1 | |
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2 | /* |
1 | /* |
3 | * static char *rcs_treasure_c = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
4 | * "$Id: treasure.C,v 1.9 2006/09/03 14:33:48 elmex Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
14 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
26 | |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
22 | */ |
29 | |
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30 | #define ALLOWED_COMBINATION |
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31 | |
23 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 | * It is useful for finding bugs in the treasures file. Since it only |
25 | * It is useful for finding bugs in the treasures file. Since it only |
34 | * slows the startup some (and not actual game play), it is by default |
26 | * slows the startup some (and not actual game play), it is by default |
35 | * left on |
27 | * left on |
36 | */ |
28 | */ |
37 | #define TREASURE_DEBUG |
29 | #define TREASURE_DEBUG |
38 | |
30 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
31 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
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32 | |
40 | /* #define TREASURE_VERBOSE */ |
33 | //#define TREASURE_VERBOSE |
41 | |
34 | |
42 | #include <global.h> |
35 | #include <global.h> |
43 | #include <treasure.h> |
36 | #include <treasure.h> |
44 | #include <funcpoint.h> |
37 | #include <funcpoint.h> |
45 | #include <loader.h> |
38 | #include <loader.h> |
46 | |
39 | |
47 | |
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48 | static void change_treasure (treasure * t, object * op); /* overrule default values */ |
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49 | extern char *spell_mapping[]; |
40 | extern char *spell_mapping[]; |
50 | |
41 | |
51 | /* |
42 | static treasurelist *first_treasurelist; |
52 | * Initialize global archtype pointers: |
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53 | */ |
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54 | |
43 | |
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44 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
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45 | |
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46 | typedef std::tr1::unordered_map< |
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47 | const char *, |
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48 | treasurelist *, |
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49 | str_hash, |
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50 | str_equal, |
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51 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
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52 | true |
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53 | > tl_map_t; |
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54 | |
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55 | static tl_map_t tl_map; |
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56 | |
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57 | /* |
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58 | * Searches for the given treasurelist |
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59 | */ |
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60 | treasurelist * |
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61 | treasurelist::find (const char *name) |
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62 | { |
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63 | if (!name) |
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64 | return 0; |
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65 | |
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66 | auto (i, tl_map.find (name)); |
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67 | |
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68 | if (i == tl_map.end ()) |
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69 | return 0; |
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70 | |
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71 | return i->second; |
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72 | } |
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73 | |
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74 | /* |
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75 | * Searches for the given treasurelist in the globally linked list |
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76 | * of treasurelists which has been built by load_treasures(). |
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77 | */ |
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78 | treasurelist * |
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79 | treasurelist::get (const char *name) |
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80 | { |
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81 | treasurelist *tl = find (name); |
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82 | |
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83 | if (!tl) |
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84 | { |
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85 | tl = new treasurelist; |
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86 | |
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87 | tl->name = name; |
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88 | tl->next = first_treasurelist; |
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89 | first_treasurelist = tl; |
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90 | |
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91 | tl_map.insert (std::make_pair (tl->name, tl)); |
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92 | } |
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93 | |
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94 | return tl; |
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95 | } |
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96 | |
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97 | //TODO: class method |
55 | void |
98 | void |
56 | init_archetype_pointers () |
99 | clear (treasurelist *tl) |
57 | { |
100 | { |
58 | int prev_warn = warn_archetypes; |
101 | if (tl->items) |
59 | warn_archetypes = 1; |
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60 | if (ring_arch == NULL) |
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61 | ring_arch = find_archetype ("ring"); |
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62 | if (amulet_arch == NULL) |
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63 | amulet_arch = find_archetype ("amulet"); |
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64 | if (staff_arch == NULL) |
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65 | staff_arch = find_archetype ("staff"); |
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66 | if (crown_arch == NULL) |
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67 | crown_arch = find_archetype ("crown"); |
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68 | warn_archetypes = prev_warn; |
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69 | } |
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70 | |
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71 | /* |
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72 | * Allocate and return the pointer to an empty treasurelist structure. |
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73 | */ |
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74 | |
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75 | static treasurelist * |
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76 | get_empty_treasurelist (void) |
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77 | { |
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78 | return new treasurelist; |
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79 | } |
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80 | |
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81 | /* |
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82 | * Allocate and return the pointer to an empty treasure structure. |
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83 | */ |
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84 | //TODO: make this a constructor |
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85 | static treasure * |
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86 | get_empty_treasure (void) |
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87 | { |
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88 | treasure *t = new treasure; |
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89 | |
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90 | t->chance = 100; |
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91 | |
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92 | return t; |
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93 | } |
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94 | |
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95 | /* |
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96 | * Reads the lib/treasure file from disk, and parses the contents |
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97 | * into an internal treasure structure (very linked lists) |
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98 | */ |
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99 | |
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100 | static treasure * |
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101 | load_treasure (FILE * fp, int *line) |
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102 | { |
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103 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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104 | treasure *t = get_empty_treasure (); |
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105 | int value; |
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106 | |
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107 | nroftreasures++; |
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108 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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109 | { |
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110 | (*line)++; |
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111 | |
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112 | if (*buf == '#') |
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113 | continue; |
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114 | if ((cp = strchr (buf, '\n')) != NULL) |
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115 | *cp = '\0'; |
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116 | cp = buf; |
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117 | while (isspace (*cp)) /* Skip blanks */ |
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118 | cp++; |
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119 | |
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120 | if (sscanf (cp, "arch %s", variable)) |
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121 | { |
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122 | if ((t->item = find_archetype (variable)) == NULL) |
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123 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
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124 | } |
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125 | else if (sscanf (cp, "list %s", variable)) |
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126 | t->name = variable; |
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127 | else if (sscanf (cp, "change_name %s", variable)) |
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128 | t->change_arch.name = variable; |
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129 | else if (sscanf (cp, "change_title %s", variable)) |
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130 | t->change_arch.title = variable; |
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131 | else if (sscanf (cp, "change_slaying %s", variable)) |
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132 | t->change_arch.slaying = variable; |
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133 | else if (sscanf (cp, "chance %d", &value)) |
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134 | t->chance = (uint8) value; |
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135 | else if (sscanf (cp, "nrof %d", &value)) |
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136 | t->nrof = (uint16) value; |
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137 | else if (sscanf (cp, "magic %d", &value)) |
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138 | t->magic = (uint8) value; |
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139 | else if (!strcmp (cp, "yes")) |
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140 | t->next_yes = load_treasure (fp, line); |
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141 | else if (!strcmp (cp, "no")) |
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142 | t->next_no = load_treasure (fp, line); |
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143 | else if (!strcmp (cp, "end")) |
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144 | return t; |
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145 | else if (!strcmp (cp, "more")) |
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146 | { |
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147 | t->next = load_treasure (fp, line); |
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148 | return t; |
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149 | } |
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150 | else |
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151 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
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152 | } |
102 | { |
153 | LOG (llevError, "treasure lacks 'end'.\n"); |
103 | free_treasurestruct (tl->items); |
154 | return t; |
104 | tl->items = 0; |
