1 | |
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2 | /* |
1 | /* |
3 | * static char *rcs_treasure_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: treasure.C,v 1.9 2006/09/03 14:33:48 elmex Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
14 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
16 | (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
26 | |
21 | * |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
28 | */ |
23 | */ |
29 | |
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30 | #define ALLOWED_COMBINATION |
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31 | |
24 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 | * It is useful for finding bugs in the treasures file. Since it only |
26 | * It is useful for finding bugs in the treasures file. Since it only |
34 | * slows the startup some (and not actual game play), it is by default |
27 | * slows the startup some (and not actual game play), it is by default |
35 | * left on |
28 | * left on |
36 | */ |
29 | */ |
37 | #define TREASURE_DEBUG |
30 | #define TREASURE_DEBUG |
38 | |
31 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
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33 | |
40 | /* #define TREASURE_VERBOSE */ |
34 | //#define TREASURE_VERBOSE |
41 | |
35 | |
42 | #include <global.h> |
36 | #include <global.h> |
43 | #include <treasure.h> |
37 | #include <treasure.h> |
44 | #include <funcpoint.h> |
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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 | |
55 | void |
44 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
56 | init_archetype_pointers () |
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57 | { |
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58 | int prev_warn = warn_archetypes; |
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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 | |
45 | |
71 | /* |
46 | typedef std::tr1::unordered_map< |
72 | * Allocate and return the pointer to an empty treasurelist structure. |
47 | const char *, |
73 | */ |
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 | > tl_map_t; |
74 | |
53 | |
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54 | static tl_map_t tl_map; |
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55 | |
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56 | //TODO: class method |
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57 | static void free_treasurestruct (treasure *t); // bleh desu |
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58 | static void |
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59 | clear (treasurelist *tl) |
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60 | { |
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61 | if (tl->items) |
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62 | { |
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63 | free_treasurestruct (tl->items); |
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64 | tl->items = 0; |
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65 | } |
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66 | |
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67 | tl->total_chance = 0; |
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68 | } |
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69 | |
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70 | /* |
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71 | * Searches for the given treasurelist |
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72 | */ |
75 | static treasurelist * |
73 | treasurelist * |
76 | get_empty_treasurelist (void) |
74 | treasurelist::find (const char *name) |
77 | { |
75 | { |
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76 | if (!name) |
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77 | return 0; |
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78 | |
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79 | auto (i, tl_map.find (name)); |
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80 | |
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81 | if (i == tl_map.end ()) |
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82 | return 0; |
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83 | |
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84 | return i->second; |
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85 | } |
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86 | |
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87 | /* |
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88 | * Searches for the given treasurelist in the globally linked list |
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89 | * of treasurelists which has been built by load_treasures(). |
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90 | */ |
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91 | treasurelist * |
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92 | treasurelist::get (const char *name) |
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93 | { |
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94 | treasurelist *tl = find (name); |
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95 | |
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96 | if (!tl) |
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97 | { |
78 | return new treasurelist; |
98 | tl = new treasurelist; |
79 | } |
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80 | |
99 | |
81 | /* |
100 | tl->name = name; |
82 | * Allocate and return the pointer to an empty treasure structure. |
101 | tl->next = first_treasurelist; |
83 | */ |
102 | first_treasurelist = tl; |
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 | |
103 | |
90 | t->chance = 100; |
104 | tl_map.insert (std::make_pair (tl->name, tl)); |
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105 | } |
91 | |
106 | |
92 | return t; |
107 | return tl; |
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 | } |
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153 | LOG (llevError, "treasure lacks 'end'.\n"); |
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154 | return t; |
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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 (); |
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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::find (f.get_str ()); |
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150 | |
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151 | if (!t->item) |
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152 | { |
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153 | f.parse_warn ("treasure references unknown archetype"); |
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154 | t->item = archetype::empty; |
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155 | } |
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156 | |
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157 | break; |
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158 | |
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159 | case KW_list: f.get (t->name); break; |
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160 | case KW_change_name: f.get (t->change_arch.name); break; |
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161 | case KW_change_title: f.get (t->change_arch.title); break; |
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162 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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163 | case KW_chance: f.get (t->chance); break; |
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164 | case KW_nrof: f.get (t->nrof); break; |
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165 | case KW_magic: f.get (t->magic); break; |
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166 | |
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167 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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168 | case KW_no: t->next_no = read_treasure (f); continue; |
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169 | |
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170 | case KW_end: |
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171 | f.next (); |
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172 | return t; |
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173 | |
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174 | case KW_more: |
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175 | t->next = read_treasure (f); |
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176 | return t; |
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177 | |
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178 | default: |
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179 | if (!f.parse_error ("treasurelist", t->name)) |
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180 | goto error; |
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181 | |
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182 | return t; |
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183 | } |
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184 | |
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185 | f.next (); |
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186 | } |
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187 | |
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188 | // not reached |
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189 | |
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190 | error: |
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191 | delete t; |
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192 | return 0; |
|
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193 | } |
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194 | |
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195 | /* |
182 | * Each treasure is parsed with the help of load_treasure(). |
196 | * Each treasure is parsed with the help of load_treasure(). |
183 | */ |
197 | */ |
184 | |
198 | treasurelist * |
185 | void |
199 | treasurelist::read (object_thawer &f) |
186 | load_treasures (void) |
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187 | { |
200 | { |
188 | FILE *fp; |
201 | 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 | |
202 | |
194 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
203 | bool one = f.kw == KW_treasureone; |
195 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
204 | treasurelist *tl = treasurelist::get (f.get_str ()); |
196 | { |
205 | clear (tl); |
197 | LOG (llevError, "Can't open treasure file.\n"); |
206 | tl->items = read_treasure (f); |
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207 | if (!tl->items) |
198 | return; |
208 | 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 | |
209 | |
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. |
210 | /* 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 |
211 | * Add up the chance total, and check to make sure the yes & no |
219 | * fields of the treasures are not being used. |
