… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
… | |
… | |
50 | slice_allocator< std::pair<const char *const, treasurelist *> > |
51 | slice_allocator< std::pair<const char *const, treasurelist *> > |
51 | > tl_map_t; |
52 | > tl_map_t; |
52 | |
53 | |
53 | static tl_map_t tl_map; |
54 | static tl_map_t tl_map; |
54 | |
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 | |
55 | /* |
70 | /* |
56 | * Searches for the given treasurelist |
71 | * Searches for the given treasurelist |
57 | */ |
72 | */ |
58 | treasurelist * |
73 | treasurelist * |
59 | treasurelist::find (const char *name) |
74 | treasurelist::find (const char *name) |
… | |
… | |
88 | |
103 | |
89 | tl_map.insert (std::make_pair (tl->name, tl)); |
104 | tl_map.insert (std::make_pair (tl->name, tl)); |
90 | } |
105 | } |
91 | |
106 | |
92 | return tl; |
107 | return tl; |
93 | } |
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94 | |
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95 | //TODO: class method |
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96 | void |
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97 | clear (treasurelist *tl) |
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98 | { |
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99 | if (tl->items) |
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100 | { |
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101 | free_treasurestruct (tl->items); |
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102 | tl->items = 0; |
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103 | } |
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104 | |
|
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105 | tl->total_chance = 0; |
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106 | } |
108 | } |
107 | |
109 | |
108 | #ifdef TREASURE_DEBUG |
110 | #ifdef TREASURE_DEBUG |
109 | /* recursived checks the linked list. Treasurelist is passed only |
111 | /* recursived checks the linked list. Treasurelist is passed only |
110 | * so that the treasure name can be printed out |
112 | * so that the treasure name can be printed out |
… | |
… | |
494 | * 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) |
495 | * |
497 | * |
496 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
497 | * 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. |
498 | */ |
500 | */ |
499 | int |
501 | static int |
500 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
501 | { |
503 | { |
502 | if (!op->inv) |
504 | if (!op->inv) |
503 | { |
505 | { |
504 | 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); |
… | |
… | |
521 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
522 | * 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 |
523 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
524 | * |
526 | * |
525 | */ |
527 | */ |
526 | int |
528 | static int |
527 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
528 | { |
530 | { |
529 | int percent = 0, magic = 0; |
531 | int percent = 0, magic = 0; |
530 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
531 | |
533 | |
… | |
… | |
621 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
622 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
623 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
624 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
625 | */ |
627 | */ |
626 | void |
628 | static void |
627 | set_ring_bonus (object *op, int bonus) |
629 | set_ring_bonus (object *op, int bonus) |
628 | { |
630 | { |
629 | |
|
|
630 | int r = rndm (bonus > 0 ? 25 : 11); |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
631 | |
632 | |
632 | if (op->type == AMULET) |
633 | if (op->type == AMULET) |
633 | { |
634 | { |
634 | if (!(rndm (21))) |
635 | if (!(rndm (21))) |
… | |
… | |
757 | * higher is the chance of returning a low number. |
758 | * higher is the chance of returning a low number. |
758 | * 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 |
759 | * rings and amulets. |
760 | * rings and amulets. |
760 | * 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. |
