1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * 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 Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | * 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 |
… | |
… | |
31 | |
31 | |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
33 | |
33 | |
34 | //#define TREASURE_VERBOSE |
34 | //#define TREASURE_VERBOSE |
35 | |
35 | |
|
|
36 | #include <unordered_map> |
|
|
37 | |
36 | #include <global.h> |
38 | #include <global.h> |
37 | #include <treasure.h> |
39 | #include <treasure.h> |
38 | #include <loader.h> |
|
|
39 | |
40 | |
40 | extern char *spell_mapping[]; |
41 | extern char *spell_mapping[]; |
41 | |
42 | |
42 | static treasurelist *first_treasurelist; |
43 | static treasurelist *first_treasurelist; |
43 | |
44 | |
44 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
45 | |
46 | |
46 | typedef std::tr1::unordered_map< |
47 | typedef std::unordered_map< |
47 | const char *, |
48 | const char *, |
48 | treasurelist *, |
49 | treasurelist *, |
49 | str_hash, |
50 | str_hash, |
50 | str_equal, |
51 | str_equal, |
51 | slice_allocator< std::pair<const char *const, treasurelist *> > |
52 | slice_allocator< std::pair<const char *const, treasurelist *> > |
… | |
… | |
256 | return; |
257 | return; |
257 | } |
258 | } |
258 | |
259 | |
259 | op->expand_tail (); |
260 | op->expand_tail (); |
260 | |
261 | |
|
|
262 | if (!creator->is_on_map () |
261 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
263 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
262 | op->destroy (); |
264 | op->destroy (); |
263 | else |
265 | else |
264 | { |
266 | { |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
267 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
266 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
268 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
267 | } |
269 | } |
268 | } |
270 | } |
269 | else |
271 | else |
270 | { |
272 | { |
271 | op = creator->insert (op); |
273 | op = creator->insert (op); |
272 | |
274 | |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
275 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
274 | monster_check_apply (creator, op); |
276 | monster_check_apply (creator, op); |
275 | } |
277 | } |
276 | } |
278 | } |
277 | |
279 | |
278 | /* if there are change_xxx commands in the treasure, we include the changes |
280 | /* if there are change_xxx commands in the treasure, we include the changes |
… | |
… | |
310 | } |
312 | } |
311 | else |
313 | else |
312 | { |
314 | { |
313 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
315 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
314 | { |
316 | { |
315 | object *tmp = arch_to_object (t->item); |
317 | object *tmp = t->item->instance (); |
316 | |
318 | |
317 | if (t->nrof && tmp->nrof <= 1) |
319 | if (t->nrof && tmp->nrof <= 1) |
318 | tmp->nrof = rndm (t->nrof) + 1; |
320 | tmp->nrof = rndm (t->nrof) + 1; |
319 | |
321 | |
320 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
322 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
367 | else if (t->nrof) |
369 | else if (t->nrof) |
368 | create_one_treasure (tl, op, flag, difficulty, tries); |
370 | create_one_treasure (tl, op, flag, difficulty, tries); |
369 | } |
371 | } |
370 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
372 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
371 | { |
373 | { |
372 | if (object *tmp = arch_to_object (t->item)) |
374 | if (object *tmp = t->item->instance ()) |
373 | { |
375 | { |
374 | if (t->nrof && tmp->nrof <= 1) |
376 | if (t->nrof && tmp->nrof <= 1) |
375 | tmp->nrof = rndm (t->nrof) + 1; |