212 | * 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 | */ |
213 | */ |
247 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
214 | if (one) |
248 | check_treasurelist (previous->items, previous); |
215 | { |
249 | #endif |
216 | 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 | { |
217 | { |
274 | if (tmp == tl->name) |
218 | if (t->next_yes || t->next_no) |
275 | return tl; |
219 | { |
|
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220 | 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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221 | LOG (llevError, " the next_yes or next_no field is set\n"); |
|
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222 | } |
|
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223 | |
|
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224 | tl->total_chance += t->chance; |
276 | } |
225 | } |
|
|
226 | } |
277 | |
227 | |
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 | |
|
|
281 | return NULL; |
228 | return tl; |
282 | } |
229 | } |
283 | |
|
|
284 | |
230 | |
285 | /* |
231 | /* |
286 | * Generates the objects specified by the given treasure. |
232 | * Generates the objects specified by the given treasure. |
287 | * It goes recursively through the rest of the linked list. |
233 | * It goes recursively through the rest of the linked list. |
288 | * If there is a certain percental chance for a treasure to be generated, |
234 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
291 | * being generated. |
237 | * being generated. |
292 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
238 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
293 | * abilities. This is used by summon spells, thus no summoned monsters |
239 | * abilities. This is used by summon spells, thus no summoned monsters |
294 | * start with equipment, but only their abilities). |
240 | * start with equipment, but only their abilities). |
295 | */ |
241 | */ |
296 | |
|
|
297 | |
|
|
298 | static void |
242 | static void |
299 | put_treasure (object * op, object * creator, int flags) |
243 | put_treasure (object *op, object *creator, int flags) |
300 | { |
244 | { |
301 | object *tmp; |
245 | if (flags & GT_ENVIRONMENT) |
302 | |
246 | { |
303 | /* Bit of a hack - spells should never be put onto the map. The entire |
247 | /* 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 |
248 | * 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 |
249 | * this is the original object, or if this is an object that should be created |
306 | * by another object. |
250 | * by another object. |
307 | */ |
251 | */ |
308 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
252 | //TODO: flag such as objects... as such (no drop, anybody?) |
309 | { |
253 | if (op->type == SPELL) |
310 | op->x = creator->x; |
254 | { |
311 | op->y = creator->y; |
255 | op->destroy (); |
|
|
256 | return; |
|
|
257 | } |
|
|
258 | |
|
|
259 | op->expand_tail (); |
|
|
260 | |
|
|
261 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
|
|
262 | op->destroy (); |
|
|
263 | else |
|
|
264 | { |
312 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
313 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
266 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
267 | } |
314 | } |
268 | } |
315 | else |
269 | else |
316 | { |
270 | { |
317 | op = insert_ob_in_ob (op, creator); |
271 | op = creator->insert (op); |
|
|
272 | |
318 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
319 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
320 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
|
|
321 | esrv_send_item (tmp, op); |
|
|
322 | } |
275 | } |
323 | } |
276 | } |
324 | |
277 | |
325 | /* if there are change_xxx commands in the treasure, we include the changes |
278 | /* if there are change_xxx commands in the treasure, we include the changes |
326 | * in the generated object |
279 | * in the generated object |
327 | */ |
280 | */ |
328 | static void |
281 | static void |
329 | change_treasure (treasure * t, object * op) |
282 | change_treasure (treasure *t, object *op) |
330 | { |
283 | { |
331 | /* CMD: change_name xxxx */ |
284 | /* CMD: change_name xxxx */ |
332 | if (t->change_arch.name) |
285 | if (t->change_arch.name) |
333 | { |
286 | { |
334 | op->name = t->change_arch.name; |
287 | op->name = t->change_arch.name; |
… | |
… | |
340 | |
293 | |
341 | if (t->change_arch.slaying) |
294 | if (t->change_arch.slaying) |
342 | op->slaying = t->change_arch.slaying; |
295 | op->slaying = t->change_arch.slaying; |
343 | } |
296 | } |
344 | |
297 | |
345 | void |
298 | static void |
346 | create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) |
299 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
347 | { |
300 | { |
348 | object *tmp; |
|
|
349 | |
|
|
350 | |
|
|
351 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
301 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
352 | { |
302 | { |
353 | if (t->name) |
303 | if (t->name) |
354 | { |
304 | { |
355 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
305 | if (difficulty >= t->magic) |
356 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
306 | if (treasurelist *tl = treasurelist::find (t->name)) |
357 | } |
307 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
308 | else |
|
|
309 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
310 | } |
358 | else |
311 | else |
359 | { |
312 | { |
360 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
313 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
361 | { |
314 | { |
362 | tmp = arch_to_object (t->item); |
315 | object *tmp = arch_to_object (t->item); |
|
|
316 | |
363 | if (t->nrof && tmp->nrof <= 1) |
317 | if (t->nrof && tmp->nrof <= 1) |
364 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
318 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
319 | |
365 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
320 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
366 | change_treasure (t, tmp); |
321 | change_treasure (t, tmp); |
367 | put_treasure (tmp, op, flag); |
322 | put_treasure (tmp, op, flag); |
368 | } |
323 | } |
369 | } |
324 | } |
|
|
325 | |
370 | if (t->next_yes != NULL) |
326 | if (t->next_yes) |
371 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
327 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
372 | } |
328 | } |
373 | else if (t->next_no != NULL) |
329 | else if (t->next_no) |
374 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
330 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
|
|
331 | |
375 | if (t->next != NULL) |
332 | if (t->next) |
376 | create_all_treasures (t->next, op, flag, difficulty, tries); |
333 | create_all_treasures (t->next, op, flag, difficulty, tries); |
377 | } |
334 | } |
378 | |
335 | |
379 | void |
336 | static void |
380 | create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) |
337 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
381 | { |
338 | { |
382 | int value = RANDOM () % tl->total_chance; |
339 | int value = rndm (tl->total_chance); |
383 | treasure *t; |
340 | treasure *t; |
384 | |
341 | |
385 | if (tries++ > 100) |
342 | if (tries++ > 100) |
386 | { |
343 | { |
387 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
344 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
388 | return; |
345 | return; |
389 | } |
346 | } |
|
|
347 | |
390 | for (t = tl->items; t != NULL; t = t->next) |
348 | for (t = tl->items; t; t = t->next) |
391 | { |
349 | { |
392 | value -= t->chance; |
350 | value -= t->chance; |
|
|
351 | |
393 | if (value < 0) |
352 | if (value < 0) |
394 | break; |
353 | break; |
395 | } |
354 | } |
396 | |
355 | |
397 | if (!t || value >= 0) |
356 | if (!t || value >= 0) |
398 | { |
|
|
399 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
357 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
400 | abort (); |
358 | |
401 | return; |
|
|
402 | } |
|
|
403 | if (t->name) |
359 | if (t->name) |
404 | { |
360 | { |
405 | if (!strcmp (t->name, "NONE")) |
|
|
406 | return; |
|
|
407 | if (difficulty >= t->magic) |
361 | if (difficulty >= t->magic) |
408 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
362 | { |
|
|
363 | treasurelist *tl = treasurelist::find (t->name); |
|
|
364 | if (tl) |
|
|
365 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
366 | } |
409 | else if (t->nrof) |
367 | else if (t->nrof) |
410 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | create_one_treasure (tl, op, flag, difficulty, tries); |
411 | return; |
|
|
412 | } |
369 | } |
413 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
370 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
414 | { |
371 | { |
415 | object *tmp = arch_to_object (t->item); |
372 | if (object *tmp = arch_to_object (t->item)) |
416 | if (!tmp) |
373 | { |
417 | return; |
|
|
418 | if (t->nrof && tmp->nrof <= 1) |
374 | if (t->nrof && tmp->nrof <= 1) |
419 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
375 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
376 | |
420 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
377 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
421 | change_treasure (t, tmp); |
378 | change_treasure (t, tmp); |
422 | put_treasure (tmp, op, flag); |
379 | put_treasure (tmp, op, flag); |
|
|
380 | } |
423 | } |
381 | } |
|
|
382 | } |
|
|
383 | |
|
|
384 | void |
|
|
385 | object::create_treasure (treasurelist *tl, int flags) |
|
|
386 | { |
|
|
387 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
424 | } |
388 | } |
425 | |
389 | |
426 | /* This calls the appropriate treasure creation function. tries is passed |
390 | /* This calls the appropriate treasure creation function. tries is passed |
427 | * to determine how many list transitions or attempts to create treasure |
391 | * 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 |
392 | * 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 |
393 | * 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 |
394 | * created on weak maps, because it will exceed the number of allowed tries |
431 | * to do that. |
395 | * to do that. |
432 | */ |
396 | */ |
433 | void |
397 | void |
434 | create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) |
398 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
435 | { |
399 | { |
|
|
400 | // empty treasurelists are legal |
|
|
401 | if (!tl->items) |
|
|
402 | return; |
436 | |
403 | |
437 | if (tries++ > 100) |
404 | if (tries++ > 100) |
438 | { |
405 | { |
439 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
406 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
440 | return; |
407 | return; |
441 | } |
408 | } |
|
|
409 | |
|
|
410 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
411 | { |
|
|
412 | // do not generate items when there already is something above the object |
|
|
413 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
414 | return; |
|
|
415 | |
|
|
416 | flag |= GT_ENVIRONMENT; |
|
|
417 | } |
|
|
418 | |
442 | if (t->total_chance) |
419 | if (tl->total_chance) |
443 | create_one_treasure (t, op, flag, difficulty, tries); |
420 | create_one_treasure (tl, op, flag, difficulty, tries); |
444 | else |
421 | else |
445 | create_all_treasures (t->items, op, flag, difficulty, tries); |
422 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