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105 | } |
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106 | |
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107 | tl->total_chance = 0; |
155 | } |
108 | } |
156 | |
109 | |
157 | #ifdef TREASURE_DEBUG |
110 | #ifdef TREASURE_DEBUG |
158 | /* recursived checks the linked list. Treasurelist is passed only |
111 | /* recursived checks the linked list. Treasurelist is passed only |
159 | * so that the treasure name can be printed out |
112 | * so that the treasure name can be printed out |
160 | */ |
113 | */ |
161 | static void |
114 | static void |
162 | check_treasurelist (const treasure * t, const treasurelist * tl) |
115 | check_treasurelist (const treasure *t, const treasurelist * tl) |
163 | { |
116 | { |
164 | if (t->item == NULL && t->name == NULL) |
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165 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
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166 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
117 | 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); |
118 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
168 | /* find_treasurelist will print out its own error message */ |
119 | |
169 | if (t->name && *t->name) |
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170 | (void) find_treasurelist (t->name); |
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171 | if (t->next) |
120 | if (t->next) |
172 | check_treasurelist (t->next, tl); |
121 | check_treasurelist (t->next, tl); |
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122 | |
173 | if (t->next_yes) |
123 | if (t->next_yes) |
174 | check_treasurelist (t->next_yes, tl); |
124 | check_treasurelist (t->next_yes, tl); |
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125 | |
175 | if (t->next_no) |
126 | if (t->next_no) |
176 | check_treasurelist (t->next_no, tl); |
127 | check_treasurelist (t->next_no, tl); |
177 | } |
128 | } |
178 | #endif |
129 | #endif |
179 | |
130 | |
180 | /* |
131 | /* |
181 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
132 | * Reads the lib/treasure file from disk, and parses the contents |
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133 | * into an internal treasure structure (very linked lists) |
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134 | */ |
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135 | static treasure * |
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136 | read_treasure (object_thawer &f) |
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137 | { |
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138 | treasure *t = new treasure; |
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139 | |
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140 | f.next (); |
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141 | |
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142 | for (;;) |
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143 | { |
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144 | coroapi::cede_to_tick_every (10); |
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145 | |
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146 | switch (f.kw) |
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147 | { |
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148 | case KW_arch: |
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149 | t->item = archetype::get (f.get_str ()); |
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150 | break; |
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151 | |
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152 | case KW_list: f.get (t->name); break; |
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153 | case KW_change_name: f.get (t->change_arch.name); break; |
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154 | case KW_change_title: f.get (t->change_arch.title); break; |
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155 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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156 | case KW_chance: f.get (t->chance); break; |
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157 | case KW_nrof: f.get (t->nrof); break; |
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158 | case KW_magic: f.get (t->magic); break; |
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159 | |
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160 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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161 | case KW_no: t->next_no = read_treasure (f); continue; |
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162 | |
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163 | case KW_end: |
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164 | f.next (); |
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165 | return t; |
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166 | |
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167 | case KW_more: |
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168 | t->next = read_treasure (f); |
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169 | return t; |
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170 | |
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171 | default: |
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172 | if (!f.parse_error ("treasurelist", t->name)) |
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173 | return 0; |
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174 | |
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175 | return t; |
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176 | } |
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177 | |
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178 | f.next (); |
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179 | } |
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180 | } |
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181 | |
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182 | /* |
182 | * Each treasure is parsed with the help of load_treasure(). |
183 | * Each treasure is parsed with the help of load_treasure(). |
183 | */ |
184 | */ |
184 | |
185 | treasurelist * |
185 | void |
186 | treasurelist::read (object_thawer &f) |
186 | load_treasures (void) |
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187 | { |
187 | { |
188 | FILE *fp; |
188 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
189 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
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190 | treasurelist *previous = NULL; |
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191 | treasure *t; |
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192 | int comp, line = 0; |
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193 | |
189 | |
194 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
190 | bool one = f.kw == KW_treasureone; |
195 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
191 | treasurelist *tl = treasurelist::get (f.get_str ()); |
196 | { |
192 | clear (tl); |
197 | LOG (llevError, "Can't open treasure file.\n"); |
193 | tl->items = read_treasure (f); |
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194 | if (!tl->items) |
198 | return; |
195 | return 0; |
199 | } |
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200 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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201 | { |
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202 | line++; |
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203 | if (*buf == '#') |
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204 | continue; |
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205 | |
196 | |
206 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
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207 | { |
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208 | treasurelist *tl = get_empty_treasurelist (); |
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209 | tl->name = name; |
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210 | if (previous == NULL) |
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211 | first_treasurelist = tl; |
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212 | else |
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213 | previous->next = tl; |
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214 | previous = tl; |
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215 | tl->items = load_treasure (fp, &line); |
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216 | |
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217 | /* This is a one of the many items on the list should be generated. |
197 | /* 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 |
198 | * Add up the chance total, and check to make sure the yes & no |
219 | * fields of the treasures are not being used. |
199 | * fields of the treasures are not being used. |
220 | */ |
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221 | if (!strncmp (buf, "treasureone", 11)) |
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222 | { |
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223 | for (t = tl->items; t != NULL; t = t->next) |
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224 | { |
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225 | #ifdef TREASURE_DEBUG |
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226 | if (t->next_yes || t->next_no) |
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227 | { |
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228 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
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229 | LOG (llevError, " the next_yes or next_no field is set\n"); |
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230 | } |
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231 | #endif |
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232 | tl->total_chance += t->chance; |
|
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233 | } |
|
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234 | } |
|
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235 | } |
|
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236 | else |
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237 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
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238 | } |
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239 | close_and_delete (fp, comp); |
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240 | |
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241 | #ifdef TREASURE_DEBUG |
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242 | /* Perform some checks on how valid the treasure data actually is. |
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243 | * verify that list transitions work (ie, the list that it is supposed |
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244 | * to transition to exists). Also, verify that at least the name |
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245 | * or archetype is set for each treasure element. |
|
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246 | */ |
200 | */ |
247 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
201 | if (one) |
248 | check_treasurelist (previous->items, previous); |
202 | { |
249 | #endif |
203 | for (treasure *t = tl->items; t; t = t->next) |
250 | } |
|
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251 | |
|
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252 | /* |
|
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253 | * Searches for the given treasurelist in the globally linked list |
|
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254 | * of treasurelists which has been built by load_treasures(). |
|
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255 | */ |
|
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256 | |
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257 | treasurelist * |
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258 | find_treasurelist (const char *name) |
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259 | { |
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260 | const char *tmp = shstr::find (name); |
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261 | treasurelist *tl; |
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262 | |
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263 | /* Special cases - randomitems of none is to override default. If |
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264 | * first_treasurelist is null, it means we are on the first pass of |
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265 | * of loading archetyps, so for now, just return - second pass will |
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266 | * init these values. |
|
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267 | */ |
|
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268 | if (!name || !*name) |
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269 | return NULL; |
|
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270 | |
|
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271 | if (tmp != NULL) |
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272 | for (tl = first_treasurelist; tl != NULL; tl = tl->next) |
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273 | { |
204 | { |
274 | if (tmp == tl->name) |
205 | if (t->next_yes || t->next_no) |
275 | return tl; |
206 | { |
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207 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
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208 | LOG (llevError, " the next_yes or next_no field is set\n"); |
|
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209 | } |
|
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210 | |
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211 | tl->total_chance += t->chance; |
276 | } |
212 | } |
|
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213 | } |
277 | |
214 | |
278 | if (first_treasurelist) |
|