377 | tmp->nrof = rndm (t->nrof) + 1; |
376 | |
378 | |
377 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
379 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
510 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
512 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
511 | |
513 | |
512 | if (olevel <= 0) |
514 | if (olevel <= 0) |
513 | olevel = rndm (1, op->inv->level); |
515 | olevel = rndm (1, op->inv->level); |
514 | |
516 | |
515 | return min (olevel, MAXLEVEL); |
517 | return min (olevel, MAXLEVEL_TREASURE); |
516 | } |
518 | } |
517 | |
519 | |
518 | /* |
520 | /* |
519 | * Based upon the specified difficulty and upon the difftomagic_list array, |
521 | * Based upon the specified difficulty and upon the difftomagic_list array, |
520 | * a random magical bonus is returned. This is used when determine |
522 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
526 | * |
528 | * |
527 | */ |
529 | */ |
528 | static int |
530 | static int |
529 | magic_from_difficulty (int difficulty) |
531 | magic_from_difficulty (int difficulty) |
530 | { |
532 | { |
531 | int percent = 0, magic = 0; |
|
|
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
533 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
534 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
533 | |
535 | |
534 | scaled_diff--; |
|
|
535 | |
|
|
536 | if (scaled_diff < 0) |
|
|
537 | scaled_diff = 0; |
|
|
538 | |
|
|
539 | if (scaled_diff >= DIFFLEVELS) |
|
|
540 | scaled_diff = DIFFLEVELS - 1; |
|
|
541 | |
|
|
542 | percent = rndm (100); |
536 | int percent = rndm (100); |
|
|
537 | int magic; |
543 | |
538 | |
544 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
539 | for (magic = 0; magic <= MAXMAGIC; magic++) |
545 | { |
540 | { |
546 | percent -= difftomagic_list[scaled_diff][magic]; |
541 | percent -= difftomagic_list[scaled_diff][magic]; |
547 | |
542 | |
548 | if (percent < 0) |
543 | if (percent < 0) |
549 | break; |
544 | break; |
550 | } |
545 | } |
551 | |
546 | |
552 | if (magic == (MAXMAGIC + 1)) |
547 | if (magic > MAXMAGIC) |
553 | { |
548 | { |
554 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
549 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
555 | magic = 0; |
550 | magic = 0; |
556 | } |
551 | } |
557 | |
552 | |
… | |
… | |
565 | * Sets magical bonus in an object, and recalculates the effect on |
560 | * Sets magical bonus in an object, and recalculates the effect on |
566 | * the armour variable, and the effect on speed of armour. |
561 | * the armour variable, and the effect on speed of armour. |
567 | * This function doesn't work properly, should add use of archetypes |
562 | * This function doesn't work properly, should add use of archetypes |
568 | * to make it truly absolute. |
563 | * to make it truly absolute. |
569 | */ |
564 | */ |
570 | |
|
|
571 | void |
565 | void |
572 | set_abs_magic (object *op, int magic) |
566 | set_abs_magic (object *op, int magic) |
573 | { |
567 | { |
574 | if (!magic) |
568 | if (!magic) |
575 | return; |
569 | return; |
… | |
… | |
603 | */ |
597 | */ |
604 | |
598 | |
605 | static void |
599 | static void |
606 | set_magic (int difficulty, object *op, int max_magic, int flags) |
600 | set_magic (int difficulty, object *op, int max_magic, int flags) |
607 | { |
601 | { |
608 | int i; |
|
|
609 | |
|
|
610 | i = magic_from_difficulty (difficulty); |
602 | int i = magic_from_difficulty (difficulty); |
|
|
603 | |
611 | if ((flags & GT_ONLY_GOOD) && i < 0) |
604 | if ((flags & GT_ONLY_GOOD) && i < 0) |
612 | i = -i; |
605 | i = -i; |
|
|
606 | |
613 | if (i > max_magic) |