446 | } |
423 | } |
447 | |
424 | |
448 | /* This is similar to the old generate treasure function. However, |
425 | /* This is similar to the old generate treasure function. However, |
449 | * it instead takes a treasurelist. It is really just a wrapper around |
426 | * it instead takes a treasurelist. It is really just a wrapper around |
450 | * create_treasure. We create a dummy object that the treasure gets |
427 | * create_treasure. We create a dummy object that the treasure gets |
451 | * inserted into, and then return that treausre |
428 | * inserted into, and then return that treausre |
452 | */ |
429 | */ |
453 | object * |
430 | object * |
454 | generate_treasure (treasurelist * t, int difficulty) |
431 | generate_treasure (treasurelist *tl, int difficulty) |
455 | { |
432 | { |
456 | object *ob = get_object (), *tmp; |
433 | difficulty = clamp (difficulty, 1, settings.max_level); |
457 | |
434 | |
|
|
435 | object *ob = object::create (); |
|
|
436 | |
458 | create_treasure (t, ob, 0, difficulty, 0); |
437 | create_treasure (tl, ob, 0, difficulty, 0); |
459 | |
438 | |
460 | /* Don't want to free the object we are about to return */ |
439 | /* Don't want to free the object we are about to return */ |
461 | tmp = ob->inv; |
440 | object *tmp = ob->inv; |
462 | if (tmp != NULL) |
441 | if (tmp) |
463 | remove_ob (tmp); |
442 | tmp->remove (); |
|
|
443 | |
464 | if (ob->inv) |
444 | if (ob->inv) |
465 | { |
|
|
466 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
467 | } |
446 | |
468 | free_object (ob); |
447 | ob->destroy (); |
|
|
448 | |
469 | return tmp; |
449 | return tmp; |
470 | } |
450 | } |
471 | |
451 | |
472 | /* |
452 | /* |
473 | * This is a new way of calculating the chance for an item to have |
453 | * 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 |
455 | * The array has two arguments, the difficulty of the level, and the |
476 | * magical bonus "wanted". |
456 | * magical bonus "wanted". |
477 | */ |
457 | */ |
478 | |
458 | |
479 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
459 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
480 | /*chance of magic difficulty*/ |
460 | // chance of magic difficulty |
481 | /* +0 +1 +2 +3 +4 */ |
461 | // +0 +1 +2 +3 +4 |
482 | {95, 2, 2, 1, 0}, /*1 */ |
462 | {95, 2, 2, 1, 0}, // 1 |
483 | {92, 5, 2, 1, 0}, /*2 */ |
463 | {92, 5, 2, 1, 0}, // 2 |
484 | {85, 10, 4, 1, 0}, /*3 */ |
464 | {85, 10, 4, 1, 0}, // 3 |
485 | {80, 14, 4, 2, 0}, /*4 */ |
465 | {80, 14, 4, 2, 0}, // 4 |
486 | {75, 17, 5, 2, 1}, /*5 */ |
466 | {75, 17, 5, 2, 1}, // 5 |
487 | {70, 18, 8, 3, 1}, /*6 */ |
467 | {70, 18, 8, 3, 1}, // 6 |
488 | {65, 21, 10, 3, 1}, /*7 */ |
468 | {65, 21, 10, 3, 1}, // 7 |
489 | {60, 22, 12, 4, 2}, /*8 */ |
469 | {60, 22, 12, 4, 2}, // 8 |
490 | {55, 25, 14, 4, 2}, /*9 */ |
470 | {55, 25, 14, 4, 2}, // 9 |
491 | {50, 27, 16, 5, 2}, /*10 */ |
471 | {50, 27, 16, 5, 2}, // 10 |
492 | {45, 28, 18, 6, 3}, /*11 */ |
472 | {45, 28, 18, 6, 3}, // 11 |
493 | {42, 28, 20, 7, 3}, /*12 */ |
473 | {42, 28, 20, 7, 3}, // 12 |
494 | {40, 27, 21, 8, 4}, /*13 */ |
474 | {40, 27, 21, 8, 4}, // 13 |
495 | {38, 25, 22, 10, 5}, /*14 */ |
475 | {38, 25, 22, 10, 5}, // 14 |
496 | {36, 23, 23, 12, 6}, /*15 */ |
476 | {36, 23, 23, 12, 6}, // 15 |
497 | {33, 21, 24, 14, 8}, /*16 */ |
477 | {33, 21, 24, 14, 8}, // 16 |
498 | {31, 19, 25, 16, 9}, /*17 */ |
478 | {31, 19, 25, 16, 9}, // 17 |
499 | {27, 15, 30, 18, 10}, /*18 */ |
479 | {27, 15, 30, 18, 10}, // 18 |
500 | {20, 12, 30, 25, 13}, /*19 */ |
480 | {20, 12, 30, 25, 13}, // 19 |
501 | {15, 10, 28, 30, 17}, /*20 */ |
481 | {15, 10, 28, 30, 17}, // 20 |
502 | {13, 9, 27, 28, 23}, /*21 */ |
482 | {13, 9, 27, 28, 23}, // 21 |
503 | {10, 8, 25, 28, 29}, /*22 */ |
483 | {10, 8, 25, 28, 29}, // 22 |
504 | {8, 7, 23, 26, 36}, /*23 */ |
484 | { 8, 7, 23, 26, 36}, // 23 |
505 | {6, 6, 20, 22, 46}, /*24 */ |
485 | { 6, 6, 20, 22, 46}, // 24 |
506 | {4, 5, 17, 18, 56}, /*25 */ |
486 | { 4, 5, 17, 18, 56}, // 25 |
507 | {2, 4, 12, 14, 68}, /*26 */ |
487 | { 2, 4, 12, 14, 68}, // 26 |
508 | {0, 3, 7, 10, 80}, /*27 */ |
488 | { 0, 3, 7, 10, 80}, // 27 |
509 | {0, 0, 3, 7, 90}, /*28 */ |
489 | { 0, 0, 3, 7, 90}, // 28 |
510 | {0, 0, 0, 3, 97}, /*29 */ |
490 | { 0, 0, 0, 3, 97}, // 29 |
511 | {0, 0, 0, 0, 100}, /*30 */ |
491 | { 0, 0, 0, 0, 100}, // 30 |
512 | {0, 0, 0, 0, 100}, /*31 */ |
492 | { 0, 0, 0, 0, 100}, // 31 |
513 | }; |
493 | }; |
514 | |
|
|
515 | |
494 | |
516 | /* calculate the appropriate level for wands staves and scrolls. |
495 | /* calculate the appropriate level for wands staves and scrolls. |
517 | * This code presumes that op has had its spell object created (in op->inv) |
496 | * This code presumes that op has had its spell object created (in op->inv) |
518 | * |
497 | * |
519 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
520 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
499 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
521 | */ |
500 | */ |
522 | |
501 | static int |
523 | int |
|
|
524 | level_for_item (const object * op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
525 | { |
503 | { |
526 | int mult = 0, olevel = 0; |
|
|
527 | |
|
|
528 | if (!op->inv) |
504 | if (!op->inv) |
529 | { |
505 | { |
530 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
506 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
531 | return 0; |
507 | return 0; |
532 | } |
508 | } |
533 | |
509 | |
534 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
510 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
535 | |
511 | |
536 | if (olevel <= 0) |
512 | if (olevel <= 0) |
537 | olevel = rndm (1, MIN (op->inv->level, 1)); |
513 | olevel = rndm (1, op->inv->level); |
538 | |
514 | |
539 | if (olevel > MAXLEVEL) |
515 | return min (olevel, MAXLEVEL); |
540 | olevel = MAXLEVEL; |
|
|
541 | |
|
|
542 | return olevel; |
|
|
543 | } |
516 | } |
544 | |
517 | |
545 | /* |
518 | /* |
546 | * Based upon the specified difficulty and upon the difftomagic_list array, |
519 | * Based upon the specified difficulty and upon the difftomagic_list array, |
547 | * a random magical bonus is returned. This is used when determine |
520 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
550 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
551 | * Scaling difficulty by max_level, as difficulty is a level and not some |
524 | * Scaling difficulty by max_level, as difficulty is a level and not some |
552 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
553 | * |
526 | * |
554 | */ |
527 | */ |
555 | |
528 | static int |
556 | int |
|
|
557 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
558 | { |
530 | { |
559 | int percent = 0, magic = 0; |
531 | int percent = 0, magic = 0; |
560 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
561 | |
533 | |
… | |
… | |
565 | scaled_diff = 0; |
537 | scaled_diff = 0; |
566 | |
538 | |
567 | if (scaled_diff >= DIFFLEVELS) |
539 | if (scaled_diff >= DIFFLEVELS) |
568 | scaled_diff = DIFFLEVELS - 1; |
540 | scaled_diff = DIFFLEVELS - 1; |
569 | |
541 | |
570 | percent = RANDOM () % 100; |
542 | percent = rndm (100); |
571 | |
543 | |
572 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
544 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
573 | { |
545 | { |
574 | percent -= difftomagic_list[scaled_diff][magic]; |
546 | percent -= difftomagic_list[scaled_diff][magic]; |
575 | |
547 | |
576 | if (percent < 0) |
548 | if (percent < 0) |
577 | break; |
549 | break; |
578 | } |
550 | } |
579 | |
551 | |
580 | if (magic == (MAXMAGIC + 1)) |
552 | if (magic == (MAXMAGIC + 1)) |
581 | { |
553 | { |
582 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
554 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
583 | magic = 0; |
555 | magic = 0; |
584 | } |
556 | } |
585 | |
557 | |
586 | magic = (RANDOM () % 3) ? magic : -magic; |
558 | magic = (rndm (3)) ? magic : -magic; |
587 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
559 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
588 | |
560 | |
589 | return magic; |
561 | return magic; |
590 | } |
562 | } |
591 | |
563 | |
… | |
… | |
595 | * This function doesn't work properly, should add use of archetypes |
567 | * This function doesn't work properly, should add use of archetypes |
596 | * to make it truly absolute. |
568 | * to make it truly absolute. |
597 | */ |
569 | */ |
598 | |
570 | |
599 | void |
571 | void |
600 | set_abs_magic (object * op, int magic) |
572 | set_abs_magic (object *op, int magic) |
601 | { |
573 | { |
602 | if (!magic) |
574 | if (!magic) |
603 | return; |
575 | return; |
604 | |
576 | |
605 | op->magic = magic; |
577 | op->magic = magic; |
606 | if (op->arch) |
578 | if (op->arch) |
607 | { |
579 | { |
608 | if (op->type == ARMOUR) |
580 | if (op->type == ARMOUR) |
609 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
581 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
610 | |
582 | |
611 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
583 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
612 | magic = (-magic); |
584 | magic = (-magic); |
|
|
585 | |
613 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
586 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
614 | } |
587 | } |
615 | else |
588 | else |
616 | { |
589 | { |
617 | if (op->type == ARMOUR) |
590 | if (op->type == ARMOUR) |
618 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
591 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
592 | |
619 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
593 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
620 | magic = (-magic); |
594 | magic = (-magic); |
|
|
595 | |
621 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
622 | } |
597 | } |
623 | } |
598 | } |
624 | |
599 | |
625 | /* |
600 | /* |
626 | * Sets a random magical bonus in the given object based upon |
601 | * Sets a random magical bonus in the given object based upon |
627 | * the given difficulty, and the given max possible bonus. |
602 | * the given difficulty, and the given max possible bonus. |
628 | */ |
603 | */ |
629 | |
604 | |
630 | static void |
605 | static void |
631 | set_magic (int difficulty, object * op, int max_magic, int flags) |
606 | set_magic (int difficulty, object *op, int max_magic, int flags) |
632 | { |
607 | { |
633 | int i; |
608 | int i; |
|
|
609 | |
634 | i = magic_from_difficulty (difficulty); |
610 | i = magic_from_difficulty (difficulty); |
635 | if ((flags & GT_ONLY_GOOD) && i < 0) |
611 | if ((flags & GT_ONLY_GOOD) && i < 0) |
636 | i = -i; |
612 | i = -i; |
637 | if (i > max_magic) |
613 | if (i > max_magic) |
638 | i = max_magic; |
614 | i = max_magic; |
… | |
… | |
647 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
648 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
649 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
650 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
651 | */ |
627 | */ |
652 | |
628 | static void |
653 | void |
|
|
654 | set_ring_bonus (object * op, int bonus) |
629 | set_ring_bonus (object *op, int bonus) |
655 | { |
630 | { |
656 | |
|
|
657 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
658 | |
632 | |
659 | if (op->type == AMULET) |
633 | if (op->type == AMULET) |
660 | { |