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279 | LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); |
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280 | |
|
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281 | return NULL; |
215 | return tl; |
282 | } |
216 | } |
283 | |
|
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284 | |
217 | |
285 | /* |
218 | /* |
286 | * Generates the objects specified by the given treasure. |
219 | * Generates the objects specified by the given treasure. |
287 | * It goes recursively through the rest of the linked list. |
220 | * It goes recursively through the rest of the linked list. |
288 | * If there is a certain percental chance for a treasure to be generated, |
221 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
291 | * being generated. |
224 | * being generated. |
292 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
225 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
293 | * abilities. This is used by summon spells, thus no summoned monsters |
226 | * abilities. This is used by summon spells, thus no summoned monsters |
294 | * start with equipment, but only their abilities). |
227 | * start with equipment, but only their abilities). |
295 | */ |
228 | */ |
296 | |
|
|
297 | |
|
|
298 | static void |
229 | static void |
299 | put_treasure (object * op, object * creator, int flags) |
230 | put_treasure (object *op, object *creator, int flags) |
300 | { |
231 | { |
301 | object *tmp; |
232 | if (flags & GT_ENVIRONMENT) |
302 | |
233 | { |
303 | /* Bit of a hack - spells should never be put onto the map. The entire |
234 | /* 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 |
235 | * treasure stuff is a problem - there is no clear idea of knowing |
305 | * this is the original object, or if this is an object that should be created |
236 | * this is the original object, or if this is an object that should be created |
306 | * by another object. |
237 | * by another object. |
307 | */ |
238 | */ |
308 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
239 | //TODO: flag such as objects... as such (no drop, anybody?) |
309 | { |
240 | if (op->type == SPELL) |
310 | op->x = creator->x; |
241 | { |
311 | op->y = creator->y; |
242 | op->destroy (); |
|
|
243 | return; |
|
|
244 | } |
|
|
245 | |
|
|
246 | op->expand_tail (); |
|
|
247 | |
|
|
248 | if (op->blocked (creator->map, creator->x, creator->y)) |
|
|
249 | op->destroy (); |
|
|
250 | else |
|
|
251 | { |
312 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
252 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
313 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
253 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
254 | } |
314 | } |
255 | } |
315 | else |
256 | else |
316 | { |
257 | { |
317 | op = insert_ob_in_ob (op, creator); |
258 | op = creator->insert (op); |
|
|
259 | |
318 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
260 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
319 | monster_check_apply (creator, op); |
261 | monster_check_apply (creator, op); |
320 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
262 | |
|
|
263 | if (flags & GT_UPDATE_INV) |
|
|
264 | if (object *tmp = creator->in_player ()) |
321 | esrv_send_item (tmp, op); |
265 | esrv_send_item (tmp, op); |
322 | } |
266 | } |
323 | } |
267 | } |
324 | |
268 | |
325 | /* if there are change_xxx commands in the treasure, we include the changes |
269 | /* if there are change_xxx commands in the treasure, we include the changes |
326 | * in the generated object |
270 | * in the generated object |
327 | */ |
271 | */ |
328 | static void |
272 | static void |
329 | change_treasure (treasure * t, object * op) |
273 | change_treasure (treasure *t, object *op) |
330 | { |
274 | { |
331 | /* CMD: change_name xxxx */ |
275 | /* CMD: change_name xxxx */ |
332 | if (t->change_arch.name) |
276 | if (t->change_arch.name) |
333 | { |
277 | { |
334 | op->name = t->change_arch.name; |
278 | op->name = t->change_arch.name; |
… | |
… | |
340 | |
284 | |
341 | if (t->change_arch.slaying) |
285 | if (t->change_arch.slaying) |
342 | op->slaying = t->change_arch.slaying; |
286 | op->slaying = t->change_arch.slaying; |
343 | } |
287 | } |
344 | |
288 | |
345 | void |
289 | static void |
346 | create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) |
290 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
347 | { |
291 | { |
348 | object *tmp; |
|
|
349 | |
|
|
350 | |
|
|
351 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
292 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
352 | { |
293 | { |
353 | if (t->name) |
294 | if (t->name) |
354 | { |
295 | { |
355 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
296 | if (difficulty >= t->magic) |
356 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
297 | if (treasurelist *tl = treasurelist::find (t->name)) |
357 | } |
298 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
299 | else |
|
|
300 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
301 | } |
358 | else |
302 | else |
359 | { |
303 | { |
360 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
304 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
361 | { |
305 | { |
362 | tmp = arch_to_object (t->item); |
306 | object *tmp = arch_to_object (t->item); |
|
|
307 | |
363 | if (t->nrof && tmp->nrof <= 1) |
308 | if (t->nrof && tmp->nrof <= 1) |
364 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
309 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
310 | |
365 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
311 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
366 | change_treasure (t, tmp); |
312 | change_treasure (t, tmp); |
367 | put_treasure (tmp, op, flag); |
313 | put_treasure (tmp, op, flag); |
368 | } |
314 | } |
369 | } |
315 | } |
|
|
316 | |
370 | if (t->next_yes != NULL) |
317 | if (t->next_yes) |
371 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
318 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
372 | } |
319 | } |
373 | else if (t->next_no != NULL) |
320 | else if (t->next_no) |
374 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
321 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
|
|
322 | |
375 | if (t->next != NULL) |
323 | if (t->next) |
376 | create_all_treasures (t->next, op, flag, difficulty, tries); |
324 | create_all_treasures (t->next, op, flag, difficulty, tries); |
377 | } |
325 | } |
378 | |
326 | |
379 | void |
327 | static void |
380 | create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) |
328 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
381 | { |
329 | { |
382 | int value = RANDOM () % tl->total_chance; |
330 | int value = rndm (tl->total_chance); |
383 | treasure *t; |
331 | treasure *t; |
384 | |
332 | |
385 | if (tries++ > 100) |
333 | if (tries++ > 100) |
386 | { |
334 | { |
387 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
335 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
388 | return; |
336 | return; |
389 | } |
337 | } |
|
|
338 | |
390 | for (t = tl->items; t != NULL; t = t->next) |
339 | for (t = tl->items; t; t = t->next) |
391 | { |
340 | { |
392 | value -= t->chance; |
341 | value -= t->chance; |
|
|
342 | |
393 | if (value < 0) |
343 | if (value < 0) |
394 | break; |
344 | break; |
395 | } |
345 | } |
396 | |
346 | |
397 | if (!t || value >= 0) |
347 | if (!t || value >= 0) |
398 | { |
|
|
399 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
348 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
400 | abort (); |
349 | |
401 | return; |
|
|
402 | } |
|
|
403 | if (t->name) |
350 | if (t->name) |
404 | { |
351 | { |
405 | if (!strcmp (t->name, "NONE")) |
|
|
406 | return; |
|
|
407 | if (difficulty >= t->magic) |
352 | if (difficulty >= t->magic) |
408 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
353 | { |
|
|
354 | treasurelist *tl = treasurelist::find (t->name); |
|
|
355 | if (tl) |
|
|
356 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
357 | } |
409 | else if (t->nrof) |
358 | else if (t->nrof) |
410 | create_one_treasure (tl, op, flag, difficulty, tries); |
359 | create_one_treasure (tl, op, flag, difficulty, tries); |
411 | return; |
|
|
412 | } |
360 | } |
413 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
361 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
414 | { |
362 | { |
415 | object *tmp = arch_to_object (t->item); |
363 | if (object *tmp = arch_to_object (t->item)) |
416 | if (!tmp) |
364 | { |
417 | return; |
|
|
418 | if (t->nrof && tmp->nrof <= 1) |
365 | if (t->nrof && tmp->nrof <= 1) |
419 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
366 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
367 | |
420 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
368 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
421 | change_treasure (t, tmp); |
369 | change_treasure (t, tmp); |
422 | put_treasure (tmp, op, flag); |
370 | put_treasure (tmp, op, flag); |
|
|
371 | } |
423 | } |
372 | } |
|
|
373 | } |
|
|
374 | |
|
|
375 | void |
|
|
376 | object::create_treasure (treasurelist *tl, int flags) |
|
|
377 | { |
|
|
378 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
424 | } |
379 | } |
425 | |
380 | |
426 | /* This calls the appropriate treasure creation function. tries is passed |
381 | /* This calls the appropriate treasure creation function. tries is passed |
427 | * to determine how many list transitions or attempts to create treasure |
382 | * to determine how many list transitions or attempts to create treasure |
428 | * have been made. It is really in place to prevent infinite loops with |
383 | * have been made. It is really in place to prevent infinite loops with |
429 | * list transitions, or so that excessively good treasure will not be |
384 | * 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 |
385 | * created on weak maps, because it will exceed the number of allowed tries |
431 | * to do that. |
386 | * to do that. |
432 | */ |
387 | */ |
433 | void |
388 | void |
434 | create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) |
389 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
435 | { |
390 | { |
|
|
391 | // empty treasurelists are legal |
|
|
392 | if (!tl->items) |
|
|
393 | return; |
436 | |
394 | |
437 | if (tries++ > 100) |
395 | if (tries++ > 100) |
438 | { |
396 | { |
439 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
397 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
440 | return; |
398 | return; |
441 | } |
399 | } |
|
|
400 | |
|
|
401 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
402 | { |
|
|
403 | // do not generate items when there already is something above the object |
|
|
404 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
405 | return; |
|
|
406 | |
|
|
407 | flag |= GT_ENVIRONMENT; |
|
|
408 | } |
|
|
409 | |
442 | if (t->total_chance) |
410 | if (tl->total_chance) |
443 | create_one_treasure (t, op, flag, difficulty, tries); |
411 | create_one_treasure (tl, op, flag, difficulty, tries); |
444 | else |
412 | else |
445 | create_all_treasures (t->items, op, flag, difficulty, tries); |
413 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
446 | } |
414 | } |
447 | |
415 | |
448 | /* This is similar to the old generate treasure function. However, |
416 | /* This is similar to the old generate treasure function. However, |
449 | * it instead takes a treasurelist. It is really just a wrapper around |
417 | * it instead takes a treasurelist. It is really just a wrapper around |
450 | * create_treasure. We create a dummy object that the treasure gets |
418 | * create_treasure. We create a dummy object that the treasure gets |
451 | * inserted into, and then return that treausre |
419 | * inserted into, and then return that treausre |
452 | */ |
420 | */ |
453 | object * |
421 | object * |
454 | generate_treasure (treasurelist * t, int difficulty) |
422 | generate_treasure (treasurelist *tl, int difficulty) |
455 | { |
423 | { |
456 | object *ob = get_object (), *tmp; |
424 | difficulty = clamp (difficulty, 1, settings.max_level); |
457 | |
425 | |
|
|
426 | object *ob = object::create (); |
|
|
427 | |
458 | create_treasure (t, ob, 0, difficulty, 0); |
428 | create_treasure (tl, ob, 0, difficulty, 0); |
459 | |
429 | |
460 | /* Don't want to free the object we are about to return */ |
430 | /* Don't want to free the object we are about to return */ |
461 | tmp = ob->inv; |
431 | object *tmp = ob->inv; |
462 | if (tmp != NULL) |
432 | if (tmp) |
463 | remove_ob (tmp); |
433 | tmp->remove (); |
|
|
434 | |
464 | if (ob->inv) |
435 | if (ob->inv) |
465 | { |
|
|
466 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
436 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
467 | } |
437 | |
468 | free_object (ob); |
438 | ob->destroy (); |
469 | return tmp; |
439 | return tmp; |
470 | } |
440 | } |
471 | |
441 | |
472 | /* |
442 | /* |
473 | * This is a new way of calculating the chance for an item to have |
443 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
475 | * The array has two arguments, the difficulty of the level, and the |
445 | * The array has two arguments, the difficulty of the level, and the |
476 | * magical bonus "wanted". |
446 | * magical bonus "wanted". |
477 | */ |
447 | */ |
478 | |
448 | |
479 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
449 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
480 | /*chance of magic difficulty*/ |
450 | // chance of magic difficulty |
481 | /* +0 +1 +2 +3 +4 */ |
451 | // +0 +1 +2 +3 +4 |
482 | {95, 2, 2, 1, 0}, /*1 */ |
452 | {95, 2, 2, 1, 0}, // 1 |
483 | {92, 5, 2, 1, 0}, /*2 */ |
453 | {92, 5, 2, 1, 0}, // 2 |
484 | {85, 10, 4, 1, 0}, /*3 */ |
454 | {85, 10, 4, 1, 0}, // 3 |
485 | {80, 14, 4, 2, 0}, /*4 */ |
455 | {80, 14, 4, 2, 0}, // 4 |
486 | {75, 17, 5, 2, 1}, /*5 */ |
456 | {75, 17, 5, 2, 1}, // 5 |
487 | {70, 18, 8, 3, 1}, /*6 */ |
457 | {70, 18, 8, 3, 1}, // 6 |
488 | {65, 21, 10, 3, 1}, /*7 */ |
458 | {65, 21, 10, 3, 1}, // 7 |
489 | {60, 22, 12, 4, 2}, /*8 */ |
459 | {60, 22, 12, 4, 2}, // 8 |
490 | {55, 25, 14, 4, 2}, /*9 */ |
460 | {55, 25, 14, 4, 2}, // 9 |
491 | {50, 27, 16, 5, 2}, /*10 */ |
461 | {50, 27, 16, 5, 2}, // 10 |
492 | {45, 28, 18, 6, 3}, /*11 */ |
