |
1633 | else |
1641 | else |
1634 | name = tmp->name, neg = 0; |
1642 | name = tmp->name, neg = 0; |
1635 | |
1643 | |
1636 | /* If we match name, then return the opposite of 'neg' */ |
1644 | /* If we match name, then return the opposite of 'neg' */ |
1637 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1645 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1638 | return !neg; |
1646 | return !neg; |
1639 | |
1647 | |
1640 | /* Set success as true, since if the match was an inverse, it means |
1648 | /* Set success as true, since if the match was an inverse, it means |
1641 | * everything is allowed except what we match |
1649 | * everything is allowed except what we match |
1642 | */ |
1650 | */ |
1643 | else if (neg) |
1651 | else if (neg) |
1644 | success = 1; |
1652 | success = 1; |
1645 | } |
1653 | } |
1646 | return success; |
1654 | return success; |
1647 | } |
1655 | } |
1648 | |
1656 | |
1649 | /* |
1657 | /* |
1650 | * Fixes the given object, giving it the abilities and titles |
1658 | * Fixes the given object, giving it the abilities and titles |
1651 | * it should have due to the second artifact-template. |
1659 | * it should have due to the second artifact-template. |
1652 | */ |
1660 | */ |
1653 | |
1661 | |
1654 | void |
1662 | void |
1655 | give_artifact_abilities (object * op, object * artifct) |
1663 | give_artifact_abilities (object *op, object *artifct) |
1656 | { |
1664 | { |
1657 | char new_name[MAX_BUF]; |
1665 | char new_name[MAX_BUF]; |
1658 | |
1666 | |
1659 | sprintf (new_name, "of %s", &artifct->name); |
1667 | sprintf (new_name, "of %s", &artifct->name); |
1660 | op->title = new_name; |
1668 | op->title = new_name; |
1661 | add_abilities (op, artifct); /* Give out the bonuses */ |
1669 | add_abilities (op, artifct); /* Give out the bonuses */ |
1662 | |
1670 | |
1663 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1671 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1664 | { |
1672 | { |
1665 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1673 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1674 | |
1666 | SET_FLAG (op, FLAG_IDENTIFIED); |
1675 | SET_FLAG (op, FLAG_IDENTIFIED); |
1667 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1676 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1668 | if (!identified) |
1677 | if (!identified) |
1669 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1678 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1670 | } |
1679 | } |
… | |
… | |
1682 | |
1691 | |
1683 | /* Give 1 re-roll attempt per artifact */ |
1692 | /* Give 1 re-roll attempt per artifact */ |
1684 | #define ARTIFACT_TRIES 2 |
1693 | #define ARTIFACT_TRIES 2 |
1685 | |
1694 | |
1686 | void |
1695 | void |
1687 | generate_artifact (object * op, int difficulty) |
1696 | generate_artifact (object *op, int difficulty) |
1688 | { |
1697 | { |
1689 | artifactlist *al; |
1698 | artifactlist *al; |
1690 | artifact *art; |
1699 | artifact *art; |
1691 | int i; |
1700 | int i; |
1692 | |
1701 | |
1693 | al = find_artifactlist (op->type); |
1702 | al = find_artifactlist (op->type); |
1694 | |
1703 | |
1695 | if (al == NULL) |
1704 | if (al == NULL) |
1696 | { |
1705 | { |
1697 | #if 0 /* This is too verbose, usually */ |
1706 | #if 0 /* This is too verbose, usually */ |
1698 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1707 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1699 | #endif |
1708 | #endif |
1700 | return; |
1709 | return; |
1701 | } |
1710 | } |
1702 | |
1711 | |
1703 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1712 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1704 | { |
1713 | { |
1705 | int roll = RANDOM () % al->total_chance; |
1714 | int roll = RANDOM () % al->total_chance; |
1706 | |
1715 | |
1707 | for (art = al->items; art != NULL; art = art->next) |
1716 | for (art = al->items; art != NULL; art = art->next) |
1708 | { |
1717 | { |