634 | { |
661 | if (!(RANDOM () % 21)) |
635 | if (!(rndm (21))) |
662 | r = 20 + RANDOM () % 2; |
636 | r = 20 + rndm (2); |
663 | else |
637 | else |
664 | { |
638 | { |
665 | if (RANDOM () & 2) |
639 | if (rndm (2)) |
666 | r = 10; |
640 | r = 10; |
667 | else |
641 | else |
668 | r = 11 + RANDOM () % 9; |
642 | r = 11 + rndm (9); |
669 | } |
643 | } |
670 | } |
644 | } |
671 | |
645 | |
672 | switch (r) |
646 | switch (r) |
673 | { |
647 | { |
674 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
648 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
675 | * bonuses and penalties will stack and add to existing values. |
649 | * bonuses and penalties will stack and add to existing values. |
676 | * of the item. |
650 | * of the item. |
677 | */ |
651 | */ |
678 | case 0: |
652 | case 0: |
679 | case 1: |
653 | case 1: |
680 | case 2: |
654 | case 2: |
681 | case 3: |
655 | case 3: |
682 | case 4: |
656 | case 4: |
683 | case 5: |
657 | case 5: |
684 | case 6: |
658 | case 6: |
685 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
659 | op->stats.stat (r) += bonus; |
686 | break; |
660 | break; |
687 | |
661 | |
688 | case 7: |
662 | case 7: |
689 | op->stats.dam += bonus; |
663 | op->stats.dam += bonus; |
690 | break; |
664 | break; |
691 | |
665 | |
692 | case 8: |
666 | case 8: |
693 | op->stats.wc += bonus; |
667 | op->stats.wc += bonus; |
694 | break; |
668 | break; |
695 | |
669 | |
696 | case 9: |
670 | case 9: |
697 | op->stats.food += bonus; /* hunger/sustenance */ |
671 | op->stats.food += bonus; /* hunger/sustenance */ |
698 | break; |
672 | break; |
699 | |
673 | |
700 | case 10: |
674 | case 10: |
701 | op->stats.ac += bonus; |
675 | op->stats.ac += bonus; |
702 | break; |
676 | break; |
703 | |
677 | |
704 | /* Item that gives protections/vulnerabilities */ |
678 | /* Item that gives protections/vulnerabilities */ |
705 | case 11: |
679 | case 11: |
706 | case 12: |
680 | case 12: |
707 | case 13: |
681 | case 13: |
708 | case 14: |
682 | case 14: |
709 | case 15: |
683 | case 15: |
710 | case 16: |
684 | case 16: |
711 | case 17: |
685 | case 17: |
712 | case 18: |
686 | case 18: |
713 | case 19: |
687 | case 19: |
714 | { |
688 | { |
715 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
689 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
716 | |
690 | |
717 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
691 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
718 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
692 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
719 | |
693 | |
720 | /* Cursed items need to have higher negative values to equal out with |
694 | /* Cursed items need to have higher negative values to equal out with |
721 | * positive values for how protections work out. Put another |
695 | * positive values for how protections work out. Put another |
722 | * little random element in since that they don't always end up with |
696 | * little random element in since that they don't always end up with |
723 | * even values. |
697 | * even values. |
724 | */ |
698 | */ |
725 | if (bonus < 0) |
699 | if (bonus < 0) |
726 | val = 2 * -val - RANDOM () % b; |
700 | val = 2 * -val - rndm (b); |
727 | if (val > 35) |
701 | if (val > 35) |
728 | val = 35; /* Upper limit */ |
702 | val = 35; /* Upper limit */ |
729 | b = 0; |
703 | b = 0; |
|
|
704 | |
730 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
705 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
731 | { |
706 | resist = rndm (num_resist_table); |
732 | resist = RANDOM () % num_resist_table; |
707 | |
733 | } |
708 | if (b == 4) |
734 | if (b == 4) |
|
|
735 | return; /* Not able to find a free resistance */ |
709 | return; /* Not able to find a free resistance */ |
|
|
710 | |
736 | op->resist[resist_table[resist]] = val; |
711 | op->resist[resist_table[resist]] = val; |
737 | /* We should probably do something more clever here to adjust value |
712 | /* We should probably do something more clever here to adjust value |
738 | * based on how good a resistance we gave. |
713 | * based on how good a resistance we gave. |
739 | */ |
714 | */ |
740 | break; |
715 | break; |
741 | } |
716 | } |
742 | case 20: |
717 | case 20: |
743 | if (op->type == AMULET) |
718 | if (op->type == AMULET) |
744 | { |
719 | { |
745 | SET_FLAG (op, FLAG_REFL_SPELL); |
720 | SET_FLAG (op, FLAG_REFL_SPELL); |
746 | op->value *= 11; |
721 | op->value *= 11; |
747 | } |
722 | } |
748 | else |
723 | else |
749 | { |
724 | { |
750 | op->stats.hp = 1; /* regenerate hit points */ |
725 | op->stats.hp = 1; /* regenerate hit points */ |
751 | op->value *= 4; |
726 | op->value *= 4; |
752 | } |
727 | } |
753 | break; |
728 | break; |
754 | |
729 | |
755 | case 21: |
730 | case 21: |
756 | if (op->type == AMULET) |
731 | if (op->type == AMULET) |
757 | { |
732 | { |
758 | SET_FLAG (op, FLAG_REFL_MISSILE); |
733 | SET_FLAG (op, FLAG_REFL_MISSILE); |
759 | op->value *= 9; |
734 | op->value *= 9; |
760 | } |
735 | } |
761 | else |
736 | else |
762 | { |
737 | { |
763 | op->stats.sp = 1; /* regenerate spell points */ |
738 | op->stats.sp = 1; /* regenerate spell points */ |
764 | op->value *= 3; |
739 | op->value *= 3; |
765 | } |
740 | } |
766 | break; |
741 | break; |
767 | |
742 | |
768 | case 22: |
743 | case 22: |
769 | op->stats.exp += bonus; /* Speed! */ |
744 | op->stats.exp += bonus; /* Speed! */ |
770 | op->value = (op->value * 2) / 3; |
745 | op->value = (op->value * 2) / 3; |
771 | break; |
746 | break; |
772 | } |
747 | } |
|
|
748 | |
773 | if (bonus > 0) |
749 | if (bonus > 0) |
774 | op->value *= 2 * bonus; |
750 | op->value *= 2 * bonus; |
775 | else |
751 | else |
776 | op->value = -(op->value * 2 * bonus) / 3; |
752 | op->value = -(op->value * 2 * bonus) / 3; |
777 | } |
753 | } |
… | |
… | |
782 | * higher is the chance of returning a low number. |
758 | * higher is the chance of returning a low number. |
783 | * It is only used in fix_generated_treasure() to set bonuses on |
759 | * It is only used in fix_generated_treasure() to set bonuses on |
784 | * rings and amulets. |
760 | * rings and amulets. |
785 | * Another scheme is used to calculate the magic of weapons and armours. |
761 | * Another scheme is used to calculate the magic of weapons and armours. |
786 | */ |
762 | */ |
787 | |
763 | static int |
788 | int |
|
|
789 | get_magic (int diff) |
764 | get_magic (int diff) |
790 | { |
765 | { |
791 | int i; |
766 | int i; |
|
|
767 | |
792 | if (diff < 3) |
768 | if (diff < 3) |
793 | diff = 3; |
769 | diff = 3; |
|
|
770 | |
794 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
795 | if (RANDOM () % diff) |
772 | if (rndm (diff)) |
796 | return i; |
773 | return i; |
|
|
774 | |
797 | return 4; |
775 | return 4; |
798 | } |
776 | } |
799 | |
777 | |
|
|
778 | /* special_potion() - so that old potion code is still done right. */ |
|
|
779 | static int |
|
|
780 | special_potion (object *op) |
|
|
781 | { |
|
|
782 | if (op->attacktype) |
|
|
783 | return 1; |
|
|
784 | |
|
|
785 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
786 | return 1; |
|
|
787 | |
|
|
788 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
789 | if (op->resist[i]) |
|
|
790 | return 1; |
|
|
791 | |
|
|
792 | return 0; |
|
|
793 | } |
|
|
794 | |
800 | #define DICE2 (get_magic(2)==2?2:1) |
795 | #define DICE2 (get_magic(2)==2?2:1) |
801 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
796 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
802 | |
797 | |
803 | /* |
798 | /* |
804 | * fix_generated_item(): This is called after an item is generated, in |
799 | * 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 |
800 | * order to set it up right. This produced magical bonuses, puts spells |
806 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
801 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
807 | */ |
802 | */ |
|
|
803 | |
808 | /* 4/28/96 added creator object from which op may now inherit properties based on |
804 | /* 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 |
805 | * 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 |
806 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
811 | * way to do this? b.t. */ |
807 | * way to do this? b.t. */ |
|
|
808 | |
812 | /* |
809 | /* |
813 | * ! (flags & GT_ENVIRONMENT): |
810 | * ! (flags & GT_ENVIRONMENT): |
814 | * Automatically calls fix_flesh_item(). |
811 | * Automatically calls fix_flesh_item(). |
815 | * |
812 | * |
816 | * flags: |
813 | * flags: |
… | |
… | |
818 | * value. |
815 | * value. |
819 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
816 | * 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 |
817 | * 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 |
818 | * type as appropriate, for objects that need spell objects, set those, etc |
822 | */ |
819 | */ |
823 | |
|
|
824 | void |
820 | void |
825 | fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) |
821 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
826 | { |
822 | { |
827 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
823 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
828 | |
824 | |
829 | if (!creator || creator->type == op->type) |
825 | if (!creator || creator->type == op->type) |
830 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
826 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
831 | |
827 | |
832 | /* If we make an artifact, this information will be destroyed */ |
828 | /* If we make an artifact, this information will be destroyed */ |
833 | save_item_power = op->item_power; |
829 | save_item_power = op->item_power; |
834 | op->item_power = 0; |
830 | op->item_power = 0; |
835 | |
831 | |
836 | if (op->randomitems && op->type != SPELL) |
832 | if (op->randomitems && op->type != SPELL) |
837 | { |
833 | { |
838 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
834 | 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 */ |
835 | /* So the treasure doesn't get created again */ |
843 | op->randomitems = NULL; |
836 | op->randomitems = 0; |
844 | } |
837 | } |
845 | |
838 | |
846 | if (difficulty < 1) |
839 | if (difficulty < 1) |
847 | difficulty = 1; |
840 | difficulty = 1; |
848 | |
841 | |
|
|
842 | if (INVOKE_OBJECT (ADD_BONUS, op, |
|
|
843 | ARG_OBJECT (creator != op ? creator : 0), |
|
|
844 | ARG_INT (difficulty), ARG_INT (max_magic), |
|
|
845 | ARG_INT (flags))) |
|
|
846 | return; |
|
|
847 | |
849 | if (!(flags & GT_MINIMAL)) |
848 | if (!(flags & GT_MINIMAL)) |
850 | { |
849 | { |
851 | if (op->arch == crown_arch) |
850 | if (IS_ARCH (op->arch, crown)) |
852 | { |
851 | { |
853 | set_magic (difficulty, op, max_magic, flags); |
852 | set_magic (difficulty, op, max_magic, flags); |
854 | num_enchantments = calc_item_power (op, 1); |
853 | num_enchantments = calc_item_power (op, 1); |
855 | generate_artifact (op, difficulty); |
854 | generate_artifact (op, difficulty); |
856 | } |
855 | } |
857 | else |
856 | else |
858 | { |
857 | { |
859 | if (!op->magic && max_magic) |
858 | if (!op->magic && max_magic) |
860 | set_magic (difficulty, op, max_magic, flags); |
859 | set_magic (difficulty, op, max_magic, flags); |
861 | |
860 | |
862 | num_enchantments = calc_item_power (op, 1); |
861 | num_enchantments = calc_item_power (op, 1); |