462 | {45, 28, 18, 6, 3}, // 11 |
493 | {42, 28, 20, 7, 3}, /*12 */ |
463 | {42, 28, 20, 7, 3}, // 12 |
494 | {40, 27, 21, 8, 4}, /*13 */ |
464 | {40, 27, 21, 8, 4}, // 13 |
495 | {38, 25, 22, 10, 5}, /*14 */ |
465 | {38, 25, 22, 10, 5}, // 14 |
496 | {36, 23, 23, 12, 6}, /*15 */ |
466 | {36, 23, 23, 12, 6}, // 15 |
497 | {33, 21, 24, 14, 8}, /*16 */ |
467 | {33, 21, 24, 14, 8}, // 16 |
498 | {31, 19, 25, 16, 9}, /*17 */ |
468 | {31, 19, 25, 16, 9}, // 17 |
499 | {27, 15, 30, 18, 10}, /*18 */ |
469 | {27, 15, 30, 18, 10}, // 18 |
500 | {20, 12, 30, 25, 13}, /*19 */ |
470 | {20, 12, 30, 25, 13}, // 19 |
501 | {15, 10, 28, 30, 17}, /*20 */ |
471 | {15, 10, 28, 30, 17}, // 20 |
502 | {13, 9, 27, 28, 23}, /*21 */ |
472 | {13, 9, 27, 28, 23}, // 21 |
503 | {10, 8, 25, 28, 29}, /*22 */ |
473 | {10, 8, 25, 28, 29}, // 22 |
504 | {8, 7, 23, 26, 36}, /*23 */ |
474 | { 8, 7, 23, 26, 36}, // 23 |
505 | {6, 6, 20, 22, 46}, /*24 */ |
475 | { 6, 6, 20, 22, 46}, // 24 |
506 | {4, 5, 17, 18, 56}, /*25 */ |
476 | { 4, 5, 17, 18, 56}, // 25 |
507 | {2, 4, 12, 14, 68}, /*26 */ |
477 | { 2, 4, 12, 14, 68}, // 26 |
508 | {0, 3, 7, 10, 80}, /*27 */ |
478 | { 0, 3, 7, 10, 80}, // 27 |
509 | {0, 0, 3, 7, 90}, /*28 */ |
479 | { 0, 0, 3, 7, 90}, // 28 |
510 | {0, 0, 0, 3, 97}, /*29 */ |
480 | { 0, 0, 0, 3, 97}, // 29 |
511 | {0, 0, 0, 0, 100}, /*30 */ |
481 | { 0, 0, 0, 0, 100}, // 30 |
512 | {0, 0, 0, 0, 100}, /*31 */ |
482 | { 0, 0, 0, 0, 100}, // 31 |
513 | }; |
483 | }; |
514 | |
|
|
515 | |
484 | |
516 | /* calculate the appropriate level for wands staves and scrolls. |
485 | /* calculate the appropriate level for wands staves and scrolls. |
517 | * This code presumes that op has had its spell object created (in op->inv) |
486 | * This code presumes that op has had its spell object created (in op->inv) |
518 | * |
487 | * |
519 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
488 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
520 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
489 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
521 | */ |
490 | */ |
522 | |
|
|
523 | int |
491 | int |
524 | level_for_item (const object * op, int difficulty) |
492 | level_for_item (const object *op, int difficulty) |
525 | { |
493 | { |
526 | int mult = 0, olevel = 0; |
|
|
527 | |
|
|
528 | if (!op->inv) |
494 | if (!op->inv) |
529 | { |
495 | { |
530 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
496 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
531 | return 0; |
497 | return 0; |
532 | } |
498 | } |
533 | |
499 | |
534 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
500 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
535 | |
501 | |
536 | if (olevel <= 0) |
502 | if (olevel <= 0) |
537 | olevel = rndm (1, MIN (op->inv->level, 1)); |
503 | olevel = rndm (1, op->inv->level); |
538 | |
504 | |
539 | if (olevel > MAXLEVEL) |
505 | return min (olevel, MAXLEVEL); |
540 | olevel = MAXLEVEL; |
|
|
541 | |
|
|
542 | return olevel; |
|
|
543 | } |
506 | } |
544 | |
507 | |
545 | /* |
508 | /* |
546 | * Based upon the specified difficulty and upon the difftomagic_list array, |
509 | * Based upon the specified difficulty and upon the difftomagic_list array, |
547 | * a random magical bonus is returned. This is used when determine |
510 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
550 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
513 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
551 | * Scaling difficulty by max_level, as difficulty is a level and not some |
514 | * Scaling difficulty by max_level, as difficulty is a level and not some |
552 | * weird integer between 1-31. |
515 | * weird integer between 1-31. |
553 | * |
516 | * |
554 | */ |
517 | */ |
555 | |
|
|
556 | int |
518 | int |
557 | magic_from_difficulty (int difficulty) |
519 | magic_from_difficulty (int difficulty) |
558 | { |
520 | { |
559 | int percent = 0, magic = 0; |
521 | int percent = 0, magic = 0; |
560 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
522 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
… | |
… | |
565 | scaled_diff = 0; |
527 | scaled_diff = 0; |
566 | |
528 | |
567 | if (scaled_diff >= DIFFLEVELS) |
529 | if (scaled_diff >= DIFFLEVELS) |
568 | scaled_diff = DIFFLEVELS - 1; |
530 | scaled_diff = DIFFLEVELS - 1; |
569 | |
531 | |
570 | percent = RANDOM () % 100; |
532 | percent = rndm (100); |
571 | |
533 | |
572 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
534 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
573 | { |
535 | { |
574 | percent -= difftomagic_list[scaled_diff][magic]; |
536 | percent -= difftomagic_list[scaled_diff][magic]; |
575 | |
537 | |
576 | if (percent < 0) |
538 | if (percent < 0) |
577 | break; |
539 | break; |
578 | } |
540 | } |
579 | |
541 | |
580 | if (magic == (MAXMAGIC + 1)) |
542 | if (magic == (MAXMAGIC + 1)) |
581 | { |
543 | { |
582 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
544 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
583 | magic = 0; |
545 | magic = 0; |
584 | } |
546 | } |
585 | |
547 | |
586 | magic = (RANDOM () % 3) ? magic : -magic; |
548 | magic = (rndm (3)) ? magic : -magic; |
587 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
549 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
588 | |
550 | |
589 | return magic; |
551 | return magic; |
590 | } |
552 | } |
591 | |
553 | |
… | |
… | |
595 | * This function doesn't work properly, should add use of archetypes |
557 | * This function doesn't work properly, should add use of archetypes |
596 | * to make it truly absolute. |
558 | * to make it truly absolute. |
597 | */ |
559 | */ |
598 | |
560 | |
599 | void |
561 | void |
600 | set_abs_magic (object * op, int magic) |
562 | set_abs_magic (object *op, int magic) |
601 | { |
563 | { |
602 | if (!magic) |
564 | if (!magic) |
603 | return; |
565 | return; |
604 | |
566 | |
605 | op->magic = magic; |
567 | op->magic = magic; |
606 | if (op->arch) |
568 | if (op->arch) |
607 | { |
569 | { |
608 | if (op->type == ARMOUR) |
570 | if (op->type == ARMOUR) |
609 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
571 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
610 | |
572 | |
611 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
573 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
612 | magic = (-magic); |
574 | magic = (-magic); |
613 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
575 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
614 | } |
576 | } |
615 | else |
577 | else |
616 | { |
578 | { |
617 | if (op->type == ARMOUR) |
579 | if (op->type == ARMOUR) |
618 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
580 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
619 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
620 | magic = (-magic); |
582 | magic = (-magic); |
621 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
583 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
622 | } |
584 | } |
623 | } |
585 | } |
624 | |
586 | |
625 | /* |
587 | /* |
626 | * Sets a random magical bonus in the given object based upon |
588 | * Sets a random magical bonus in the given object based upon |
627 | * the given difficulty, and the given max possible bonus. |
589 | * the given difficulty, and the given max possible bonus. |
628 | */ |
590 | */ |
629 | |
591 | |
630 | static void |
592 | static void |
631 | set_magic (int difficulty, object * op, int max_magic, int flags) |
593 | set_magic (int difficulty, object *op, int max_magic, int flags) |
632 | { |
594 | { |
633 | int i; |
595 | int i; |
|
|
596 | |
634 | i = magic_from_difficulty (difficulty); |
597 | i = magic_from_difficulty (difficulty); |
635 | if ((flags & GT_ONLY_GOOD) && i < 0) |
598 | if ((flags & GT_ONLY_GOOD) && i < 0) |
636 | i = -i; |
599 | i = -i; |
637 | if (i > max_magic) |
600 | if (i > max_magic) |
638 | i = max_magic; |
601 | i = max_magic; |
… | |
… | |
647 | * 1) Since rings can have multiple bonuses, if the same bonus |
610 | * 1) Since rings can have multiple bonuses, if the same bonus |
648 | * is rolled again, increase it - the bonuses now stack with |
611 | * is rolled again, increase it - the bonuses now stack with |
649 | * other bonuses previously rolled and ones the item might natively have. |
612 | * other bonuses previously rolled and ones the item might natively have. |
650 | * 2) Add code to deal with new PR method. |
613 | * 2) Add code to deal with new PR method. |
651 | */ |
614 | */ |
652 | |
|
|
653 | void |
615 | void |
654 | set_ring_bonus (object * op, int bonus) |
616 | set_ring_bonus (object *op, int bonus) |
655 | { |
617 | { |
656 | |
618 | |
657 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
619 | int r = rndm (bonus > 0 ? 25 : 11); |
658 | |
620 | |
659 | if (op->type == AMULET) |
621 | if (op->type == AMULET) |
660 | { |
622 | { |
661 | if (!(RANDOM () % 21)) |
623 | if (!(rndm (21))) |
662 | r = 20 + RANDOM () % 2; |
624 | r = 20 + rndm (2); |
663 | else |
625 | else |
664 | { |
626 | { |
665 | if (RANDOM () & 2) |
627 | if (rndm (2)) |
666 | r = 10; |
628 | r = 10; |
667 | else |
629 | else |
668 | r = 11 + RANDOM () % 9; |
630 | r = 11 + rndm (9); |
669 | } |
631 | } |
670 | } |
632 | } |
671 | |
633 | |
672 | switch (r) |
634 | switch (r) |
673 | { |
635 | { |
674 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
636 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
675 | * bonuses and penalties will stack and add to existing values. |
637 | * bonuses and penalties will stack and add to existing values. |
676 | * of the item. |
638 | * of the item. |
677 | */ |
639 | */ |
678 | case 0: |
640 | case 0: |
679 | case 1: |
641 | case 1: |
680 | case 2: |
642 | case 2: |
681 | case 3: |
643 | case 3: |
682 | case 4: |
644 | case 4: |
683 | case 5: |
645 | case 5: |
684 | case 6: |
646 | case 6: |
685 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
647 | op->stats.stat (r) += bonus; |
686 | break; |
648 | break; |
687 | |
649 | |
688 | case 7: |
650 | case 7: |
689 | op->stats.dam += bonus; |
651 | op->stats.dam += bonus; |
690 | break; |
652 | break; |
691 | |
653 | |
692 | case 8: |
654 | case 8: |
693 | op->stats.wc += bonus; |
655 | op->stats.wc += bonus; |
694 | break; |
656 | break; |
695 | |
657 | |
696 | case 9: |
658 | case 9: |
697 | op->stats.food += bonus; /* hunger/sustenance */ |
659 | op->stats.food += bonus; /* hunger/sustenance */ |
698 | break; |
660 | break; |
699 | |
661 | |
700 | case 10: |
662 | case 10: |
701 | op->stats.ac += bonus; |
663 | op->stats.ac += bonus; |
702 | break; |
664 | break; |
703 | |
665 | |
704 | /* Item that gives protections/vulnerabilities */ |
666 | /* Item that gives protections/vulnerabilities */ |
705 | case 11: |
667 | case 11: |
706 | case 12: |
668 | case 12: |
707 | case 13: |
669 | case 13: |
708 | case 14: |
670 | case 14: |
709 | case 15: |
671 | case 15: |
710 | case 16: |
672 | case 16: |
711 | case 17: |
673 | case 17: |
712 | case 18: |
674 | case 18: |
713 | case 19: |
675 | case 19: |
714 | { |
676 | { |
715 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
677 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
716 | |
678 | |
717 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
679 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
718 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
680 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
719 | |
681 | |
720 | /* Cursed items need to have higher negative values to equal out with |
682 | /* Cursed items need to have higher negative values to equal out with |
721 | * positive values for how protections work out. Put another |
683 | * positive values for how protections work out. Put another |
722 | * little random element in since that they don't always end up with |
684 | * little random element in since that they don't always end up with |
723 | * even values. |
685 | * even values. |
724 | */ |
686 | */ |
725 | if (bonus < 0) |
687 | if (bonus < 0) |
726 | val = 2 * -val - RANDOM () % b; |
688 | val = 2 * -val - rndm (b); |
727 | if (val > 35) |
689 | if (val > 35) |
728 | val = 35; /* Upper limit */ |
690 | val = 35; /* Upper limit */ |
729 | b = 0; |
691 | b = 0; |
|
|
692 | |
730 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
693 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
731 | { |
694 | resist = rndm (num_resist_table); |
732 | resist = RANDOM () % num_resist_table; |
695 | |
733 | } |
696 | if (b == 4) |
734 | if (b == 4) |
|
|
735 | return; /* Not able to find a free resistance */ |
697 | return; /* Not able to find a free resistance */ |
|
|
698 | |
736 | op->resist[resist_table[resist]] = val; |
699 | op->resist[resist_table[resist]] = val; |
737 | /* We should probably do something more clever here to adjust value |
700 | /* We should probably do something more clever here to adjust value |
738 | * based on how good a resistance we gave. |
701 | * based on how good a resistance we gave. |
739 | */ |
702 | */ |
740 | break; |
703 | break; |
741 | } |
704 | } |
742 | case 20: |
705 | case 20: |
743 | if (op->type == AMULET) |
706 | if (op->type == AMULET) |
744 | { |
707 | { |
745 | SET_FLAG (op, FLAG_REFL_SPELL); |
708 | SET_FLAG (op, FLAG_REFL_SPELL); |
746 | op->value *= 11; |
709 | op->value *= 11; |
747 | } |
710 | } |
748 | else |
711 | else |
749 | { |
712 | { |
750 | op->stats.hp = 1; /* regenerate hit points */ |
713 | op->stats.hp = 1; /* regenerate hit points */ |
751 | op->value *= 4; |
714 | op->value *= 4; |
752 | } |
715 | } |
753 | break; |
716 | break; |
754 | |
717 | |
755 | case 21: |
718 | case 21: |
756 | if (op->type == AMULET) |
719 | if (op->type == AMULET) |
757 | { |
720 | { |
758 | SET_FLAG (op, FLAG_REFL_MISSILE); |
721 | SET_FLAG (op, FLAG_REFL_MISSILE); |
759 | op->value *= 9; |
722 | op->value *= 9; |
760 | } |
723 | } |
761 | else |
724 | else |
762 | { |
725 | { |
763 | op->stats.sp = 1; /* regenerate spell points */ |
726 | op->stats.sp = 1; /* regenerate spell points */ |
764 | op->value *= 3; |
727 | op->value *= 3; |
765 | } |
728 | } |
766 | break; |
729 | break; |
767 | |
730 | |
768 | case 22: |
731 | case 22: |
769 | op->stats.exp += bonus; /* Speed! */ |
732 | op->stats.exp += bonus; /* Speed! */ |
770 | op->value = (op->value * 2) / 3; |