761 | */ |
762 | */ |
762 | int |
763 | static int |
763 | get_magic (int diff) |
764 | get_magic (int diff) |
764 | { |
765 | { |
765 | int i; |
766 | int i; |
766 | |
767 | |
767 | if (diff < 3) |
768 | if (diff < 3) |
… | |
… | |
770 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
771 | if (rndm (diff)) |
772 | if (rndm (diff)) |
772 | return i; |
773 | return i; |
773 | |
774 | |
774 | return 4; |
775 | return 4; |
|
|
776 | } |
|
|
777 | |
|
|
778 | /* special_potion() - so that old potion code is still done right. */ |
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|
779 | static int |
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780 | special_potion (object *op) |
|
|
781 | { |
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782 | if (op->attacktype) |
|
|
783 | return 1; |
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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; |
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|
787 | |
|
|
788 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
789 | if (op->resist[i]) |
|
|
790 | return 1; |
|
|
791 | |
|
|
792 | return 0; |
775 | } |
793 | } |
776 | |
794 | |
777 | #define DICE2 (get_magic(2)==2?2:1) |
795 | #define DICE2 (get_magic(2)==2?2:1) |
778 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
796 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
779 | |
797 | |
… | |
… | |
886 | * again below */ |
904 | * again below */ |
887 | } |
905 | } |
888 | } |
906 | } |
889 | |
907 | |
890 | /* materialtype modifications. Note we allow this on artifacts. */ |
908 | /* materialtype modifications. Note we allow this on artifacts. */ |
891 | set_materialname (op, difficulty, NULL); |
909 | select_material (op, difficulty); |
892 | |
910 | |
893 | if (flags & GT_MINIMAL) |
911 | if (flags & GT_MINIMAL) |
894 | { |
912 | { |
895 | if (op->type == POTION) |
913 | if (op->type == POTION) |
896 | /* Handle healing and magic power potions */ |
914 | /* Handle healing and magic power potions */ |
… | |
… | |
1022 | op->level = rndm (creator->level); |
1040 | op->level = rndm (creator->level); |
1023 | |
1041 | |
1024 | 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); |
1025 | /* books w/ info are worth more! */ |
1043 | /* books w/ info are worth more! */ |
1026 | 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)); |
1027 | /* creator related stuff */ |
|
|
1028 | |
|
|
1029 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1030 | * set - we don't want to set no pick in that case. |
|
|
1031 | */ |
|
|
1032 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1033 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1034 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1035 | op->slaying = creator->slaying; |
|
|
1036 | |
1045 | |
1037 | /* add exp so reading it gives xp (once) */ |
1046 | /* add exp so reading it gives xp (once) */ |
1038 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1047 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1039 | } |
1048 | } |
|
|
1049 | |
|
|
1050 | /* creator related stuff */ |
|
|
1051 | |
|
|
1052 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1053 | * set - we don't want to set no pick in that case. |
|
|
1054 | */ |
|
|
1055 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1056 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1057 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1058 | op->slaying = creator->slaying; |
1040 | break; |
1059 | break; |
1041 | |
1060 | |
1042 | case SPELLBOOK: |
1061 | case SPELLBOOK: |
1043 | op->value = op->value * op->inv->value; |
1062 | op->value = op->value * op->inv->value; |
1044 | /* add exp so learning gives xp */ |
1063 | /* add exp so learning gives xp */ |
… | |
… | |
1078 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1097 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1079 | */ |
1098 | */ |
1080 | 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); |
1081 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1100 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1082 | if (op->stats.maxhp) |