863 | |
862 | |
864 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
863 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
865 | * used for shop_floors or treasures */ |
864 | || op->type == HORN |
|
|
865 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
866 | generate_artifact (op, difficulty); |
866 | generate_artifact (op, difficulty); |
867 | } |
867 | } |
868 | |
868 | |
869 | /* Object was made an artifact. Calculate its item_power rating. |
869 | /* Object was made an artifact. Calculate its item_power rating. |
870 | * the item_power in the object is what the artfiact adds. |
870 | * the item_power in the object is what the artfiact adds. |
871 | */ |
871 | */ |
872 | if (op->title) |
872 | if (op->title) |
873 | { |
873 | { |
874 | /* if save_item_power is set, then most likely we started with an |
874 | /* 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 |
875 | * 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 |
876 | * 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 |
877 | * 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 |
878 | * that since item_power is not quite linear, this actually ends up |
879 | * being somewhat of a bonus |
879 | * being somewhat of a bonus |
880 | */ |
880 | */ |
881 | if (save_item_power) |
881 | if (save_item_power) |
882 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
882 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
883 | else |
883 | else |
884 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
884 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
885 | } |
885 | } |
886 | else if (save_item_power) |
886 | else if (save_item_power) |
887 | { |
887 | { |
888 | /* restore the item_power field to the object if we haven't changed it. |
888 | /* 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 |
889 | * we don't care about num_enchantments - that will basically just |
890 | * have calculated some value from the base attributes of the archetype. |
890 | * have calculated some value from the base attributes of the archetype. |
891 | */ |
891 | */ |
892 | op->item_power = save_item_power; |
892 | op->item_power = save_item_power; |
893 | } |
893 | } |
894 | else |
894 | else |
895 | { |
895 | { |
896 | /* item_power was zero. This is suspicious, as it may be because it |
896 | /* 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 |
897 | * 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 |
898 | * it is non-zero. If it indeed is, then assign it as the new |
899 | * item_power value. |
899 | * item_power value. |
900 | * - gros, 21th of July 2006. |
900 | * - gros, 21th of July 2006. |
901 | */ |
901 | */ |
902 | op->item_power = calc_item_power (op, 0); |
902 | op->item_power = calc_item_power (op, 0); |
903 | save_item_power = op->item_power; /* Just in case it would get used |
903 | save_item_power = op->item_power; /* Just in case it would get used |
904 | * again below */ |
904 | * again below */ |
905 | } |
905 | } |
906 | } |
906 | } |
907 | |
907 | |
908 | /* materialtype modifications. Note we allow this on artifacts. */ |
908 | /* materialtype modifications. Note we allow this on artifacts. */ |
909 | set_materialname (op, difficulty, NULL); |
909 | set_materialname (op, difficulty, NULL); |
910 | |
910 | |
911 | if (flags & GT_MINIMAL) |
911 | if (flags & GT_MINIMAL) |
912 | { |
912 | { |
913 | if (op->type == POTION) |
913 | if (op->type == POTION) |
914 | /* Handle healing and magic power potions */ |
914 | /* Handle healing and magic power potions */ |
915 | if (op->stats.sp && !op->randomitems) |
915 | if (op->stats.sp && !op->randomitems) |
916 | { |
916 | { |
917 | object *tmp; |
|
|
918 | |
|
|
919 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
917 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
920 | insert_ob_in_ob (tmp, op); |
918 | insert_ob_in_ob (tmp, op); |
921 | op->stats.sp = 0; |
919 | op->stats.sp = 0; |
922 | } |
920 | } |
923 | } |
921 | } |
924 | else if (!op->title) /* Only modify object if not special */ |
922 | else if (!op->title) /* Only modify object if not special */ |
925 | switch (op->type) |
923 | switch (op->type) |
926 | { |
924 | { |
927 | case WEAPON: |
925 | case WEAPON: |
928 | case ARMOUR: |
926 | case ARMOUR: |
929 | case SHIELD: |
927 | case SHIELD: |
930 | case HELMET: |
928 | case HELMET: |
931 | case CLOAK: |
929 | case CLOAK: |
932 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
930 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
933 | set_ring_bonus (op, -DICE2); |
931 | set_ring_bonus (op, -DICE2); |
934 | break; |
932 | break; |
935 | |
933 | |
936 | case BRACERS: |
934 | case BRACERS: |
937 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
935 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
938 | { |
936 | { |
|
|
937 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
938 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
939 | op->value *= 3; |
|
|
940 | } |
|
|
941 | break; |
|
|
942 | |
|
|
943 | case POTION: |
|
|
944 | { |
|
|
945 | int too_many_tries = 0, is_special = 0; |
|
|
946 | |
|
|
947 | /* Handle healing and magic power potions */ |
|
|
948 | if (op->stats.sp && !op->randomitems) |
|
|
949 | { |
|
|
950 | object *tmp; |
|
|
951 | |
|
|
952 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
953 | insert_ob_in_ob (tmp, op); |
|
|
954 | op->stats.sp = 0; |
|
|
955 | } |
|
|
956 | |
|
|
957 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
958 | { |
|
|
959 | generate_artifact (op, difficulty); |
|
|
960 | if (too_many_tries++ > 10) |
|
|
961 | break; |
|
|
962 | } |
|
|
963 | |
|
|
964 | /* don't want to change value for healing/magic power potions, |
|
|
965 | * since the value set on those is already correct. |
|
|
966 | */ |
|
|
967 | if (op->inv && op->randomitems) |
|
|
968 | { |
|
|
969 | /* value multiplier is same as for scrolls */ |
|
|
970 | op->value = (op->value * op->inv->value); |
|
|
971 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
|
|
972 | } |
|
|
973 | else |
|
|
974 | { |
|
|
975 | op->name = "potion"; |
|
|
976 | op->name_pl = "potions"; |
|
|
977 | } |
|
|
978 | |
|
|
979 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
|
|
980 | SET_FLAG (op, FLAG_CURSED); |
|
|
981 | break; |
|
|
982 | } |
|
|
983 | |
|
|
984 | case AMULET: |
|
|
985 | if (IS_ARCH (op->arch, amulet)) |
|
|
986 | op->value *= 5; /* Since it's not just decoration */ |
|
|
987 | |
|
|
988 | case RING: |
|
|
989 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
|
|
990 | break; |
|
|
991 | |
|
|
992 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
|
|
993 | SET_FLAG (op, FLAG_CURSED); |
|
|
994 | |
939 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
995 | 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 | |
996 | |
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 */ |
997 | if (op->type != RING) /* Amulets have only one ability */ |
1008 | break; |
998 | break; |
1009 | |
999 | |
1010 | if (!(RANDOM () % 4)) |
1000 | if (!(rndm (4))) |
1011 | { |
1001 | { |
1012 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1002 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1013 | |
1003 | |
1014 | if (d > 0) |
1004 | if (d > 0) |
1015 | op->value *= 3; |
1005 | op->value *= 3; |
1016 | |
1006 | |
1017 | set_ring_bonus (op, d); |
1007 | set_ring_bonus (op, d); |
1018 | |
1008 | |
1019 | if (!(RANDOM () % 4)) |
1009 | if (!(rndm (4))) |
1020 | { |
1010 | { |
1021 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1011 | 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 | |
1012 | |
1028 | if (GET_ANIM_ID (op)) |
1013 | if (d > 0) |
1029 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1014 | op->value *= 5; |
|
|
1015 | set_ring_bonus (op, d); |
|
|
1016 | } |
|
|
1017 | } |
1030 | |
1018 | |
1031 | break; |
1019 | if (op->animation_id) |
|
|
1020 | op->set_anim_frame (rndm (op->anim_frames ())); |
1032 | |
1021 | |
|
|
1022 | break; |
|
|
1023 | |
1033 | case BOOK: |
1024 | case BOOK: |
1034 | /* Is it an empty book?, if yes lets make a special· |
1025 | /* Is it an empty book?, if yes lets make a special· |
1035 | * msg for it, and tailor its properties based on the· |
1026 | * msg for it, and tailor its properties based on the· |
1036 | * creator and/or map level we found it on. |
1027 | * creator and/or map level we found it on. |
1037 | */ |
1028 | */ |
1038 | if (!op->msg && RANDOM () % 10) |
1029 | if (!op->msg && rndm (10)) |
1039 | { |
1030 | { |
1040 | /* set the book level properly */ |
1031 | /* set the book level properly */ |
1041 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1032 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1042 | { |
1033 | { |
1043 | if (op->map && op->map->difficulty) |
1034 | if (op->map && op->map->difficulty) |
1044 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1035 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1045 | else |
1036 | else |
1046 | op->level = RANDOM () % 20 + 1; |
1037 | op->level = rndm (20) + 1; |
1047 | } |
1038 | } |
1048 | else |
1039 | else |
1049 | op->level = RANDOM () % creator->level; |
1040 | op->level = rndm (creator->level); |
1050 | |
1041 | |
1051 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1042 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1052 | /* books w/ info are worth more! */ |
1043 | /* books w/ info are worth more! */ |
1053 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1044 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
|
|
1045 | |
|
|
1046 | /* add exp so reading it gives xp (once) */ |
|
|
1047 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
|
|
1048 | } |
|
|
1049 | |
1054 | /* creator related stuff */ |
1050 | /* creator related stuff */ |
1055 | |
1051 | |
1056 | /* for library, chained books. Note that some monsters have no_pick |
1052 | /* for library, chained books. Note that some monsters have no_pick |
1057 | * set - we don't want to set no pick in that case. |
1053 | * set - we don't want to set no pick in that case. |
1058 | */ |
1054 | */ |
1059 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1055 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1060 | SET_FLAG (op, FLAG_NO_PICK); |
1056 | SET_FLAG (op, FLAG_NO_PICK); |
1061 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1057 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1062 | op->slaying = creator->slaying; |
1058 | op->slaying = creator->slaying; |
|
|
1059 | break; |
1063 | |
1060 | |
1064 | /* add exp so reading it gives xp (once) */ |
|
|
1065 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
|
|
1066 | } |
|
|
1067 | break; |
|
|
1068 | |
|
|
1069 | case SPELLBOOK: |
1061 | case SPELLBOOK: |
1070 | op->value = op->value * op->inv->value; |
1062 | op->value = op->value * op->inv->value; |
1071 | /* add exp so learning gives xp */ |
1063 | /* add exp so learning gives xp */ |
1072 | op->level = op->inv->level; |
1064 | op->level = op->inv->level; |
1073 | op->stats.exp = op->value; |
1065 | op->stats.exp = op->value; |
1074 | break; |
1066 | break; |
1075 | |
1067 | |
1076 | case WAND: |
1068 | case WAND: |
1077 | /* nrof in the treasure list is number of charges, |
1069 | /* nrof in the treasure list is number of charges, |
1078 | * not number of wands. So copy that into food (charges), |