733 | op->value = (op->value * 2) / 3; |
771 | break; |
734 | break; |
772 | } |
735 | } |
|
|
736 | |
773 | if (bonus > 0) |
737 | if (bonus > 0) |
774 | op->value *= 2 * bonus; |
738 | op->value *= 2 * bonus; |
775 | else |
739 | else |
776 | op->value = -(op->value * 2 * bonus) / 3; |
740 | op->value = -(op->value * 2 * bonus) / 3; |
777 | } |
741 | } |
… | |
… | |
782 | * higher is the chance of returning a low number. |
746 | * higher is the chance of returning a low number. |
783 | * It is only used in fix_generated_treasure() to set bonuses on |
747 | * It is only used in fix_generated_treasure() to set bonuses on |
784 | * rings and amulets. |
748 | * rings and amulets. |
785 | * Another scheme is used to calculate the magic of weapons and armours. |
749 | * Another scheme is used to calculate the magic of weapons and armours. |
786 | */ |
750 | */ |
787 | |
|
|
788 | int |
751 | int |
789 | get_magic (int diff) |
752 | get_magic (int diff) |
790 | { |
753 | { |
791 | int i; |
754 | int i; |
|
|
755 | |
792 | if (diff < 3) |
756 | if (diff < 3) |
793 | diff = 3; |
757 | diff = 3; |
|
|
758 | |
794 | for (i = 0; i < 4; i++) |
759 | for (i = 0; i < 4; i++) |
795 | if (RANDOM () % diff) |
760 | if (rndm (diff)) |
796 | return i; |
761 | return i; |
|
|
762 | |
797 | return 4; |
763 | return 4; |
798 | } |
764 | } |
799 | |
765 | |
800 | #define DICE2 (get_magic(2)==2?2:1) |
766 | #define DICE2 (get_magic(2)==2?2:1) |
801 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
767 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
802 | |
768 | |
803 | /* |
769 | /* |
804 | * fix_generated_item(): This is called after an item is generated, in |
770 | * 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 |
771 | * order to set it up right. This produced magical bonuses, puts spells |
806 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
772 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
807 | */ |
773 | */ |
|
|
774 | |
808 | /* 4/28/96 added creator object from which op may now inherit properties based on |
775 | /* 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 |
776 | * 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 |
777 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
811 | * way to do this? b.t. */ |
778 | * way to do this? b.t. */ |
|
|
779 | |
812 | /* |
780 | /* |
813 | * ! (flags & GT_ENVIRONMENT): |
781 | * ! (flags & GT_ENVIRONMENT): |
814 | * Automatically calls fix_flesh_item(). |
782 | * Automatically calls fix_flesh_item(). |
815 | * |
783 | * |
816 | * flags: |
784 | * flags: |
… | |
… | |
818 | * value. |
786 | * value. |
819 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
787 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
820 | * a working object - don't change magic, value, etc, but set it material |
788 | * 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 |
789 | * type as appropriate, for objects that need spell objects, set those, etc |
822 | */ |
790 | */ |
823 | |
|
|
824 | void |
791 | void |
825 | fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) |
792 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
826 | { |
793 | { |
827 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
794 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
828 | |
795 | |
829 | if (!creator || creator->type == op->type) |
796 | if (!creator || creator->type == op->type) |
830 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
797 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
831 | |
798 | |
832 | /* If we make an artifact, this information will be destroyed */ |
799 | /* If we make an artifact, this information will be destroyed */ |
833 | save_item_power = op->item_power; |
800 | save_item_power = op->item_power; |
834 | op->item_power = 0; |
801 | op->item_power = 0; |
835 | |
802 | |
836 | if (op->randomitems && op->type != SPELL) |
803 | if (op->randomitems && op->type != SPELL) |
837 | { |
804 | { |
838 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
805 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
839 | if (!op->inv) |
|
|
840 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
841 | |
|
|
842 | /* So the treasure doesn't get created again */ |
806 | /* So the treasure doesn't get created again */ |
843 | op->randomitems = NULL; |
807 | op->randomitems = 0; |
844 | } |
808 | } |
845 | |
809 | |
846 | if (difficulty < 1) |
810 | if (difficulty < 1) |
847 | difficulty = 1; |
811 | difficulty = 1; |
848 | |
812 | |
|
|
813 | if (INVOKE_OBJECT (ADD_BONUS, op, |
|
|
814 | ARG_OBJECT (creator != op ? creator : 0), |
|
|
815 | ARG_INT (difficulty), ARG_INT (max_magic), |
|
|
816 | ARG_INT (flags))) |
|
|
817 | return; |
|
|
818 | |
849 | if (!(flags & GT_MINIMAL)) |
819 | if (!(flags & GT_MINIMAL)) |
850 | { |
820 | { |
851 | if (op->arch == crown_arch) |
821 | if (op->arch == crown_arch) |
852 | { |
822 | { |
853 | set_magic (difficulty, op, max_magic, flags); |
823 | set_magic (difficulty, op, max_magic, flags); |
854 | num_enchantments = calc_item_power (op, 1); |
824 | num_enchantments = calc_item_power (op, 1); |
855 | generate_artifact (op, difficulty); |
825 | generate_artifact (op, difficulty); |
856 | } |
826 | } |
857 | else |
827 | else |
858 | { |
828 | { |
859 | if (!op->magic && max_magic) |
829 | if (!op->magic && max_magic) |
860 | set_magic (difficulty, op, max_magic, flags); |
830 | set_magic (difficulty, op, max_magic, flags); |
861 | |
831 | |
862 | num_enchantments = calc_item_power (op, 1); |
832 | num_enchantments = calc_item_power (op, 1); |
863 | |
833 | |
864 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
834 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
865 | * used for shop_floors or treasures */ |
835 | || op->type == HORN |
|
|
836 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
|
|
837 | * used for shop_floors or treasures */ |
866 | generate_artifact (op, difficulty); |
838 | generate_artifact (op, difficulty); |
867 | } |
839 | } |
868 | |
840 | |
869 | /* Object was made an artifact. Calculate its item_power rating. |
841 | /* Object was made an artifact. Calculate its item_power rating. |
870 | * the item_power in the object is what the artfiact adds. |
842 | * the item_power in the object is what the artfiact adds. |
871 | */ |
843 | */ |
872 | if (op->title) |
844 | if (op->title) |
873 | { |
845 | { |
874 | /* if save_item_power is set, then most likely we started with an |
846 | /* 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 |
847 | * 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 |
848 | * 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 |
849 | * 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 |
850 | * that since item_power is not quite linear, this actually ends up |
879 | * being somewhat of a bonus |
851 | * being somewhat of a bonus |
880 | */ |
852 | */ |
881 | if (save_item_power) |
853 | if (save_item_power) |
882 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
854 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
883 | else |
855 | else |
884 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
856 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
885 | } |
857 | } |
886 | else if (save_item_power) |
858 | else if (save_item_power) |
887 | { |
859 | { |
888 | /* restore the item_power field to the object if we haven't changed it. |
860 | /* 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 |
861 | * we don't care about num_enchantments - that will basically just |
890 | * have calculated some value from the base attributes of the archetype. |
862 | * have calculated some value from the base attributes of the archetype. |
891 | */ |
863 | */ |
892 | op->item_power = save_item_power; |
864 | op->item_power = save_item_power; |
893 | } |
865 | } |
894 | else |
866 | else |
895 | { |
867 | { |
896 | /* item_power was zero. This is suspicious, as it may be because it |
868 | /* 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 |
869 | * 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 |
870 | * it is non-zero. If it indeed is, then assign it as the new |
899 | * item_power value. |
871 | * item_power value. |
900 | * - gros, 21th of July 2006. |
872 | * - gros, 21th of July 2006. |
901 | */ |
873 | */ |
902 | op->item_power = calc_item_power (op, 0); |
874 | op->item_power = calc_item_power (op, 0); |
903 | save_item_power = op->item_power; /* Just in case it would get used |
875 | save_item_power = op->item_power; /* Just in case it would get used |
904 | * again below */ |
876 | * again below */ |
905 | } |
877 | } |
906 | } |
878 | } |
907 | |
879 | |
908 | /* materialtype modifications. Note we allow this on artifacts. */ |
880 | /* materialtype modifications. Note we allow this on artifacts. */ |
909 | set_materialname (op, difficulty, NULL); |
881 | set_materialname (op, difficulty, NULL); |
910 | |
882 | |
911 | if (flags & GT_MINIMAL) |
883 | if (flags & GT_MINIMAL) |
912 | { |
884 | { |
913 | if (op->type == POTION) |
885 | if (op->type == POTION) |
914 | /* Handle healing and magic power potions */ |
886 | /* Handle healing and magic power potions */ |
915 | if (op->stats.sp && !op->randomitems) |
887 | if (op->stats.sp && !op->randomitems) |
916 | { |
888 | { |
917 | object *tmp; |
889 | object *tmp; |
918 | |
890 | |
919 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
891 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
920 | insert_ob_in_ob (tmp, op); |
892 | insert_ob_in_ob (tmp, op); |
921 | op->stats.sp = 0; |
893 | op->stats.sp = 0; |
922 | } |
894 | } |
923 | } |
895 | } |
924 | else if (!op->title) /* Only modify object if not special */ |
896 | else if (!op->title) /* Only modify object if not special */ |
925 | switch (op->type) |
897 | switch (op->type) |
926 | { |
898 | { |
927 | case WEAPON: |
899 | case WEAPON: |
928 | case ARMOUR: |
900 | case ARMOUR: |
929 | case SHIELD: |
901 | case SHIELD: |
930 | case HELMET: |
902 | case HELMET: |
931 | case CLOAK: |
903 | case CLOAK: |
932 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
904 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
933 | set_ring_bonus (op, -DICE2); |
905 | set_ring_bonus (op, -DICE2); |
934 | break; |
906 | break; |
935 | |
907 | |
936 | case BRACERS: |
908 | case BRACERS: |
937 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
909 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
938 | { |
910 | { |
|
|
911 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
912 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
913 | op->value *= 3; |
|
|
914 | } |
|
|
915 | break; |
|
|
916 | |
|
|
917 | case POTION: |
|
|
918 | { |
|
|
919 | int too_many_tries = 0, is_special = 0; |
|
|
920 | |
|
|
921 | /* Handle healing and magic power potions */ |
|
|
922 | if (op->stats.sp && !op->randomitems) |
|
|
923 | { |
|
|
924 | object *tmp; |
|
|
925 | |
|
|
926 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
927 | insert_ob_in_ob (tmp, op); |
|
|
928 | op->stats.sp = 0; |
|
|
929 | } |
|
|
930 | |
|
|
931 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
932 | { |
|
|
933 | generate_artifact (op, difficulty); |
|
|
934 | if (too_many_tries++ > 10) |
|
|
935 | break; |
|
|
936 | } |
|
|
937 | |
|
|
938 | /* don't want to change value for healing/magic power potions, |
|
|
939 | * since the value set on those is already correct. |
|
|
940 | */ |
|
|
941 | if (op->inv && op->randomitems) |
|
|
942 | { |
|
|
943 | /* value multiplier is same as for scrolls */ |
|
|
944 | op->value = (op->value * op->inv->value); |
|
|
945 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
|
|
946 | } |
|
|
947 | else |
|
|
948 | { |
|
|
949 | op->name = "potion"; |
|
|
950 | op->name_pl = "potions"; |
|
|
951 | } |
|
|
952 | |
|
|
953 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
|
|
954 | SET_FLAG (op, FLAG_CURSED); |
|
|
955 | break; |
|
|
956 | } |
|
|
957 | |
|
|
958 | case AMULET: |
|
|
959 | if (op->arch == amulet_arch) |
|
|
960 | op->value *= 5; /* Since it's not just decoration */ |
|
|
961 | |
|
|
962 | case RING: |
|
|
963 | if (op->arch == NULL) |
|
|
964 | { |
|
|
965 | op->destroy (); |
|
|
966 | op = 0; |
|
|
967 | break; |
|
|
968 | } |
|
|
969 | |
|
|
970 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
971 | break; |
|
|
972 | |
|
|
973 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
|
|
974 | SET_FLAG (op, FLAG_CURSED); |
|
|
975 | |
939 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
976 | 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 | |
977 | |
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 */ |
978 | if (op->type != RING) /* Amulets have only one ability */ |
1008 | break; |
979 | break; |
1009 | |
980 | |
1010 | if (!(RANDOM () % 4)) |
981 | if (!(rndm (4))) |
1011 | { |
982 | { |
1012 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
983 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1013 | |
984 | |
1014 | if (d > 0) |
985 | if (d > 0) |
1015 | op->value *= 3; |
986 | op->value *= 3; |
1016 | |
987 | |
1017 | set_ring_bonus (op, d); |
988 | set_ring_bonus (op, d); |
1018 | |
989 | |
1019 | if (!(RANDOM () % 4)) |
990 | if (!(rndm (4))) |
1020 | { |
991 | { |
1021 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
992 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1022 | if (d > 0) |
|
|
1023 | op->value *= 5; |
|
|
1024 | set_ring_bonus (op, d); |
|
|
1025 | } |
|
|
1026 | } |
|
|
1027 | |
993 | |
|
|
994 | if (d > 0) |
|
|
995 | op->value *= 5; |
|
|
996 | set_ring_bonus (op, d); |
|
|
997 | } |
|
|
998 | } |
|
|
999 | |
1028 | if (GET_ANIM_ID (op)) |
1000 | if (GET_ANIM_ID (op)) |
1029 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1001 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1030 | |
1002 | |
1031 | break; |
1003 | break; |
1032 | |
1004 | |
1033 | case BOOK: |
1005 | case BOOK: |
1034 | /* Is it an empty book?, if yes lets make a special· |
1006 | /* Is it an empty book?, if yes lets make a special· |
1035 | * msg for it, and tailor its properties based on the· |
1007 | * msg for it, and tailor its properties based on the· |
1036 | * creator and/or map level we found it on. |
1008 | * creator and/or map level we found it on. |
1037 | */ |
1009 | */ |