1709 | roll -= art->chance; |
1718 | roll -= art->chance; |
1710 | if (roll < 0) |
1719 | if (roll < 0) |
1711 | break; |
1720 | break; |
1712 | } |
1721 | } |
1713 | |
1722 | |
1714 | if (art == NULL || roll >= 0) |
1723 | if (art == NULL || roll >= 0) |
1715 | { |
1724 | { |
1716 | #if 1 |
1725 | #if 1 |
1717 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1726 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1718 | #endif |
1727 | #endif |
1719 | return; |
1728 | return; |
1720 | } |
1729 | } |
1721 | if (!strcmp (art->item->name, "NONE")) |
1730 | if (!strcmp (art->item->name, "NONE")) |
1722 | return; |
1731 | return; |
1723 | if (FABS (op->magic) < art->item->magic) |
1732 | if (FABS (op->magic) < art->item->magic) |
1724 | continue; /* Not magic enough to be this item */ |
1733 | continue; /* Not magic enough to be this item */ |
1725 | |
1734 | |
1726 | /* Map difficulty not high enough */ |
1735 | /* Map difficulty not high enough */ |
1727 | if (difficulty < art->difficulty) |
1736 | if (difficulty < art->difficulty) |
1728 | continue; |
1737 | continue; |
1729 | |
1738 | |
1730 | if (!legal_artifact_combination (op, art)) |
1739 | if (!legal_artifact_combination (op, art)) |
1731 | { |
1740 | { |
1732 | #ifdef TREASURE_VERBOSE |
1741 | #ifdef TREASURE_VERBOSE |
1733 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1742 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1734 | #endif |
1743 | #endif |
1735 | continue; |
1744 | continue; |
1736 | } |
1745 | } |
1737 | give_artifact_abilities (op, art->item); |
1746 | give_artifact_abilities (op, art->item); |
1738 | return; |
1747 | return; |
1739 | } |
1748 | } |
1740 | } |
1749 | } |
1741 | |
1750 | |
… | |
… | |
1743 | * FOOD, except they inherit properties (name, food value, etc). |
1752 | * FOOD, except they inherit properties (name, food value, etc). |
1744 | * based on the original owner (or 'donor' if you like). -b.t. |
1753 | * based on the original owner (or 'donor' if you like). -b.t. |
1745 | */ |
1754 | */ |
1746 | |
1755 | |
1747 | void |
1756 | void |
1748 | fix_flesh_item (object * item, object * donor) |
1757 | fix_flesh_item (object *item, object *donor) |
1749 | { |
1758 | { |
1750 | char tmpbuf[MAX_BUF]; |
1759 | char tmpbuf[MAX_BUF]; |
1751 | int i; |
1760 | int i; |
1752 | |
1761 | |
1753 | if (item->type == FLESH && donor) |
1762 | if (item->type == FLESH && donor) |
1754 | { |
1763 | { |
1755 | /* change the name */ |
1764 | /* change the name */ |
1756 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; |
1765 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
|
|
1766 | item->name = tmpbuf; |
1757 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; |
1767 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
|
|
1768 | item->name_pl = tmpbuf; |
1758 | |
1769 | |
1759 | /* weight is FLESH weight/100 * donor */ |
1770 | /* weight is FLESH weight/100 * donor */ |
1760 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1771 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1761 | item->weight = 1; |
1772 | item->weight = 1; |
1762 | |
1773 | |
1763 | /* value is multiplied by level of donor */ |
1774 | /* value is multiplied by level of donor */ |
1764 | item->value *= isqrt (donor->level * 2); |
1775 | item->value *= isqrt (donor->level * 2); |
1765 | |
1776 | |
1766 | /* food value */ |
1777 | /* food value */ |
… | |
… | |
1768 | |
1779 | |
1769 | /* flesh items inherit some abilities of donor, but not |
1780 | /* flesh items inherit some abilities of donor, but not |
1770 | * full effect. |
1781 | * full effect. |
1771 | */ |
1782 | */ |
1772 | for (i = 0; i < NROFATTACKS; i++) |
1783 | for (i = 0; i < NROFATTACKS; i++) |
1773 | item->resist[i] = donor->resist[i] / 2; |
1784 | item->resist[i] = donor->resist[i] / 2; |
1774 | |
1785 | |
1775 | /* item inherits donor's level (important for quezals) */ |
1786 | /* item inherits donor's level (important for quezals) */ |