1070 | * not number of wands. So copy that into food (charges), |
1079 | * and reset nrof. |
1071 | * and reset nrof. |
1080 | */ |
1072 | */ |
1081 | op->stats.food = op->inv->nrof; |
1073 | op->stats.food = op->inv->nrof; |
1082 | op->nrof = 1; |
1074 | op->nrof = 1; |
1083 | /* If the spell changes by level, choose a random level |
1075 | /* If the spell changes by level, choose a random level |
1084 | * for it, and adjust price. If the spell doesn't |
1076 | * for it, and adjust price. If the spell doesn't |
1085 | * change by level, just set the wand to the level of |
1077 | * change by level, just set the wand to the level of |
1086 | * the spell, and value calculation is simpler. |
1078 | * the spell, and value calculation is simpler. |
1087 | */ |
1079 | */ |
1088 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1080 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1089 | { |
1081 | { |
|
|
1082 | op->level = level_for_item (op, difficulty); |
|
|
1083 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1084 | } |
|
|
1085 | else |
|
|
1086 | { |
|
|
1087 | op->level = op->inv->level; |
|
|
1088 | op->value = op->value * op->inv->value; |
|
|
1089 | } |
|
|
1090 | break; |
|
|
1091 | |
|
|
1092 | case ROD: |
1090 | op->level = level_for_item (op, difficulty); |
1093 | op->level = level_for_item (op, difficulty); |
|
|
1094 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1095 | * reasonable. Otherwise, a high level version of a low level |
|
|
1096 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1097 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1098 | */ |
1091 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1099 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1092 | } |
1100 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1093 | else |
1101 | if (op->stats.maxhp) |
1094 | { |
1102 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1095 | op->level = op->inv->level; |
1103 | else |
1096 | op->value = op->value * op->inv->value; |
1104 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1097 | } |
|
|
1098 | break; |
|
|
1099 | |
1105 | |
|
|
1106 | op->stats.hp = op->stats.maxhp; |
|
|
1107 | break; |
|
|
1108 | |
1100 | case ROD: |
1109 | case SCROLL: |
1101 | op->level = level_for_item (op, difficulty); |
1110 | 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); |
1111 | 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 | |
1112 | |
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 */ |
1113 | /* add exp so reading them properly gives xp */ |
1122 | op->stats.exp = op->value / 5; |
1114 | op->stats.exp = op->value / 5; |
1123 | op->nrof = op->inv->nrof; |
1115 | op->nrof = op->inv->nrof; |
1124 | break; |
1116 | break; |
1125 | |
1117 | |
1126 | case RUNE: |
1118 | case RUNE: |
1127 | trap_adjust (op, difficulty); |
1119 | trap_adjust (op, difficulty); |
1128 | break; |
1120 | break; |
1129 | |
1121 | |
1130 | case TRAP: |
1122 | case TRAP: |
1131 | trap_adjust (op, difficulty); |
1123 | trap_adjust (op, difficulty); |
1132 | break; |
1124 | break; |
1133 | } /* switch type */ |
1125 | } /* switch type */ |
1134 | |
1126 | |
1135 | if (flags & GT_STARTEQUIP) |
1127 | if (flags & GT_STARTEQUIP) |
1136 | { |
1128 | { |
1137 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1129 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1138 | SET_FLAG (op, FLAG_STARTEQUIP); |
1130 | SET_FLAG (op, FLAG_STARTEQUIP); |
1139 | else if (op->type != MONEY) |
1131 | else if (op->type != MONEY) |
1140 | op->value = 0; |
1132 | op->value = 0; |
1141 | } |
1133 | } |
1142 | |
1134 | |
1143 | if (!(flags & GT_ENVIRONMENT)) |
1135 | if (!(flags & GT_ENVIRONMENT)) |
1144 | fix_flesh_item (op, creator); |
1136 | fix_flesh_item (op, creator); |
1145 | } |
1137 | } |
… | |
… | |
1153 | */ |
1145 | */ |
1154 | |
1146 | |
1155 | /* |
1147 | /* |
1156 | * Allocate and return the pointer to an empty artifactlist structure. |
1148 | * Allocate and return the pointer to an empty artifactlist structure. |
1157 | */ |
1149 | */ |
1158 | |
|
|
1159 | static artifactlist * |
1150 | static artifactlist * |
1160 | get_empty_artifactlist (void) |
1151 | get_empty_artifactlist (void) |
1161 | { |
1152 | { |
1162 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1153 | 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 | } |
1154 | } |
1170 | |
1155 | |
1171 | /* |
1156 | /* |
1172 | * Allocate and return the pointer to an empty artifact structure. |
1157 | * Allocate and return the pointer to an empty artifact structure. |
1173 | */ |
1158 | */ |
1174 | |
|
|
1175 | static artifact * |
1159 | static artifact * |
1176 | get_empty_artifact (void) |
1160 | get_empty_artifact (void) |
1177 | { |
1161 | { |
1178 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1162 | 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 | } |
1163 | } |
1188 | |
1164 | |
1189 | /* |
1165 | /* |
1190 | * Searches the artifact lists and returns one that has the same type |
1166 | * Searches the artifact lists and returns one that has the same type |
1191 | * of objects on it. |
1167 | * of objects on it. |
1192 | */ |
1168 | */ |
1193 | |
|
|
1194 | artifactlist * |
1169 | artifactlist * |
1195 | find_artifactlist (int type) |
1170 | find_artifactlist (int type) |
1196 | { |
1171 | { |
1197 | artifactlist *al; |
|
|
1198 | |
|
|
1199 | for (al = first_artifactlist; al != NULL; al = al->next) |
1172 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1200 | if (al->type == type) |
1173 | if (al->type == type) |
1201 | return al; |
1174 | return al; |
1202 | return NULL; |
|
|
1203 | } |
|
|
1204 | |
1175 | |
1205 | /* |
|
|
1206 | * For debugging purposes. Dumps all tables. |
|
|
1207 | */ |
|
|
1208 | |
|
|
1209 | void |
|
|
1210 | dump_artifacts (void) |
|
|
1211 | { |
|
|
1212 | artifactlist *al; |
|
|
1213 | artifact *art; |
|
|
1214 | linked_char *next; |
|
|
1215 | |
|
|
1216 | fprintf (logfile, "\n"); |
|
|
1217 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1218 | { |
|
|
1219 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1220 | for (art = al->items; art != NULL; art = art->next) |
|
|
1221 | { |
|
|
1222 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1223 | if (art->allowed != NULL) |
|
|
1224 | { |
|
|
1225 | fprintf (logfile, "\tAllowed combinations:"); |
|
|
1226 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1227 | fprintf (logfile, "%s,", &next->name); |
|
|
1228 | fprintf (logfile, "\n"); |
|
|
1229 | } |
|
|
1230 | } |
|
|
1231 | } |
|
|
1232 | fprintf (logfile, "\n"); |
|
|
1233 | } |
|
|
1234 | |
|
|
1235 | /* |
|
|
1236 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1237 | */ |
|
|
1238 | void |
|
|
1239 | dump_monster_treasure_rec (const char *name, treasure * t, int depth) |
|
|
1240 | { |
|
|
1241 | treasurelist *tl; |
|
|
1242 | int i; |
|
|
1243 | |
|
|
1244 | if (depth > 100) |
|
|
1245 | return; |
1176 | return 0; |
1246 | while (t != NULL) |
|
|
1247 | { |
|
|
1248 | if (t->name != NULL) |
|
|
1249 | { |
|
|
1250 | for (i = 0; i < depth; i++) |
|
|
1251 | fprintf (logfile, " "); |
|
|
1252 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1253 | tl = find_treasurelist (t->name); |
|
|
1254 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1255 | for (i = 0; i < depth; i++) |
|
|
1256 | fprintf (logfile, " "); |
|
|
1257 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1258 | } |
|
|
1259 | else |
|
|
1260 | { |
|
|
1261 | for (i = 0; i < depth; i++) |
|
|
1262 | fprintf (logfile, " "); |
|
|
1263 | if (t->item->clone.type == FLESH) |
|
|
1264 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1265 | else |
|
|
1266 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1267 | } |
|
|
1268 | if (t->next_yes != NULL) |
|
|
1269 | { |
|
|
1270 | for (i = 0; i < depth; i++) |
|
|
1271 | fprintf (logfile, " "); |
|
|
1272 | fprintf (logfile, " (if yes)\n"); |
|
|
1273 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1274 | } |
|
|
1275 | if (t->next_no != NULL) |
|
|
1276 | { |
|
|
1277 | for (i = 0; i < depth; i++) |
|
|
1278 | fprintf (logfile, " "); |
|
|
1279 | fprintf (logfile, " (if no)\n"); |
|
|
1280 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1281 | } |
|
|
1282 | t = t->next; |
|
|
1283 | } |
|
|
1284 | } |
|
|
1285 | |
|
|
1286 | /* |
|
|
1287 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1288 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1289 | */ |
|
|
1290 | |
|
|
1291 | void |
|
|
1292 | dump_monster_treasure (const char *name) |
|
|
1293 | { |
|
|
1294 | archetype *at; |
|
|
1295 | int found; |
|
|
1296 | |
|
|
1297 | found = 0; |
|
|
1298 | fprintf (logfile, "\n"); |
|
|
1299 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1300 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1301 | { |
|
|
1302 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1303 | if (at->clone.randomitems != NULL) |
|
|
1304 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1305 | else |
|
|
1306 | fprintf (logfile, "(nothing)\n"); |
|
|
1307 | fprintf (logfile, "\n"); |
|
|
1308 | found++; |
|
|
1309 | } |
|
|
1310 | if (found == 0) |
|
|
1311 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1312 | } |
1177 | } |
1313 | |
1178 | |
1314 | /* |
1179 | /* |
1315 | * Builds up the lists of artifacts from the file in the libdir. |
1180 | * Builds up the lists of artifacts from the file in the libdir. |
1316 | */ |
1181 | */ |
1317 | |
|
|
1318 | void |
1182 | void |
1319 | init_artifacts (void) |
1183 | init_artifacts (void) |
1320 | { |
1184 | { |
1321 | static int has_been_inited = 0; |
1185 | static int has_been_inited = 0; |
1322 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1186 | char filename[MAX_BUF]; |
1323 | artifact *art = NULL; |
1187 | artifact *art = NULL; |
1324 | linked_char *tmp; |
|
|
1325 | int value, comp; |
|
|
1326 | artifactlist *al; |
1188 | artifactlist *al; |
1327 | |
1189 | |
1328 | if (has_been_inited) |
1190 | if (has_been_inited) |
1329 | return; |
1191 | return; |
1330 | else |
1192 | else |
1331 | has_been_inited = 1; |
1193 | has_been_inited = 1; |
1332 | |
1194 | |
1333 | sprintf (filename, "%s/artifacts", settings.datadir); |
1195 | sprintf (filename, "%s/artifacts", settings.datadir); |
1334 | object_thawer thawer (filename); |
1196 | object_thawer f (filename); |
1335 | |
1197 | |
1336 | if (!thawer) |
1198 | if (!f) |
1337 | return; |
1199 | return; |
1338 | |
1200 | |
1339 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1201 | 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 | { |
1202 | { |
|
|
1203 | switch (f.kw) |
|
|
1204 | { |
|
|
1205 | case KW_allowed: |
|
|
1206 | if (!art) |
1355 | art = get_empty_artifact (); |
1207 | art = get_empty_artifact (); |
1356 | nrofartifacts++; |
1208 | |
|
|
1209 | { |
|
|
1210 | if (!strcmp (f.get_str (), "all")) |
|
|
1211 | break; |
|
|
1212 | |
|
|
1213 | char *next, *cp = f.get_str (); |
|
|
1214 | |
|
|
1215 | do |
|
|
1216 | { |
|
|
1217 | if ((next = strchr (cp, ','))) |
|
|
1218 | *next++ = '\0'; |
|
|
1219 | |
|
|
1220 | linked_char *tmp = new linked_char; |
|
|
1221 | |
|
|
1222 | tmp->name = cp; |
|
|
1223 | tmp->next = art->allowed; |
|
|
1224 | art->allowed = tmp; |
|
|
1225 | } |
|
|
1226 | while ((cp = next)); |