1038 | if (!op->msg && RANDOM () % 10) |
1010 | if (!op->msg && rndm (10)) |
1039 | { |
1011 | { |
1040 | /* set the book level properly */ |
1012 | /* set the book level properly */ |
1041 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1013 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1042 | { |
1014 | { |
1043 | if (op->map && op->map->difficulty) |
1015 | if (op->map && op->map->difficulty) |
1044 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1016 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1045 | else |
1017 | else |
1046 | op->level = RANDOM () % 20 + 1; |
1018 | op->level = rndm (20) + 1; |
1047 | } |
1019 | } |
1048 | else |
1020 | else |
1049 | op->level = RANDOM () % creator->level; |
1021 | op->level = rndm (creator->level); |
1050 | |
1022 | |
1051 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1023 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1052 | /* books w/ info are worth more! */ |
1024 | /* books w/ info are worth more! */ |
1053 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1025 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1054 | /* creator related stuff */ |
1026 | /* creator related stuff */ |
1055 | |
1027 | |
1056 | /* for library, chained books. Note that some monsters have no_pick |
1028 | /* for library, chained books. Note that some monsters have no_pick |
1057 | * set - we don't want to set no pick in that case. |
1029 | * set - we don't want to set no pick in that case. |
1058 | */ |
1030 | */ |
1059 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1031 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1060 | SET_FLAG (op, FLAG_NO_PICK); |
1032 | SET_FLAG (op, FLAG_NO_PICK); |
1061 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1033 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1062 | op->slaying = creator->slaying; |
1034 | op->slaying = creator->slaying; |
1063 | |
1035 | |
1064 | /* add exp so reading it gives xp (once) */ |
1036 | /* add exp so reading it gives xp (once) */ |
1065 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1037 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1066 | } |
1038 | } |
1067 | break; |
1039 | break; |
1068 | |
1040 | |
1069 | case SPELLBOOK: |
1041 | case SPELLBOOK: |
1070 | op->value = op->value * op->inv->value; |
1042 | op->value = op->value * op->inv->value; |
1071 | /* add exp so learning gives xp */ |
1043 | /* add exp so learning gives xp */ |
1072 | op->level = op->inv->level; |
1044 | op->level = op->inv->level; |
1073 | op->stats.exp = op->value; |
1045 | op->stats.exp = op->value; |
1074 | break; |
1046 | break; |
1075 | |
1047 | |
1076 | case WAND: |
1048 | case WAND: |
1077 | /* nrof in the treasure list is number of charges, |
1049 | /* nrof in the treasure list is number of charges, |
1078 | * not number of wands. So copy that into food (charges), |
1050 | * not number of wands. So copy that into food (charges), |
1079 | * and reset nrof. |
1051 | * and reset nrof. |
1080 | */ |
1052 | */ |
1081 | op->stats.food = op->inv->nrof; |
1053 | op->stats.food = op->inv->nrof; |
1082 | op->nrof = 1; |
1054 | op->nrof = 1; |
1083 | /* If the spell changes by level, choose a random level |
1055 | /* If the spell changes by level, choose a random level |
1084 | * for it, and adjust price. If the spell doesn't |
1056 | * for it, and adjust price. If the spell doesn't |
1085 | * change by level, just set the wand to the level of |
1057 | * change by level, just set the wand to the level of |
1086 | * the spell, and value calculation is simpler. |
1058 | * the spell, and value calculation is simpler. |
1087 | */ |
1059 | */ |
1088 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1060 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1089 | { |
1061 | { |
|
|
1062 | op->level = level_for_item (op, difficulty); |
|
|
1063 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1064 | } |
|
|
1065 | else |
|
|
1066 | { |
|
|
1067 | op->level = op->inv->level; |
|
|
1068 | op->value = op->value * op->inv->value; |
|
|
1069 | } |
|
|
1070 | break; |
|
|
1071 | |
|
|
1072 | case ROD: |
1090 | op->level = level_for_item (op, difficulty); |
1073 | op->level = level_for_item (op, difficulty); |
|
|
1074 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1075 | * reasonable. Otherwise, a high level version of a low level |
|
|
1076 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1077 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1078 | */ |
1091 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1079 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1092 | } |
1080 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1093 | else |
1081 | if (op->stats.maxhp) |
1094 | { |
1082 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1095 | op->level = op->inv->level; |
1083 | else |
1096 | op->value = op->value * op->inv->value; |
1084 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1097 | } |
|
|
1098 | break; |
|
|
1099 | |
1085 | |
|
|
1086 | op->stats.hp = op->stats.maxhp; |
|
|
1087 | break; |
|
|
1088 | |
1100 | case ROD: |
1089 | case SCROLL: |
1101 | op->level = level_for_item (op, difficulty); |
1090 | 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); |
1091 | 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 | |
1092 | |
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 */ |
1093 | /* add exp so reading them properly gives xp */ |
1122 | op->stats.exp = op->value / 5; |
1094 | op->stats.exp = op->value / 5; |
1123 | op->nrof = op->inv->nrof; |
1095 | op->nrof = op->inv->nrof; |
1124 | break; |
1096 | break; |
1125 | |
1097 | |
1126 | case RUNE: |
1098 | case RUNE: |
1127 | trap_adjust (op, difficulty); |
1099 | trap_adjust (op, difficulty); |
1128 | break; |
1100 | break; |
1129 | |
1101 | |
1130 | case TRAP: |
1102 | case TRAP: |
1131 | trap_adjust (op, difficulty); |
1103 | trap_adjust (op, difficulty); |
1132 | break; |
1104 | break; |
1133 | } /* switch type */ |
1105 | } /* switch type */ |
1134 | |
1106 | |
1135 | if (flags & GT_STARTEQUIP) |
1107 | if (flags & GT_STARTEQUIP) |
1136 | { |
1108 | { |
1137 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1109 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1138 | SET_FLAG (op, FLAG_STARTEQUIP); |
1110 | SET_FLAG (op, FLAG_STARTEQUIP); |
1139 | else if (op->type != MONEY) |
1111 | else if (op->type != MONEY) |
1140 | op->value = 0; |
1112 | op->value = 0; |
1141 | } |
1113 | } |
1142 | |
1114 | |
1143 | if (!(flags & GT_ENVIRONMENT)) |
1115 | if (!(flags & GT_ENVIRONMENT)) |
1144 | fix_flesh_item (op, creator); |
1116 | fix_flesh_item (op, creator); |
1145 | } |
1117 | } |
… | |
… | |
1153 | */ |
1125 | */ |
1154 | |
1126 | |
1155 | /* |
1127 | /* |
1156 | * Allocate and return the pointer to an empty artifactlist structure. |
1128 | * Allocate and return the pointer to an empty artifactlist structure. |
1157 | */ |
1129 | */ |
1158 | |
|
|
1159 | static artifactlist * |
1130 | static artifactlist * |
1160 | get_empty_artifactlist (void) |
1131 | get_empty_artifactlist (void) |
1161 | { |
1132 | { |
1162 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1133 | return salloc0 <artifactlist> (); |
1163 | if (tl == NULL) |
|
|
1164 | fatal (OUT_OF_MEMORY); |
|
|
1165 | tl->next = NULL; |
|
|
1166 | tl->items = NULL; |
|
|
1167 | tl->total_chance = 0; |
|
|
1168 | return tl; |
|
|
1169 | } |
1134 | } |
1170 | |
1135 | |
1171 | /* |
1136 | /* |
1172 | * Allocate and return the pointer to an empty artifact structure. |
1137 | * Allocate and return the pointer to an empty artifact structure. |
1173 | */ |
1138 | */ |
1174 | |
|
|
1175 | static artifact * |
1139 | static artifact * |
1176 | get_empty_artifact (void) |
1140 | get_empty_artifact (void) |
1177 | { |
1141 | { |
1178 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1142 | return salloc0 <artifact> (); |
1179 | if (t == NULL) |
|
|
1180 | fatal (OUT_OF_MEMORY); |
|
|
1181 | t->item = NULL; |
|
|
1182 | t->next = NULL; |
|
|
1183 | t->chance = 0; |
|
|
1184 | t->difficulty = 0; |
|
|
1185 | t->allowed = NULL; |
|
|
1186 | return t; |
|
|
1187 | } |
1143 | } |
1188 | |
1144 | |
1189 | /* |
1145 | /* |
1190 | * Searches the artifact lists and returns one that has the same type |
1146 | * Searches the artifact lists and returns one that has the same type |
1191 | * of objects on it. |
1147 | * of objects on it. |
1192 | */ |
1148 | */ |
1193 | |
|
|
1194 | artifactlist * |
1149 | artifactlist * |
1195 | find_artifactlist (int type) |
1150 | find_artifactlist (int type) |
1196 | { |
1151 | { |
1197 | artifactlist *al; |
|
|
1198 | |
|
|
1199 | for (al = first_artifactlist; al != NULL; al = al->next) |
1152 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1200 | if (al->type == type) |
1153 | if (al->type == type) |
1201 | return al; |
1154 | return al; |
|
|
1155 | |
1202 | return NULL; |
1156 | return 0; |
1203 | } |
1157 | } |
1204 | |
1158 | |
1205 | /* |
1159 | /* |
1206 | * For debugging purposes. Dumps all tables. |
1160 | * For debugging purposes. Dumps all tables. |
1207 | */ |
1161 | */ |
1208 | |
|
|
1209 | void |
1162 | void |
1210 | dump_artifacts (void) |
1163 | dump_artifacts (void) |
1211 | { |
1164 | { |
1212 | artifactlist *al; |
1165 | artifactlist *al; |
1213 | artifact *art; |
1166 | artifact *art; |
… | |
… | |
1216 | fprintf (logfile, "\n"); |
1169 | fprintf (logfile, "\n"); |
1217 | for (al = first_artifactlist; al != NULL; al = al->next) |
1170 | for (al = first_artifactlist; al != NULL; al = al->next) |
1218 | { |
1171 | { |
1219 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1172 | 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) |
1173 | for (art = al->items; art != NULL; art = art->next) |
1221 | { |
1174 | { |
1222 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1175 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1223 | if (art->allowed != NULL) |
1176 | if (art->allowed != NULL) |
1224 | { |
1177 | { |
1225 | fprintf (logfile, "\tAllowed combinations:"); |
1178 | fprintf (logfile, "\tallowed combinations:"); |
1226 | for (next = art->allowed; next != NULL; next = next->next) |
1179 | for (next = art->allowed; next != NULL; next = next->next) |
1227 | fprintf (logfile, "%s,", &next->name); |
1180 | fprintf (logfile, "%s,", &next->name); |
1228 | fprintf (logfile, "\n"); |
1181 | fprintf (logfile, "\n"); |
1229 | } |
1182 | } |
1230 | } |
1183 | } |
1231 | } |
1184 | } |
1232 | fprintf (logfile, "\n"); |
1185 | fprintf (logfile, "\n"); |
1233 | } |
1186 | } |
1234 | |
1187 | |
1235 | /* |
1188 | /* |
1236 | * For debugging purposes. Dumps all treasures recursively (see below). |
1189 | * For debugging purposes. Dumps all treasures recursively (see below). |
1237 | */ |
1190 | */ |
1238 | void |
1191 | void |
1239 | dump_monster_treasure_rec (const char *name, treasure * t, int depth) |
1192 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1240 | { |
1193 | { |
1241 | treasurelist *tl; |
1194 | treasurelist *tl; |
1242 | int i; |
1195 | int i; |
1243 | |
1196 | |
1244 | if (depth > 100) |
1197 | if (depth > 100) |
1245 | return; |
1198 | return; |
1246 | while (t != NULL) |
1199 | |
|
|
1200 | while (t) |
1247 | { |
1201 | { |
1248 | if (t->name != NULL) |
1202 | if (t->name) |
1249 | { |
1203 | { |
1250 | for (i = 0; i < depth; i++) |
1204 | for (i = 0; i < depth; i++) |
1251 | fprintf (logfile, " "); |
1205 | fprintf (logfile, " "); |
|
|
1206 | |
1252 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1207 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1208 | |
1253 | tl = find_treasurelist (t->name); |
1209 | tl = treasurelist::find (t->name); |
|
|
1210 | if (tl) |
1254 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1211 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1212 | |
1255 | for (i = 0; i < depth; i++) |
1213 | for (i = 0; i < depth; i++) |
1256 | fprintf (logfile, " "); |
1214 | fprintf (logfile, " "); |
|
|
1215 | |
1257 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1216 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1258 | } |
1217 | } |
1259 | else |
1218 | else |
1260 | { |
1219 | { |
1261 | for (i = 0; i < depth; i++) |
1220 | for (i = 0; i < depth; i++) |
1262 | fprintf (logfile, " "); |
1221 | fprintf (logfile, " "); |
1263 | if (t->item->clone.type == FLESH) |
1222 | |
|
|
1223 | if (t->item && t->item->type == FLESH) |
1264 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1224 | fprintf (logfile, "%s's %s\n", name, &t->item->object::name); |
1265 | else |
1225 | else |
1266 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1226 | fprintf (logfile, "%s\n", &t->item->object::name); |
1267 | } |
1227 | } |
|
|
1228 | |
1268 | if (t->next_yes != NULL) |
1229 | if (t->next_yes) |
1269 | { |
1230 | { |
1270 | for (i = 0; i < depth; i++) |
1231 | for (i = 0; i < depth; i++) |
1271 | fprintf (logfile, " "); |
1232 | fprintf (logfile, " "); |
|
|
1233 | |
1272 | fprintf (logfile, " (if yes)\n"); |
1234 | fprintf (logfile, " (if yes)\n"); |
1273 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1235 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1274 | } |
1236 | } |
|
|
1237 | |
1275 | if (t->next_no != NULL) |
1238 | if (t->next_no) |
1276 | { |
1239 | { |
1277 | for (i = 0; i < depth; i++) |
1240 | for (i = 0; i < depth; i++) |
1278 | fprintf (logfile, " "); |
1241 | fprintf (logfile, " "); |
|
|
1242 | |
1279 | fprintf (logfile, " (if no)\n"); |
1243 | fprintf (logfile, " (if no)\n"); |
1280 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1244 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1281 | } |
1245 | } |
|
|
1246 | |
1282 | t = t->next; |
1247 | t = t->next; |
1283 | } |
1248 | } |
1284 | } |
1249 | } |
1285 | |
1250 | |
1286 | /* |
1251 | /* |
1287 | * For debugging purposes. Dumps all treasures for a given monster. |
1252 | * For debugging purposes. Dumps all treasures for a given monster. |
1288 | * Created originally by Raphael Quinet for debugging the alchemy code. |
1253 | * Created originally by Raphael Quinet for debugging the alchemy code. |
1289 | */ |
1254 | */ |
1290 | |
|
|
1291 | void |
1255 | void |
1292 | dump_monster_treasure (const char *name) |
1256 | dump_monster_treasure (const char *name) |
1293 | { |
1257 | { |