1776 | item->level = donor->level; |
1787 | item->level = donor->level; |
1777 | |
1788 | |
1778 | /* if donor has some attacktypes, the flesh is poisonous */ |
1789 | /* if donor has some attacktypes, the flesh is poisonous */ |
1779 | if (donor->attacktype & AT_POISON) |
1790 | if (donor->attacktype & AT_POISON) |
1780 | item->type = POISON; |
1791 | item->type = POISON; |
1781 | if (donor->attacktype & AT_ACID) |
1792 | if (donor->attacktype & AT_ACID) |
1782 | item->stats.hp = -1 * item->stats.food; |
1793 | item->stats.hp = -1 * item->stats.food; |
1783 | SET_FLAG (item, FLAG_NO_STEAL); |
1794 | SET_FLAG (item, FLAG_NO_STEAL); |
1784 | } |
1795 | } |
1785 | } |
1796 | } |
1786 | |
1797 | |
1787 | /* special_potion() - so that old potion code is still done right. */ |
1798 | /* special_potion() - so that old potion code is still done right. */ |
1788 | |
1799 | |
1789 | int |
1800 | int |
1790 | special_potion (object * op) |
1801 | special_potion (object *op) |
1791 | { |
1802 | { |
1792 | |
1803 | |
1793 | int i; |
1804 | int i; |
1794 | |
1805 | |
1795 | if (op->attacktype) |
1806 | if (op->attacktype) |
… | |
… | |
1804 | |
1815 | |
1805 | return 0; |
1816 | return 0; |
1806 | } |
1817 | } |
1807 | |
1818 | |
1808 | void |
1819 | void |
1809 | free_treasurestruct (treasure * t) |
1820 | free_treasurestruct (treasure *t) |
1810 | { |
1821 | { |
1811 | if (t->next) |
1822 | if (t->next) |
1812 | free_treasurestruct (t->next); |
1823 | free_treasurestruct (t->next); |
1813 | if (t->next_yes) |
1824 | if (t->next_yes) |
1814 | free_treasurestruct (t->next_yes); |
1825 | free_treasurestruct (t->next_yes); |
… | |
… | |
1817 | |
1828 | |
1818 | delete t; |
1829 | delete t; |
1819 | } |
1830 | } |
1820 | |
1831 | |
1821 | void |
1832 | void |
1822 | free_charlinks (linked_char * lc) |
1833 | free_charlinks (linked_char *lc) |
1823 | { |
1834 | { |
1824 | if (lc->next) |
1835 | if (lc->next) |
1825 | free_charlinks (lc->next); |
1836 | free_charlinks (lc->next); |
1826 | |
1837 | |
1827 | delete lc; |
1838 | delete lc; |
1828 | } |
1839 | } |
1829 | |
1840 | |
1830 | void |
1841 | void |
1831 | free_artifact (artifact * at) |
1842 | free_artifact (artifact * at) |
1832 | { |
1843 | { |
1833 | |
|
|
1834 | if (at->next) |
1844 | if (at->next) |
1835 | free_artifact (at->next); |
1845 | free_artifact (at->next); |
|
|
1846 | |
1836 | if (at->allowed) |
1847 | if (at->allowed) |
1837 | free_charlinks (at->allowed); |
1848 | free_charlinks (at->allowed); |
1838 | |
1849 | |
1839 | delete at->item; |
1850 | at->item->destroy (1); |
1840 | |
1851 | |
1841 | delete at; |
1852 | delete at; |
1842 | } |
1853 | } |
1843 | |
1854 | |
1844 | void |
1855 | void |
1845 | free_artifactlist (artifactlist * al) |
1856 | free_artifactlist (artifactlist * al) |
1846 | { |
1857 | { |
1847 | artifactlist *nextal; |
1858 | artifactlist *nextal; |
|
|
1859 | |
1848 | for (al = first_artifactlist; al != NULL; al = nextal) |
1860 | for (al = first_artifactlist; al; al = nextal) |
1849 | { |
1861 | { |
1850 | nextal = al->next; |
1862 | nextal = al->next; |
|
|
1863 | |
1851 | if (al->items) |
1864 | if (al->items) |
1852 | { |
|
|
1853 | free_artifact (al->items); |
1865 | free_artifact (al->items); |
1854 | } |
1866 | |
1855 | free (al); |
1867 | free (al); |
1856 | } |
1868 | } |
1857 | } |
1869 | } |
1858 | |
1870 | |
1859 | void |
1871 | void |
… | |
… | |
1864 | |
1876 | |
1865 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1877 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1866 | { |
1878 | { |
1867 | next = tl->next; |
1879 | next = tl->next; |
1868 | if (tl->items) |
1880 | if (tl->items) |
1869 | free_treasurestruct (tl->items); |
1881 | free_treasurestruct (tl->items); |
1870 | delete tl; |
1882 | delete tl; |
1871 | } |
1883 | } |
1872 | free_artifactlist (first_artifactlist); |
1884 | free_artifactlist (first_artifactlist); |
1873 | } |
1885 | } |