|
|
1227 | } |
|
|
1228 | break; |
|
|
1229 | |
|
|
1230 | case KW_chance: |
|
|
1231 | f.get (art->chance); |
|
|
1232 | break; |
|
|
1233 | |
|
|
1234 | case KW_difficulty: |
|
|
1235 | f.get (art->difficulty); |
|
|
1236 | break; |
|
|
1237 | |
|
|
1238 | case KW_object: |
|
|
1239 | { |
|
|
1240 | art->item = object::create (); |
|
|
1241 | f.get (art->item->name); |
|
|
1242 | f.next (); |
|
|
1243 | |
|
|
1244 | if (!art->item->parse_kv (f)) |
|
|
1245 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1246 | |
|
|
1247 | al = find_artifactlist (art->item->type); |
|
|
1248 | |
|
|
1249 | if (!al) |
|
|
1250 | { |
|
|
1251 | al = get_empty_artifactlist (); |
|
|
1252 | al->type = art->item->type; |
|
|
1253 | al->next = first_artifactlist; |
|
|
1254 | first_artifactlist = al; |
|
|
1255 | } |
|
|
1256 | |
|
|
1257 | art->next = al->items; |
|
|
1258 | al->items = art; |
|
|
1259 | art = 0; |
|
|
1260 | } |
|
|
1261 | continue; |
|
|
1262 | |
|
|
1263 | case KW_EOF: |
|
|
1264 | goto done; |
|
|
1265 | |
|
|
1266 | default: |
|
|
1267 | if (!f.parse_error ("artifacts file")) |
|
|
1268 | cleanup ("artifacts file required"); |
|
|
1269 | break; |
|
|
1270 | } |
|
|
1271 | |
|
|
1272 | f.next (); |
1357 | } |
1273 | } |
1358 | cp = strchr (cp, ' ') + 1; |
|
|
1359 | if (!strcmp (cp, "all")) |
|
|
1360 | continue; |
|
|
1361 | |
1274 | |
1362 | do |
1275 | 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) |
1276 | for (al = first_artifactlist; al; al = al->next) |
1402 | { |
1277 | { |
|
|
1278 | al->total_chance = 0; |
|
|
1279 | |
1403 | for (art = al->items; art != NULL; art = art->next) |
1280 | for (art = al->items; art; art = art->next) |
1404 | { |
1281 | { |
1405 | if (!art->chance) |
1282 | if (!art->chance) |
1406 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1283 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1407 | else |
1284 | else |
1408 | al->total_chance += art->chance; |
1285 | al->total_chance += art->chance; |
1409 | } |
1286 | } |
1410 | #if 0 |
1287 | #if 0 |
1411 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1288 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1412 | #endif |
1289 | #endif |
1413 | } |
1290 | } |
1414 | |
1291 | |
1415 | LOG (llevDebug, "done.\n"); |
1292 | LOG (llevDebug, "done.\n"); |
1416 | } |
1293 | } |
1417 | |
1294 | |
1418 | |
|
|
1419 | /* |
1295 | /* |
1420 | * Used in artifact generation. The bonuses of the first object |
1296 | * Used in artifact generation. The bonuses of the first object |
1421 | * is modified by the bonuses of the second object. |
1297 | * is modified by the bonuses of the second object. |
1422 | */ |
1298 | */ |
1423 | |
|
|
1424 | void |
1299 | void |
1425 | add_abilities (object * op, object * change) |
1300 | add_abilities (object *op, object *change) |
1426 | { |
1301 | { |
1427 | int i, j, tmp; |
1302 | int i, tmp; |
1428 | |
1303 | |
1429 | if (change->face != blank_face) |
1304 | if (change->face != blank_face) |
1430 | { |
1305 | { |
1431 | #ifdef TREASURE_VERBOSE |
1306 | #ifdef TREASURE_VERBOSE |
1432 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1307 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1433 | #endif |
1308 | #endif |
1434 | op->face = change->face; |
1309 | op->face = change->face; |
1435 | } |
1310 | } |
1436 | |
1311 | |
1437 | for (i = 0; i < NUM_STATS; i++) |
1312 | for (i = 0; i < NUM_STATS; i++) |
1438 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1313 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1439 | |
1314 | |
1440 | op->attacktype |= change->attacktype; |
1315 | op->attacktype |= change->attacktype; |
1441 | op->path_attuned |= change->path_attuned; |
1316 | op->path_attuned |= change->path_attuned; |
1442 | op->path_repelled |= change->path_repelled; |
1317 | op->path_repelled |= change->path_repelled; |
1443 | op->path_denied |= change->path_denied; |
1318 | op->path_denied |= change->path_denied; |
… | |
… | |
1471 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1346 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1472 | { |
1347 | { |
1473 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1348 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1474 | /* so artifacts will join */ |
1349 | /* so artifacts will join */ |
1475 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1350 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1476 | op->speed = 0.0; |
1351 | op->speed = 0.0; |
1477 | update_ob_speed (op); |
1352 | |
|
|
1353 | op->set_speed (op->speed); |
1478 | } |
1354 | } |
1479 | |
1355 | |
1480 | if (change->nrof) |
1356 | if (change->nrof) |
1481 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1357 | op->nrof = rndm (change->nrof) + 1; |
1482 | |
1358 | |
1483 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1359 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1484 | op->stats.wc += change->stats.wc; |
1360 | op->stats.wc += change->stats.wc; |
1485 | op->stats.ac += change->stats.ac; |
1361 | op->stats.ac += change->stats.ac; |
1486 | |
1362 | |
1487 | if (change->other_arch) |
1363 | if (change->other_arch) |
1488 | { |
1364 | { |
1489 | /* Basically, for horns & potions, the other_arch field is the spell |
1365 | /* 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 |
1366 | * to cast. So convert that to into a spell and put it into |
1491 | * this object. |
1367 | * this object. |
1492 | */ |
1368 | */ |
1493 | if (op->type == HORN || op->type == POTION) |
1369 | if (op->type == HORN || op->type == POTION) |
1494 | { |
1370 | { |
1495 | object *tmp_obj; |
|
|
1496 | /* Remove any spells this object currently has in it */ |
1371 | /* Remove any spells this object currently has in it */ |
1497 | while (op->inv) |
1372 | op->destroy_inv (false); |
1498 | { |
|
|
1499 | tmp_obj = op->inv; |
|
|
1500 | remove_ob (tmp_obj); |
|
|
1501 | free_object (tmp_obj); |
|
|
1502 | } |
|
|
1503 | |
1373 | |
1504 | tmp_obj = arch_to_object (change->other_arch); |
1374 | object *tmp = arch_to_object (change->other_arch); |
1505 | insert_ob_in_ob (tmp_obj, op); |
1375 | insert_ob_in_ob (tmp, op); |
1506 | } |
1376 | } |
1507 | /* No harm setting this for potions/horns */ |
1377 | /* No harm setting this for potions/horns */ |
1508 | op->other_arch = change->other_arch; |
1378 | op->other_arch = change->other_arch; |
1509 | } |
1379 | } |
1510 | |
1380 | |
1511 | if (change->stats.hp < 0) |
1381 | if (change->stats.hp < 0) |
… | |
… | |
1544 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1414 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1545 | |
1415 | |
1546 | op->item_power = change->item_power; |
1416 | op->item_power = change->item_power; |
1547 | |
1417 | |
1548 | for (i = 0; i < NROFATTACKS; i++) |
1418 | for (i = 0; i < NROFATTACKS; i++) |
1549 | { |
|
|
1550 | if (change->resist[i]) |
1419 | if (change->resist[i]) |
1551 | { |
|
|
1552 | op->resist[i] += change->resist[i]; |
1420 | op->resist[i] += change->resist[i]; |
1553 | } |
|
|
1554 | } |
|
|
1555 | |
1421 | |
1556 | if (change->stats.dam) |
1422 | if (change->stats.dam) |
1557 | { |
1423 | { |
1558 | if (change->stats.dam < 0) |
1424 | if (change->stats.dam < 0) |
1559 | op->stats.dam = (-change->stats.dam); |
1425 | op->stats.dam = (-change->stats.dam); |
1560 | else if (op->stats.dam) |
1426 | else if (op->stats.dam) |
1561 | { |
1427 | { |
1562 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1428 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1563 | if (tmp == op->stats.dam) |
1429 | if (tmp == op->stats.dam) |
1564 | { |
1430 | { |
1565 | if (change->stats.dam < 10) |
1431 | if (change->stats.dam < 10) |
1566 | op->stats.dam--; |
1432 | op->stats.dam--; |
|
|
1433 | else |
|
|
1434 | op->stats.dam++; |
|
|
1435 | } |
1567 | else |
1436 | else |
1568 | op->stats.dam++; |
|
|
1569 | } |
|
|
1570 | else |
|
|
1571 | op->stats.dam = tmp; |
1437 | op->stats.dam = tmp; |
1572 | } |
1438 | } |
1573 | } |
1439 | } |
1574 | |
1440 | |
1575 | if (change->weight) |
1441 | if (change->weight) |
1576 | { |
1442 | { |
1577 | if (change->weight < 0) |
1443 | if (change->weight < 0) |
1578 | op->weight = (-change->weight); |
1444 | op->weight = (-change->weight); |
1579 | else |
1445 | else |
1580 | op->weight = (op->weight * (change->weight)) / 100; |
1446 | op->weight = (op->weight * (change->weight)) / 100; |
1581 | } |
1447 | } |
1582 | |
1448 | |
1583 | if (change->last_sp) |
1449 | if (change->last_sp) |
1584 | { |
1450 | { |
1585 | if (change->last_sp < 0) |
1451 | if (change->last_sp < 0) |
1586 | op->last_sp = (-change->last_sp); |
1452 | op->last_sp = (-change->last_sp); |
1587 | else |
1453 | else |
1588 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1454 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1589 | } |
1455 | } |
1590 | |
1456 | |
1591 | if (change->gen_sp_armour) |
1457 | if (change->gen_sp_armour) |
1592 | { |
1458 | { |
1593 | if (change->gen_sp_armour < 0) |
1459 | if (change->gen_sp_armour < 0) |
1594 | op->gen_sp_armour = (-change->gen_sp_armour); |
1460 | op->gen_sp_armour = (-change->gen_sp_armour); |
1595 | else |
1461 | else |
1596 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1462 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1597 | } |
1463 | } |
1598 | |
1464 | |
1599 | op->value *= change->value; |
1465 | op->value *= change->value; |
1600 | |
1466 | |
1601 | if (change->material) |
1467 | if (change->materials) |
1602 | op->material = change->material; |
1468 | op->materials = change->materials; |
1603 | |
1469 | |
1604 | if (change->materialname) |
1470 | if (change->materialname) |
1605 | op->materialname = change->materialname; |
1471 | op->materialname = change->materialname; |
1606 | |
1472 | |
1607 | if (change->slaying) |
1473 | if (change->slaying) |
… | |
… | |
1613 | if (change->msg) |
1479 | if (change->msg) |
1614 | op->msg = change->msg; |
1480 | op->msg = change->msg; |
1615 | } |
1481 | } |
1616 | |
1482 | |
1617 | static int |
1483 | static int |
1618 | legal_artifact_combination (object * op, artifact * art) |
1484 | legal_artifact_combination (object *op, artifact *art) |
1619 | { |
1485 | { |
1620 | int neg, success = 0; |
1486 | int neg, success = 0; |
1621 | linked_char *tmp; |
1487 | linked_char *tmp; |
1622 | const char *name; |
1488 | const char *name; |
1623 | |
1489 | |
1624 | if (art->allowed == (linked_char *) NULL) |
1490 | if (!art->allowed) |
1625 | return 1; /* Ie, "all" */ |
1491 | return 1; /* Ie, "all" */ |
|
|
1492 | |
1626 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1493 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1627 | { |
1494 | { |
1628 | #ifdef TREASURE_VERBOSE |
1495 | #ifdef TREASURE_VERBOSE |
1629 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1496 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1630 | #endif |
1497 | #endif |
1631 | if (*tmp->name == '!') |
1498 | if (*tmp->name == '!') |
1632 | name = tmp->name + 1, neg = 1; |
1499 | name = tmp->name + 1, neg = 1; |
1633 | else |
1500 | else |
1634 | name = tmp->name, neg = 0; |
1501 | name = tmp->name, neg = 0; |
1635 | |
1502 | |
1636 | /* If we match name, then return the opposite of 'neg' */ |
1503 | /* If we match name, then return the opposite of 'neg' */ |