1294 | archetype *at; |
1258 | archetype *at; |
1295 | int found; |
1259 | int found; |
1296 | |
1260 | |
1297 | found = 0; |
1261 | found = 0; |
1298 | fprintf (logfile, "\n"); |
1262 | fprintf (logfile, "\n"); |
1299 | for (at = first_archetype; at != NULL; at = at->next) |
1263 | |
|
|
1264 | for_all_archetypes (at) |
1300 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1265 | if (!strcasecmp (at->object::name, name) && at->title == NULL) |
1301 | { |
1266 | { |
1302 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1267 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname); |
1303 | if (at->clone.randomitems != NULL) |
1268 | if (at->randomitems != NULL) |
1304 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1269 | dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1); |
1305 | else |
1270 | else |
1306 | fprintf (logfile, "(nothing)\n"); |
1271 | fprintf (logfile, "(nothing)\n"); |
|
|
1272 | |
1307 | fprintf (logfile, "\n"); |
1273 | fprintf (logfile, "\n"); |
1308 | found++; |
1274 | found++; |
1309 | } |
1275 | } |
|
|
1276 | |
1310 | if (found == 0) |
1277 | if (found == 0) |
1311 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1278 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1312 | } |
1279 | } |
1313 | |
1280 | |
1314 | /* |
1281 | /* |
1315 | * Builds up the lists of artifacts from the file in the libdir. |
1282 | * Builds up the lists of artifacts from the file in the libdir. |
1316 | */ |
1283 | */ |
1317 | |
|
|
1318 | void |
1284 | void |
1319 | init_artifacts (void) |
1285 | init_artifacts (void) |
1320 | { |
1286 | { |
1321 | static int has_been_inited = 0; |
1287 | static int has_been_inited = 0; |
1322 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1288 | char filename[MAX_BUF]; |
1323 | artifact *art = NULL; |
1289 | artifact *art = NULL; |
1324 | linked_char *tmp; |
|
|
1325 | int value, comp; |
|
|
1326 | artifactlist *al; |
1290 | artifactlist *al; |
1327 | |
1291 | |
1328 | if (has_been_inited) |
1292 | if (has_been_inited) |
1329 | return; |
1293 | return; |
1330 | else |
1294 | else |
1331 | has_been_inited = 1; |
1295 | has_been_inited = 1; |
1332 | |
1296 | |
1333 | sprintf (filename, "%s/artifacts", settings.datadir); |
1297 | sprintf (filename, "%s/artifacts", settings.datadir); |
1334 | object_thawer thawer (filename); |
1298 | object_thawer f (filename); |
1335 | |
1299 | |
1336 | if (!thawer) |
1300 | if (!f) |
1337 | return; |
1301 | return; |
1338 | |
1302 | |
1339 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1303 | for (;;) |
1340 | { |
|
|
1341 | if (*buf == '#') |
|
|
1342 | continue; |
|
|
1343 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1344 | *cp = '\0'; |
|
|
1345 | cp = buf; |
|
|
1346 | while (*cp == ' ') /* Skip blanks */ |
|
|
1347 | cp++; |
|
|
1348 | if (*cp == '\0') |
|
|
1349 | continue; |
|
|
1350 | |
|
|
1351 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1352 | { |
|
|
1353 | if (art == NULL) |
|
|
1354 | { |
1304 | { |
|
|
1305 | switch (f.kw) |
|
|
1306 | { |
|
|
1307 | case KW_allowed: |
|
|
1308 | if (!art) |
1355 | art = get_empty_artifact (); |
1309 | art = get_empty_artifact (); |
1356 | nrofartifacts++; |
1310 | |
|
|
1311 | { |
|
|
1312 | if (!strcmp (f.get_str (), "all")) |
|
|
1313 | break; |
|
|
1314 | |
|
|
1315 | char *next, *cp = f.get_str (); |
|
|
1316 | |
|
|
1317 | do |
|
|
1318 | { |
|
|
1319 | if ((next = strchr (cp, ','))) |
|
|
1320 | *next++ = '\0'; |
|
|
1321 | |
|
|
1322 | linked_char *tmp = new linked_char; |
|
|
1323 | |
|
|
1324 | tmp->name = cp; |
|
|
1325 | tmp->next = art->allowed; |
|
|
1326 | art->allowed = tmp; |
|
|
1327 | } |
|
|
1328 | while ((cp = next)); |
|
|
1329 | } |
|
|
1330 | break; |
|
|
1331 | |
|
|
1332 | case KW_chance: |
|
|
1333 | f.get (art->chance); |
|
|
1334 | break; |
|
|
1335 | |
|
|
1336 | case KW_difficulty: |
|
|
1337 | f.get (art->difficulty); |
|
|
1338 | break; |
|
|
1339 | |
|
|
1340 | case KW_object: |
|
|
1341 | { |
|
|
1342 | art->item = object::create (); |
|
|
1343 | f.get (art->item->name); |
|
|
1344 | f.next (); |
|
|
1345 | |
|
|
1346 | if (!art->item->parse_kv (f)) |
|
|
1347 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1348 | |
|
|
1349 | al = find_artifactlist (art->item->type); |
|
|
1350 | |
|
|
1351 | if (!al) |
|
|
1352 | { |
|
|
1353 | al = get_empty_artifactlist (); |
|
|
1354 | al->type = art->item->type; |
|
|
1355 | al->next = first_artifactlist; |
|
|
1356 | first_artifactlist = al; |
|
|
1357 | } |
|
|
1358 | |
|
|
1359 | art->next = al->items; |
|
|
1360 | al->items = art; |
|
|
1361 | art = 0; |
|
|
1362 | } |
|
|
1363 | continue; |
|
|
1364 | |
|
|
1365 | case KW_EOF: |
|
|
1366 | goto done; |
|
|
1367 | |
|
|
1368 | default: |
|
|
1369 | if (!f.parse_error ("artifacts file")) |
|
|
1370 | cleanup ("artifacts file required"); |
|
|
1371 | break; |
|
|
1372 | } |
|
|
1373 | |
|
|
1374 | f.next (); |
1357 | } |
1375 | } |
1358 | cp = strchr (cp, ' ') + 1; |
|
|
1359 | if (!strcmp (cp, "all")) |
|
|
1360 | continue; |
|
|
1361 | |
1376 | |
1362 | do |
1377 | done: |
1363 | { |
|
|
1364 | nrofallowedstr++; |
|
|
1365 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1366 | *(next++) = '\0'; |
|
|
1367 | tmp = new linked_char; |
|
|
1368 | tmp->name = cp; |
|
|
1369 | tmp->next = art->allowed; |
|
|
1370 | art->allowed = tmp; |
|
|
1371 | } |
|
|
1372 | while ((cp = next) != NULL); |
|
|
1373 | } |
|
|
1374 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1375 | art->chance = (uint16) value; |
|
|
1376 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1377 | art->difficulty = (uint8) value; |
|
|
1378 | else if (!strncmp (cp, "Object", 6)) |
|
|
1379 | { |
|
|
1380 | art->item = (object *) calloc (1, sizeof (object)); |
|
|
1381 | reset_object (art->item); |
|
|
1382 | if (!load_object (thawer, art->item, LO_LINEMODE, 0)) |
|
|
1383 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1384 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1385 | al = find_artifactlist (art->item->type); |
|
|
1386 | if (al == NULL) |
|
|
1387 | { |
|
|
1388 | al = get_empty_artifactlist (); |
|
|
1389 | al->type = art->item->type; |
|
|
1390 | al->next = first_artifactlist; |
|
|
1391 | first_artifactlist = al; |
|
|
1392 | } |
|
|
1393 | art->next = al->items; |
|
|
1394 | al->items = art; |
|
|
1395 | art = NULL; |
|
|
1396 | } |
|
|
1397 | else |
|
|
1398 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1399 | } |
|
|
1400 | |
|
|
1401 | for (al = first_artifactlist; al != NULL; al = al->next) |
1378 | for (al = first_artifactlist; al; al = al->next) |
1402 | { |
1379 | { |
|
|
1380 | al->total_chance = 0; |
|
|
1381 | |
1403 | for (art = al->items; art != NULL; art = art->next) |
1382 | for (art = al->items; art; art = art->next) |
1404 | { |
1383 | { |
1405 | if (!art->chance) |
1384 | if (!art->chance) |
1406 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1385 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1407 | else |
1386 | else |
1408 | al->total_chance += art->chance; |
1387 | al->total_chance += art->chance; |
1409 | } |
1388 | } |
1410 | #if 0 |
1389 | #if 0 |
1411 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1390 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1412 | #endif |
1391 | #endif |
1413 | } |
1392 | } |
1414 | |
1393 | |
1415 | LOG (llevDebug, "done.\n"); |
1394 | LOG (llevDebug, "done.\n"); |
1416 | } |
1395 | } |
1417 | |
1396 | |
1418 | |
|
|
1419 | /* |
1397 | /* |
1420 | * Used in artifact generation. The bonuses of the first object |
1398 | * Used in artifact generation. The bonuses of the first object |
1421 | * is modified by the bonuses of the second object. |
1399 | * is modified by the bonuses of the second object. |
1422 | */ |
1400 | */ |
1423 | |
|
|
1424 | void |
1401 | void |
1425 | add_abilities (object * op, object * change) |
1402 | add_abilities (object *op, object *change) |
1426 | { |
1403 | { |
1427 | int i, j, tmp; |
1404 | int i, tmp; |
1428 | |
1405 | |
1429 | if (change->face != blank_face) |
1406 | if (change->face != blank_face) |
1430 | { |
1407 | { |
1431 | #ifdef TREASURE_VERBOSE |
1408 | #ifdef TREASURE_VERBOSE |
1432 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1409 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1433 | #endif |
1410 | #endif |
1434 | op->face = change->face; |
1411 | op->face = change->face; |
1435 | } |
1412 | } |
1436 | |
1413 | |
1437 | for (i = 0; i < NUM_STATS; i++) |
1414 | for (i = 0; i < NUM_STATS; i++) |
1438 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1415 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1439 | |
1416 | |
1440 | op->attacktype |= change->attacktype; |
1417 | op->attacktype |= change->attacktype; |
1441 | op->path_attuned |= change->path_attuned; |
1418 | op->path_attuned |= change->path_attuned; |
1442 | op->path_repelled |= change->path_repelled; |
1419 | op->path_repelled |= change->path_repelled; |
1443 | op->path_denied |= change->path_denied; |
1420 | op->path_denied |= change->path_denied; |
… | |
… | |
1471 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1448 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1472 | { |
1449 | { |
1473 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1450 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1474 | /* so artifacts will join */ |
1451 | /* so artifacts will join */ |
1475 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1452 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1476 | op->speed = 0.0; |
1453 | op->speed = 0.0; |
1477 | update_ob_speed (op); |
1454 | |
|
|
1455 | op->set_speed (op->speed); |
1478 | } |
1456 | } |
1479 | |
1457 | |
1480 | if (change->nrof) |
1458 | if (change->nrof) |
1481 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1459 | op->nrof = rndm (change->nrof) + 1; |
1482 | |
1460 | |
1483 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1461 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1484 | op->stats.wc += change->stats.wc; |
1462 | op->stats.wc += change->stats.wc; |
1485 | op->stats.ac += change->stats.ac; |
1463 | op->stats.ac += change->stats.ac; |
1486 | |
1464 | |
1487 | if (change->other_arch) |
1465 | if (change->other_arch) |
1488 | { |
1466 | { |
1489 | /* Basically, for horns & potions, the other_arch field is the spell |
1467 | /* 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 |
1468 | * to cast. So convert that to into a spell and put it into |
1491 | * this object. |
1469 | * this object. |
1492 | */ |
1470 | */ |
1493 | if (op->type == HORN || op->type == POTION) |
1471 | if (op->type == HORN || op->type == POTION) |
1494 | { |
1472 | { |
1495 | object *tmp_obj; |
1473 | object *tmp_obj; |
|
|
1474 | |
1496 | /* Remove any spells this object currently has in it */ |
1475 | /* Remove any spells this object currently has in it */ |
1497 | while (op->inv) |
1476 | while (op->inv) |
1498 | { |
1477 | op->inv->destroy (); |
1499 | tmp_obj = op->inv; |
|
|
1500 | remove_ob (tmp_obj); |
|
|
1501 | free_object (tmp_obj); |
|
|
1502 | } |
|
|
1503 | |
1478 | |
1504 | tmp_obj = arch_to_object (change->other_arch); |
1479 | tmp_obj = arch_to_object (change->other_arch); |
1505 | insert_ob_in_ob (tmp_obj, op); |
1480 | insert_ob_in_ob (tmp_obj, op); |
1506 | } |
1481 | } |
1507 | /* No harm setting this for potions/horns */ |
1482 | /* No harm setting this for potions/horns */ |
1508 | op->other_arch = change->other_arch; |
1483 | op->other_arch = change->other_arch; |
1509 | } |
1484 | } |
1510 | |
1485 | |
1511 | if (change->stats.hp < 0) |
1486 | if (change->stats.hp < 0) |
… | |
… | |
1544 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1519 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1545 | |
1520 | |
1546 | op->item_power = change->item_power; |
1521 | op->item_power = change->item_power; |
1547 | |
1522 | |
1548 | for (i = 0; i < NROFATTACKS; i++) |
1523 | for (i = 0; i < NROFATTACKS; i++) |
1549 | { |
|
|
1550 | if (change->resist[i]) |
1524 | if (change->resist[i]) |
1551 | { |
|
|
1552 | op->resist[i] += change->resist[i]; |
1525 | op->resist[i] += change->resist[i]; |
1553 | } |
|
|
1554 | } |
|
|
1555 | |
1526 | |
1556 | if (change->stats.dam) |
1527 | if (change->stats.dam) |
1557 | { |
1528 | { |
1558 | if (change->stats.dam < 0) |
1529 | if (change->stats.dam < 0) |
1559 | op->stats.dam = (-change->stats.dam); |
1530 | op->stats.dam = (-change->stats.dam); |
1560 | else if (op->stats.dam) |
1531 | else if (op->stats.dam) |
1561 | { |
1532 | { |
1562 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1533 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1563 | if (tmp == op->stats.dam) |
1534 | if (tmp == op->stats.dam) |
1564 | { |
1535 | { |
1565 | if (change->stats.dam < 10) |
1536 | if (change->stats.dam < 10) |
1566 | op->stats.dam--; |
1537 | op->stats.dam--; |
|
|
1538 | else |
|
|
1539 | op->stats.dam++; |
|
|
1540 | } |
1567 | else |
1541 | else |
1568 | op->stats.dam++; |
|
|
1569 | } |
|
|
1570 | else |
|
|
1571 | op->stats.dam = tmp; |
1542 | op->stats.dam = tmp; |
1572 | } |
1543 | } |
1573 | } |
1544 | } |
1574 | |
1545 | |
1575 | if (change->weight) |
1546 | if (change->weight) |
1576 | { |
1547 | { |
1577 | if (change->weight < 0) |
1548 | if (change->weight < 0) |
1578 | op->weight = (-change->weight); |
1549 | op->weight = (-change->weight); |
1579 | else |
1550 | else |
1580 | op->weight = (op->weight * (change->weight)) / 100; |
1551 | op->weight = (op->weight * (change->weight)) / 100; |
1581 | } |
1552 | } |
1582 | |
1553 | |
1583 | if (change->last_sp) |
1554 | if (change->last_sp) |
1584 | { |
1555 | { |
1585 | if (change->last_sp < 0) |
1556 | if (change->last_sp < 0) |
1586 | op->last_sp = (-change->last_sp); |
1557 | op->last_sp = (-change->last_sp); |
1587 | else |
1558 | else |
1588 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1559 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1589 | } |
1560 | } |
1590 | |
1561 | |
1591 | if (change->gen_sp_armour) |
1562 | if (change->gen_sp_armour) |
1592 | { |
1563 | { |
1593 | if (change->gen_sp_armour < 0) |
1564 | if (change->gen_sp_armour < 0) |
1594 | op->gen_sp_armour = (-change->gen_sp_armour); |
1565 | op->gen_sp_armour = (-change->gen_sp_armour); |
1595 | else |
1566 | else |