1101 | if (op->stats.maxhp) |
1083 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1102 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1084 | else |
1103 | else |
1085 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1104 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1086 | |
1105 | |
1087 | op->stats.hp = op->stats.maxhp; |
1106 | op->stats.hp = op->stats.maxhp; |
1088 | break; |
1107 | break; |
1089 | |
1108 | |
1090 | case SCROLL: |
1109 | case SCROLL: |
… | |
… | |
1446 | op->value *= change->value; |
1465 | op->value *= change->value; |
1447 | |
1466 | |
1448 | if (change->materials) |
1467 | if (change->materials) |
1449 | op->materials = change->materials; |
1468 | op->materials = change->materials; |
1450 | |
1469 | |
1451 | if (change->materialname) |
1470 | if (change->material != MATERIAL_NULL) |
1452 | op->materialname = change->materialname; |
1471 | op->material = change->material; |
1453 | |
1472 | |
1454 | if (change->slaying) |
1473 | if (change->slaying) |
1455 | op->slaying = change->slaying; |
1474 | op->slaying = change->slaying; |
1456 | |
1475 | |
1457 | if (change->race) |
1476 | if (change->race) |
… | |
… | |
1639 | |
1658 | |
1640 | SET_FLAG (item, FLAG_NO_STEAL); |
1659 | SET_FLAG (item, FLAG_NO_STEAL); |
1641 | } |
1660 | } |
1642 | } |
1661 | } |
1643 | |
1662 | |
1644 | /* special_potion() - so that old potion code is still done right. */ |
1663 | static void |
1645 | int |
|
|
1646 | special_potion (object *op) |
|
|
1647 | { |
|
|
1648 | if (op->attacktype) |
|
|
1649 | return 1; |
|
|
1650 | |
|
|
1651 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1652 | return 1; |
|
|
1653 | |
|
|
1654 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1655 | if (op->resist[i]) |
|
|
1656 | return 1; |
|
|
1657 | |
|
|
1658 | return 0; |
|
|
1659 | } |
|
|
1660 | |
|
|
1661 | void |
|
|
1662 | free_treasurestruct (treasure *t) |
1664 | free_treasurestruct (treasure *t) |
1663 | { |
1665 | { |
1664 | if (t->next) free_treasurestruct (t->next); |
1666 | if (t->next) free_treasurestruct (t->next); |
1665 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1667 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1666 | if (t->next_no) free_treasurestruct (t->next_no); |
1668 | if (t->next_no) free_treasurestruct (t->next_no); |
1667 | |
1669 | |
1668 | delete t; |
1670 | delete t; |
1669 | } |
1671 | } |
1670 | |
1672 | |
1671 | void |
1673 | static void |
1672 | free_charlinks (linked_char *lc) |
1674 | free_charlinks (linked_char *lc) |
1673 | { |
1675 | { |
1674 | if (lc->next) |
1676 | if (lc->next) |
1675 | free_charlinks (lc->next); |
1677 | free_charlinks (lc->next); |
1676 | |
1678 | |
1677 | delete lc; |
1679 | delete lc; |
1678 | } |
1680 | } |
1679 | |
1681 | |
1680 | void |
1682 | static void |
1681 | free_artifact (artifact *at) |
1683 | free_artifact (artifact *at) |
1682 | { |
1684 | { |
1683 | if (at->next) free_artifact (at->next); |
1685 | if (at->next) free_artifact (at->next); |
1684 | if (at->allowed) free_charlinks (at->allowed); |
1686 | if (at->allowed) free_charlinks (at->allowed); |
1685 | |
1687 | |
1686 | at->item->destroy (); |
1688 | at->item->destroy (); |
1687 | |
1689 | |
1688 | sfree (at); |
1690 | sfree (at); |
1689 | } |
1691 | } |
1690 | |
1692 | |
1691 | void |
|
|
1692 | free_artifactlist (artifactlist *al) |
|
|
1693 | { |
|
|
1694 | artifactlist *nextal; |
|
|
1695 | |
|
|
1696 | for (al = first_artifactlist; al; al = nextal) |
|
|
1697 | { |
|
|
1698 | nextal = al->next; |
|
|
1699 | |
|
|
1700 | if (al->items) |
|
|
1701 | free_artifact (al->items); |
|
|
1702 | |
|
|
1703 | sfree (al); |
|
|
1704 | } |
|
|
1705 | } |
|
|
1706 | |
|
|
1707 | void |
|
|
1708 | free_all_treasures (void) |
|
|
1709 | { |
|
|
1710 | treasurelist *tl, *next; |
|
|
1711 | |
|
|
1712 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1713 | { |
|
|
1714 | clear (tl); |
|
|
1715 | |
|
|
1716 | next = tl->next; |
|
|
1717 | delete tl; |
|
|
1718 | } |
|
|
1719 | |
|
|
1720 | free_artifactlist (first_artifactlist); |
|
|
1721 | } |
|
|