1637 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1504 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1638 | return !neg; |
1505 | return !neg; |
1639 | |
1506 | |
1640 | /* Set success as true, since if the match was an inverse, it means |
1507 | /* Set success as true, since if the match was an inverse, it means |
1641 | * everything is allowed except what we match |
1508 | * everything is allowed except what we match |
1642 | */ |
1509 | */ |
1643 | else if (neg) |
1510 | else if (neg) |
1644 | success = 1; |
1511 | success = 1; |
1645 | } |
1512 | } |
|
|
1513 | |
1646 | return success; |
1514 | return success; |
1647 | } |
1515 | } |
1648 | |
1516 | |
1649 | /* |
1517 | /* |
1650 | * Fixes the given object, giving it the abilities and titles |
1518 | * Fixes the given object, giving it the abilities and titles |
1651 | * it should have due to the second artifact-template. |
1519 | * it should have due to the second artifact-template. |
1652 | */ |
1520 | */ |
1653 | |
1521 | |
1654 | void |
1522 | void |
1655 | give_artifact_abilities (object * op, object * artifct) |
1523 | give_artifact_abilities (object *op, object *artifct) |
1656 | { |
1524 | { |
1657 | char new_name[MAX_BUF]; |
1525 | char new_name[MAX_BUF]; |
1658 | |
1526 | |
1659 | sprintf (new_name, "of %s", &artifct->name); |
1527 | sprintf (new_name, "of %s", &artifct->name); |
1660 | op->title = new_name; |
1528 | op->title = new_name; |
1661 | add_abilities (op, artifct); /* Give out the bonuses */ |
1529 | add_abilities (op, artifct); /* Give out the bonuses */ |
1662 | |
1530 | |
1663 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1531 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1664 | { |
1532 | { |
1665 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1533 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1534 | |
1666 | SET_FLAG (op, FLAG_IDENTIFIED); |
1535 | SET_FLAG (op, FLAG_IDENTIFIED); |
1667 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1536 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1668 | if (!identified) |
1537 | if (!identified) |
1669 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1538 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1670 | } |
1539 | } |
… | |
… | |
1682 | |
1551 | |
1683 | /* Give 1 re-roll attempt per artifact */ |
1552 | /* Give 1 re-roll attempt per artifact */ |
1684 | #define ARTIFACT_TRIES 2 |
1553 | #define ARTIFACT_TRIES 2 |
1685 | |
1554 | |
1686 | void |
1555 | void |
1687 | generate_artifact (object * op, int difficulty) |
1556 | generate_artifact (object *op, int difficulty) |
1688 | { |
1557 | { |
1689 | artifactlist *al; |
1558 | artifactlist *al; |
1690 | artifact *art; |
1559 | artifact *art; |
1691 | int i; |
1560 | int i; |
1692 | |
1561 | |
1693 | al = find_artifactlist (op->type); |
1562 | al = find_artifactlist (op->type); |
1694 | |
1563 | |
1695 | if (al == NULL) |
1564 | if (al == NULL) |
1696 | { |
1565 | { |
1697 | #if 0 /* This is too verbose, usually */ |
1566 | #if 0 /* This is too verbose, usually */ |
1698 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1567 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1699 | #endif |
1568 | #endif |
1700 | return; |
1569 | return; |
1701 | } |
1570 | } |
1702 | |
1571 | |
1703 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1572 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1704 | { |
1573 | { |
1705 | int roll = RANDOM () % al->total_chance; |
1574 | int roll = rndm (al->total_chance); |
1706 | |
1575 | |
1707 | for (art = al->items; art != NULL; art = art->next) |
1576 | for (art = al->items; art; art = art->next) |
1708 | { |
1577 | { |
1709 | roll -= art->chance; |
1578 | roll -= art->chance; |
1710 | if (roll < 0) |
1579 | if (roll < 0) |
1711 | break; |
1580 | break; |
1712 | } |
1581 | } |
1713 | |
1582 | |
1714 | if (art == NULL || roll >= 0) |
1583 | if (art == NULL || roll >= 0) |
1715 | { |
1584 | { |
1716 | #if 1 |
1585 | #if 1 |
1717 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1586 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1718 | #endif |
1587 | #endif |
1719 | return; |
1588 | return; |
1720 | } |
1589 | } |
1721 | if (!strcmp (art->item->name, "NONE")) |
1590 | |
1722 | return; |
1591 | if (art->item->name == shstr_NONE) |
|
|
1592 | return; |
|
|
1593 | |
1723 | if (FABS (op->magic) < art->item->magic) |
1594 | if (fabs (op->magic) < art->item->magic) |
1724 | continue; /* Not magic enough to be this item */ |
1595 | continue; /* Not magic enough to be this item */ |
1725 | |
1596 | |
1726 | /* Map difficulty not high enough */ |
1597 | /* Map difficulty not high enough */ |
1727 | if (difficulty < art->difficulty) |
1598 | if (difficulty < art->difficulty) |
1728 | continue; |
1599 | continue; |
1729 | |
1600 | |
1730 | if (!legal_artifact_combination (op, art)) |
1601 | if (!legal_artifact_combination (op, art)) |
1731 | { |
1602 | { |
1732 | #ifdef TREASURE_VERBOSE |
1603 | #ifdef TREASURE_VERBOSE |
1733 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1604 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1734 | #endif |
1605 | #endif |
1735 | continue; |
1606 | continue; |
1736 | } |
1607 | } |
|
|
1608 | |
1737 | give_artifact_abilities (op, art->item); |
1609 | give_artifact_abilities (op, art->item); |
1738 | return; |
1610 | return; |
1739 | } |
1611 | } |
1740 | } |
1612 | } |
1741 | |
1613 | |
… | |
… | |
1743 | * FOOD, except they inherit properties (name, food value, etc). |
1615 | * FOOD, except they inherit properties (name, food value, etc). |
1744 | * based on the original owner (or 'donor' if you like). -b.t. |
1616 | * based on the original owner (or 'donor' if you like). -b.t. |
1745 | */ |
1617 | */ |
1746 | |
1618 | |
1747 | void |
1619 | void |
1748 | fix_flesh_item (object * item, object * donor) |
1620 | fix_flesh_item (object *item, object *donor) |
1749 | { |
1621 | { |
1750 | char tmpbuf[MAX_BUF]; |
1622 | char tmpbuf[MAX_BUF]; |
1751 | int i; |
1623 | int i; |
1752 | |
1624 | |
1753 | if (item->type == FLESH && donor) |
1625 | if (item->type == FLESH && donor) |
1754 | { |
1626 | { |
1755 | /* change the name */ |
1627 | /* change the name */ |
1756 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; |
1628 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
|
|
1629 | item->name = tmpbuf; |
1757 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; |
1630 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
|
|
1631 | item->name_pl = tmpbuf; |
1758 | |
1632 | |
1759 | /* weight is FLESH weight/100 * donor */ |
1633 | /* weight is FLESH weight/100 * donor */ |
1760 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1634 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1761 | item->weight = 1; |
1635 | item->weight = 1; |
1762 | |
1636 | |
1763 | /* value is multiplied by level of donor */ |
1637 | /* value is multiplied by level of donor */ |
1764 | item->value *= isqrt (donor->level * 2); |
1638 | item->value *= isqrt (donor->level * 2); |
1765 | |
1639 | |
1766 | /* food value */ |
1640 | /* food value */ |
… | |
… | |
1768 | |
1642 | |
1769 | /* flesh items inherit some abilities of donor, but not |
1643 | /* flesh items inherit some abilities of donor, but not |
1770 | * full effect. |
1644 | * full effect. |
1771 | */ |
1645 | */ |
1772 | for (i = 0; i < NROFATTACKS; i++) |
1646 | for (i = 0; i < NROFATTACKS; i++) |
1773 | item->resist[i] = donor->resist[i] / 2; |
1647 | item->resist[i] = donor->resist[i] / 2; |
1774 | |
1648 | |
1775 | /* item inherits donor's level (important for quezals) */ |
1649 | /* item inherits donor's level (important for quezals) */ |
1776 | item->level = donor->level; |
1650 | item->level = donor->level; |
1777 | |
1651 | |
1778 | /* if donor has some attacktypes, the flesh is poisonous */ |
1652 | /* if donor has some attacktypes, the flesh is poisonous */ |
1779 | if (donor->attacktype & AT_POISON) |
1653 | if (donor->attacktype & AT_POISON) |
1780 | item->type = POISON; |
1654 | item->type = POISON; |
|
|
1655 | |
1781 | if (donor->attacktype & AT_ACID) |
1656 | if (donor->attacktype & AT_ACID) |
1782 | item->stats.hp = -1 * item->stats.food; |
1657 | item->stats.hp = -1 * item->stats.food; |
|
|
1658 | |
1783 | SET_FLAG (item, FLAG_NO_STEAL); |
1659 | SET_FLAG (item, FLAG_NO_STEAL); |
1784 | } |
1660 | } |
1785 | } |
1661 | } |
1786 | |
1662 | |
1787 | /* special_potion() - so that old potion code is still done right. */ |
1663 | static void |
1788 | |
|
|
1789 | int |
|
|
1790 | special_potion (object * op) |
|
|
1791 | { |
|
|
1792 | |
|
|
1793 | int i; |
|
|
1794 | |
|
|
1795 | if (op->attacktype) |
|
|
1796 | return 1; |
|
|
1797 | |
|
|
1798 | 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; |
|
|
1800 | |
|
|
1801 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1802 | if (op->resist[i]) |
|
|
1803 | return 1; |
|
|
1804 | |
|
|
1805 | return 0; |
|
|
1806 | } |
|
|
1807 | |
|
|
1808 | void |
|
|
1809 | free_treasurestruct (treasure * t) |
1664 | free_treasurestruct (treasure *t) |
1810 | { |
1665 | { |
1811 | if (t->next) |
|
|
1812 | free_treasurestruct (t->next); |
1666 | if (t->next) free_treasurestruct (t->next); |
1813 | if (t->next_yes) |
|
|
1814 | free_treasurestruct (t->next_yes); |
1667 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1815 | if (t->next_no) |
|
|
1816 | free_treasurestruct (t->next_no); |
1668 | if (t->next_no) free_treasurestruct (t->next_no); |
1817 | |
1669 | |
1818 | delete t; |
1670 | delete t; |
1819 | } |
1671 | } |
1820 | |
1672 | |
1821 | void |
1673 | static void |
1822 | free_charlinks (linked_char * lc) |
1674 | free_charlinks (linked_char *lc) |
1823 | { |
1675 | { |
1824 | if (lc->next) |
1676 | if (lc->next) |
1825 | free_charlinks (lc->next); |
1677 | free_charlinks (lc->next); |
1826 | |
1678 | |
1827 | delete lc; |
1679 | delete lc; |
1828 | } |
1680 | } |
1829 | |
1681 | |
1830 | void |
1682 | static void |
1831 | free_artifact (artifact * at) |
1683 | free_artifact (artifact *at) |
1832 | { |
1684 | { |
1833 | |
|
|
1834 | if (at->next) |
|
|
1835 | free_artifact (at->next); |
1685 | if (at->next) free_artifact (at->next); |
1836 | if (at->allowed) |
|
|
1837 | free_charlinks (at->allowed); |
1686 | if (at->allowed) free_charlinks (at->allowed); |
1838 | |
1687 | |
1839 | delete at->item; |
1688 | at->item->destroy (); |
1840 | |
1689 | |
1841 | delete at; |
|
|
1842 | } |
|
|
1843 | |
|
|
1844 | void |
|
|
1845 | free_artifactlist (artifactlist * al) |
|
|
1846 | { |
|
|
1847 | artifactlist *nextal; |
|
|
1848 | for (al = first_artifactlist; al != NULL; al = nextal) |
|
|
1849 | { |
|
|
1850 | nextal = al->next; |
|
|
1851 | if (al->items) |
|
|
1852 | { |
|
|
1853 | free_artifact (al->items); |
|
|
1854 | } |
|
|
1855 | free (al); |
1690 | sfree (at); |
1856 | } |
|
|
1857 | } |
1691 | } |
1858 | |
1692 | |
1859 | void |
|
|
1860 | free_all_treasures (void) |
|
|
1861 | { |
|
|
1862 | treasurelist *tl, *next; |
|
|
1863 | |
|
|
1864 | |
|
|
1865 | for (tl = first_treasurelist; tl != NULL; tl = next) |
|
|
1866 | { |
|
|
1867 | next = tl->next; |
|
|
1868 | if (tl->items) |
|
|
1869 | free_treasurestruct (tl->items); |
|
|
1870 | delete tl; |
|
|
1871 | } |
|
|
1872 | free_artifactlist (first_artifactlist); |
|
|
1873 | } |
|
|