1596 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1567 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1597 | } |
1568 | } |
1598 | |
1569 | |
1599 | op->value *= change->value; |
1570 | op->value *= change->value; |
1600 | |
1571 | |
1601 | if (change->material) |
1572 | if (change->materials) |
1602 | op->material = change->material; |
1573 | op->materials = change->materials; |
1603 | |
1574 | |
1604 | if (change->materialname) |
1575 | if (change->materialname) |
1605 | op->materialname = change->materialname; |
1576 | op->materialname = change->materialname; |
1606 | |
1577 | |
1607 | if (change->slaying) |
1578 | if (change->slaying) |
… | |
… | |
1613 | if (change->msg) |
1584 | if (change->msg) |
1614 | op->msg = change->msg; |
1585 | op->msg = change->msg; |
1615 | } |
1586 | } |
1616 | |
1587 | |
1617 | static int |
1588 | static int |
1618 | legal_artifact_combination (object * op, artifact * art) |
1589 | legal_artifact_combination (object *op, artifact *art) |
1619 | { |
1590 | { |
1620 | int neg, success = 0; |
1591 | int neg, success = 0; |
1621 | linked_char *tmp; |
1592 | linked_char *tmp; |
1622 | const char *name; |
1593 | const char *name; |
1623 | |
1594 | |
1624 | if (art->allowed == (linked_char *) NULL) |
1595 | if (!art->allowed) |
1625 | return 1; /* Ie, "all" */ |
1596 | return 1; /* Ie, "all" */ |
|
|
1597 | |
1626 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1598 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1627 | { |
1599 | { |
1628 | #ifdef TREASURE_VERBOSE |
1600 | #ifdef TREASURE_VERBOSE |
1629 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1601 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1630 | #endif |
1602 | #endif |
1631 | if (*tmp->name == '!') |
1603 | if (*tmp->name == '!') |
1632 | name = tmp->name + 1, neg = 1; |
1604 | name = tmp->name + 1, neg = 1; |
1633 | else |
1605 | else |
1634 | name = tmp->name, neg = 0; |
1606 | name = tmp->name, neg = 0; |
1635 | |
1607 | |
1636 | /* If we match name, then return the opposite of 'neg' */ |
1608 | /* If we match name, then return the opposite of 'neg' */ |
1637 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1609 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1638 | return !neg; |
1610 | return !neg; |
1639 | |
1611 | |
1640 | /* Set success as true, since if the match was an inverse, it means |
1612 | /* Set success as true, since if the match was an inverse, it means |
1641 | * everything is allowed except what we match |
1613 | * everything is allowed except what we match |
1642 | */ |
1614 | */ |
1643 | else if (neg) |
1615 | else if (neg) |
1644 | success = 1; |
1616 | success = 1; |
1645 | } |
1617 | } |
|
|
1618 | |
1646 | return success; |
1619 | return success; |
1647 | } |
1620 | } |
1648 | |
1621 | |
1649 | /* |
1622 | /* |
1650 | * Fixes the given object, giving it the abilities and titles |
1623 | * Fixes the given object, giving it the abilities and titles |
1651 | * it should have due to the second artifact-template. |
1624 | * it should have due to the second artifact-template. |
1652 | */ |
1625 | */ |
1653 | |
1626 | |
1654 | void |
1627 | void |
1655 | give_artifact_abilities (object * op, object * artifct) |
1628 | give_artifact_abilities (object *op, object *artifct) |
1656 | { |
1629 | { |
1657 | char new_name[MAX_BUF]; |
1630 | char new_name[MAX_BUF]; |
1658 | |
1631 | |
1659 | sprintf (new_name, "of %s", &artifct->name); |
1632 | sprintf (new_name, "of %s", &artifct->name); |
1660 | op->title = new_name; |
1633 | op->title = new_name; |
1661 | add_abilities (op, artifct); /* Give out the bonuses */ |
1634 | add_abilities (op, artifct); /* Give out the bonuses */ |
1662 | |
1635 | |
1663 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1636 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1664 | { |
1637 | { |
1665 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1638 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1639 | |
1666 | SET_FLAG (op, FLAG_IDENTIFIED); |
1640 | SET_FLAG (op, FLAG_IDENTIFIED); |
1667 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1641 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1668 | if (!identified) |
1642 | if (!identified) |
1669 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1643 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1670 | } |
1644 | } |
… | |
… | |
1682 | |
1656 | |
1683 | /* Give 1 re-roll attempt per artifact */ |
1657 | /* Give 1 re-roll attempt per artifact */ |
1684 | #define ARTIFACT_TRIES 2 |
1658 | #define ARTIFACT_TRIES 2 |
1685 | |
1659 | |
1686 | void |
1660 | void |
1687 | generate_artifact (object * op, int difficulty) |
1661 | generate_artifact (object *op, int difficulty) |
1688 | { |
1662 | { |
1689 | artifactlist *al; |
1663 | artifactlist *al; |
1690 | artifact *art; |
1664 | artifact *art; |
1691 | int i; |
1665 | int i; |
1692 | |
1666 | |
1693 | al = find_artifactlist (op->type); |
1667 | al = find_artifactlist (op->type); |
1694 | |
1668 | |
1695 | if (al == NULL) |
1669 | if (al == NULL) |
1696 | { |
1670 | { |
1697 | #if 0 /* This is too verbose, usually */ |
1671 | #if 0 /* This is too verbose, usually */ |
1698 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1672 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1699 | #endif |
1673 | #endif |
1700 | return; |
1674 | return; |
1701 | } |
1675 | } |
1702 | |
1676 | |
1703 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1677 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1704 | { |
1678 | { |
1705 | int roll = RANDOM () % al->total_chance; |
1679 | int roll = rndm (al->total_chance); |
1706 | |
1680 | |
1707 | for (art = al->items; art != NULL; art = art->next) |
1681 | for (art = al->items; art; art = art->next) |
1708 | { |
1682 | { |
1709 | roll -= art->chance; |
1683 | roll -= art->chance; |
1710 | if (roll < 0) |
1684 | if (roll < 0) |
1711 | break; |
1685 | break; |
1712 | } |
1686 | } |
1713 | |
1687 | |
1714 | if (art == NULL || roll >= 0) |
1688 | if (art == NULL || roll >= 0) |
1715 | { |
1689 | { |
1716 | #if 1 |
1690 | #if 1 |
1717 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1691 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1718 | #endif |
1692 | #endif |
1719 | return; |
1693 | return; |
1720 | } |
1694 | } |
1721 | if (!strcmp (art->item->name, "NONE")) |
1695 | if (!strcmp (art->item->name, "NONE")) |
1722 | return; |
1696 | return; |
1723 | if (FABS (op->magic) < art->item->magic) |
1697 | if (FABS (op->magic) < art->item->magic) |
1724 | continue; /* Not magic enough to be this item */ |
1698 | continue; /* Not magic enough to be this item */ |
1725 | |
1699 | |
1726 | /* Map difficulty not high enough */ |
1700 | /* Map difficulty not high enough */ |
1727 | if (difficulty < art->difficulty) |
1701 | if (difficulty < art->difficulty) |
1728 | continue; |
1702 | continue; |
1729 | |
1703 | |
1730 | if (!legal_artifact_combination (op, art)) |
1704 | if (!legal_artifact_combination (op, art)) |
1731 | { |
1705 | { |
1732 | #ifdef TREASURE_VERBOSE |
1706 | #ifdef TREASURE_VERBOSE |
1733 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1707 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1734 | #endif |
1708 | #endif |
1735 | continue; |
1709 | continue; |
1736 | } |
1710 | } |
|
|
1711 | |
1737 | give_artifact_abilities (op, art->item); |
1712 | give_artifact_abilities (op, art->item); |
1738 | return; |
1713 | return; |
1739 | } |
1714 | } |
1740 | } |
1715 | } |
1741 | |
1716 | |
… | |
… | |
1743 | * FOOD, except they inherit properties (name, food value, etc). |
1718 | * FOOD, except they inherit properties (name, food value, etc). |
1744 | * based on the original owner (or 'donor' if you like). -b.t. |
1719 | * based on the original owner (or 'donor' if you like). -b.t. |
1745 | */ |
1720 | */ |
1746 | |
1721 | |
1747 | void |
1722 | void |
1748 | fix_flesh_item (object * item, object * donor) |
1723 | fix_flesh_item (object *item, object *donor) |
1749 | { |
1724 | { |
1750 | char tmpbuf[MAX_BUF]; |
1725 | char tmpbuf[MAX_BUF]; |
1751 | int i; |
1726 | int i; |
1752 | |
1727 | |
1753 | if (item->type == FLESH && donor) |
1728 | if (item->type == FLESH && donor) |
1754 | { |
1729 | { |
1755 | /* change the name */ |
1730 | /* change the name */ |
1756 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; |
1731 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
|
|
1732 | item->name = tmpbuf; |
1757 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; |
1733 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
|
|
1734 | item->name_pl = tmpbuf; |
1758 | |
1735 | |
1759 | /* weight is FLESH weight/100 * donor */ |
1736 | /* weight is FLESH weight/100 * donor */ |
1760 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1737 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1761 | item->weight = 1; |
1738 | item->weight = 1; |
1762 | |
1739 | |
1763 | /* value is multiplied by level of donor */ |
1740 | /* value is multiplied by level of donor */ |
1764 | item->value *= isqrt (donor->level * 2); |
1741 | item->value *= isqrt (donor->level * 2); |
1765 | |
1742 | |
1766 | /* food value */ |
1743 | /* food value */ |
… | |
… | |
1768 | |
1745 | |
1769 | /* flesh items inherit some abilities of donor, but not |
1746 | /* flesh items inherit some abilities of donor, but not |
1770 | * full effect. |
1747 | * full effect. |
1771 | */ |
1748 | */ |
1772 | for (i = 0; i < NROFATTACKS; i++) |
1749 | for (i = 0; i < NROFATTACKS; i++) |
1773 | item->resist[i] = donor->resist[i] / 2; |
1750 | item->resist[i] = donor->resist[i] / 2; |
1774 | |
1751 | |
1775 | /* item inherits donor's level (important for quezals) */ |
1752 | /* item inherits donor's level (important for quezals) */ |
1776 | item->level = donor->level; |
1753 | item->level = donor->level; |
1777 | |
1754 | |
1778 | /* if donor has some attacktypes, the flesh is poisonous */ |
1755 | /* if donor has some attacktypes, the flesh is poisonous */ |
1779 | if (donor->attacktype & AT_POISON) |
1756 | if (donor->attacktype & AT_POISON) |
1780 | item->type = POISON; |
1757 | item->type = POISON; |
1781 | if (donor->attacktype & AT_ACID) |
1758 | if (donor->attacktype & AT_ACID) |
1782 | item->stats.hp = -1 * item->stats.food; |
1759 | item->stats.hp = -1 * item->stats.food; |
1783 | SET_FLAG (item, FLAG_NO_STEAL); |
1760 | SET_FLAG (item, FLAG_NO_STEAL); |
1784 | } |
1761 | } |
1785 | } |
1762 | } |
1786 | |
1763 | |
1787 | /* special_potion() - so that old potion code is still done right. */ |
1764 | /* special_potion() - so that old potion code is still done right. */ |
1788 | |
|
|
1789 | int |
1765 | int |
1790 | special_potion (object * op) |
1766 | special_potion (object *op) |
1791 | { |
1767 | { |
1792 | |
|
|
1793 | int i; |
|
|
1794 | |
|
|
1795 | if (op->attacktype) |
1768 | if (op->attacktype) |
1796 | return 1; |
1769 | return 1; |
1797 | |
1770 | |
1798 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1771 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1799 | return 1; |
1772 | return 1; |
1800 | |
1773 | |
1801 | for (i = 0; i < NROFATTACKS; i++) |
1774 | for (int i = 0; i < NROFATTACKS; i++) |
1802 | if (op->resist[i]) |
1775 | if (op->resist[i]) |
1803 | return 1; |
1776 | return 1; |
1804 | |
1777 | |
1805 | return 0; |
1778 | return 0; |
1806 | } |
1779 | } |
1807 | |
1780 | |
1808 | void |
1781 | void |
1809 | free_treasurestruct (treasure * t) |
1782 | free_treasurestruct (treasure *t) |
1810 | { |
1783 | { |
1811 | if (t->next) |
|
|
1812 | free_treasurestruct (t->next); |
1784 | if (t->next) free_treasurestruct (t->next); |
1813 | if (t->next_yes) |
|
|
1814 | free_treasurestruct (t->next_yes); |
1785 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1815 | if (t->next_no) |
|
|
1816 | free_treasurestruct (t->next_no); |
1786 | if (t->next_no) free_treasurestruct (t->next_no); |
1817 | |
1787 | |
1818 | delete t; |
1788 | delete t; |
1819 | } |
1789 | } |
1820 | |
1790 | |
1821 | void |
1791 | void |
1822 | free_charlinks (linked_char * lc) |
1792 | free_charlinks (linked_char *lc) |
1823 | { |
1793 | { |
1824 | if (lc->next) |
1794 | if (lc->next) |
1825 | free_charlinks (lc->next); |
1795 | free_charlinks (lc->next); |
1826 | |
1796 | |
1827 | delete lc; |
1797 | delete lc; |
1828 | } |
1798 | } |
1829 | |
1799 | |
1830 | void |
1800 | void |
1831 | free_artifact (artifact * at) |
1801 | free_artifact (artifact *at) |
1832 | { |
1802 | { |
1833 | |
|
|
1834 | if (at->next) |
|
|
1835 | free_artifact (at->next); |
1803 | if (at->next) free_artifact (at->next); |
1836 | if (at->allowed) |
|
|
1837 | free_charlinks (at->allowed); |
1804 | if (at->allowed) free_charlinks (at->allowed); |
1838 | |
1805 | |
1839 | delete at->item; |
1806 | at->item->destroy (1); |
1840 | |
1807 | |
1841 | delete at; |
1808 | sfree (at); |
1842 | } |
1809 | } |
1843 | |
1810 | |
1844 | void |
1811 | void |
1845 | free_artifactlist (artifactlist * al) |
1812 | free_artifactlist (artifactlist *al) |
1846 | { |
1813 | { |
1847 | artifactlist *nextal; |
1814 | artifactlist *nextal; |
|
|
1815 | |
1848 | for (al = first_artifactlist; al != NULL; al = nextal) |
1816 | for (al = first_artifactlist; al; al = nextal) |
1849 | { |
1817 | { |
1850 | nextal = al->next; |
1818 | nextal = al->next; |
|
|
1819 | |
1851 | if (al->items) |
1820 | if (al->items) |
1852 | { |
|
|
1853 | free_artifact (al->items); |
1821 | free_artifact (al->items); |
1854 | } |
1822 | |
1855 | free (al); |
1823 | sfree (al); |
1856 | } |
1824 | } |
1857 | } |
1825 | } |
1858 | |
1826 | |
1859 | void |
1827 | void |
1860 | free_all_treasures (void) |
1828 | free_all_treasures (void) |
1861 | { |
1829 | { |
1862 | treasurelist *tl, *next; |
1830 | treasurelist *tl, *next; |
1863 | |
1831 | |
1864 | |
|
|
1865 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1832 | for (tl = first_treasurelist; tl; tl = next) |
1866 | { |
1833 | { |
|
|
1834 | clear (tl); |
|
|
1835 | |
1867 | next = tl->next; |
1836 | next = tl->next; |
1868 | if (tl->items) |
|
|
1869 | free_treasurestruct (tl->items); |
|
|
1870 | delete tl; |
1837 | delete tl; |
1871 | } |
1838 | } |
|
|
1839 | |
1872 | free_artifactlist (first_artifactlist); |
1840 | free_artifactlist (first_artifactlist); |
1873 | } |
1841 | } |