607 | i = min (i, max_magic); |
614 | i = max_magic; |
608 | |
615 | set_abs_magic (op, i); |
609 | set_abs_magic (op, i); |
616 | if (i < 0) |
610 | if (i < 0) |
617 | SET_FLAG (op, FLAG_CURSED); |
611 | op->set_flag (FLAG_CURSED); |
618 | } |
612 | } |
619 | |
613 | |
620 | /* |
614 | /* |
621 | * Randomly adds one magical ability to the given object. |
615 | * Randomly adds one magical ability to the given object. |
622 | * Modified for Partial Resistance in many ways: |
616 | * Modified for Partial Resistance in many ways: |
… | |
… | |
629 | set_ring_bonus (object *op, int bonus) |
623 | set_ring_bonus (object *op, int bonus) |
630 | { |
624 | { |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
625 | int r = rndm (bonus > 0 ? 25 : 11); |
632 | |
626 | |
633 | if (op->type == AMULET) |
627 | if (op->type == AMULET) |
634 | { |
|
|
635 | if (!(rndm (21))) |
628 | if (!rndm (21)) |
636 | r = 20 + rndm (2); |
629 | r = 20 + rndm (2); |
|
|
630 | else if (rndm (2)) |
|
|
631 | r = 10; |
637 | else |
632 | else |
638 | { |
|
|
639 | if (rndm (2)) |
|
|
640 | r = 10; |
|
|
641 | else |
|
|
642 | r = 11 + rndm (9); |
633 | r = 11 + rndm (9); |
643 | } |
|
|
644 | } |
|
|
645 | |
634 | |
646 | switch (r) |
635 | switch (r) |
647 | { |
636 | { |
648 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
637 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
649 | * bonuses and penalties will stack and add to existing values. |
638 | * bonuses and penalties will stack and add to existing values. |
650 | * of the item. |
639 | * of the item. |
651 | */ |
640 | */ |
652 | case 0: |
641 | case 0: |
653 | case 1: |
642 | case 1: |
654 | case 2: |
643 | case 2: |
655 | case 3: |
644 | case 3: |
656 | case 4: |
645 | case 4: |
… | |
… | |
696 | * little random element in since that they don't always end up with |
685 | * little random element in since that they don't always end up with |
697 | * even values. |
686 | * even values. |
698 | */ |
687 | */ |
699 | if (bonus < 0) |
688 | if (bonus < 0) |
700 | val = 2 * -val - rndm (b); |
689 | val = 2 * -val - rndm (b); |
701 | if (val > 35) |
690 | |
702 | val = 35; /* Upper limit */ |
691 | val = min (35, val); /* Upper limit */ |
|
|
692 | |
703 | b = 0; |
693 | b = 0; |
704 | |
694 | |
705 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
695 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
706 | resist = rndm (num_resist_table); |
696 | resist = rndm (num_resist_table); |
707 | |
697 | |
… | |
… | |
715 | break; |
705 | break; |
716 | } |
706 | } |
717 | case 20: |
707 | case 20: |
718 | if (op->type == AMULET) |
708 | if (op->type == AMULET) |
719 | { |
709 | { |
720 | SET_FLAG (op, FLAG_REFL_SPELL); |
710 | op->set_flag (FLAG_REFL_SPELL); |
721 | op->value *= 11; |
711 | op->value *= 11; |
722 | } |
712 | } |
723 | else |
713 | else |
724 | { |
714 | { |
725 | op->stats.hp = 1; /* regenerate hit points */ |
715 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
728 | break; |
718 | break; |
729 | |
719 | |
730 | case 21: |
720 | case 21: |
731 | if (op->type == AMULET) |
721 | if (op->type == AMULET) |
732 | { |
722 | { |
733 | SET_FLAG (op, FLAG_REFL_MISSILE); |
723 | op->set_flag (FLAG_REFL_MISSILE); |
734 | op->value *= 9; |
724 | op->value *= 9; |
735 | } |
725 | } |
736 | else |
726 | else |
737 | { |
727 | { |
738 | op->stats.sp = 1; /* regenerate spell points */ |
728 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
740 | } |
730 | } |
741 | break; |
731 | break; |
742 | |
732 | |
743 | case 22: |
733 | case 22: |
744 | op->stats.exp += bonus; /* Speed! */ |
734 | op->stats.exp += bonus; /* Speed! */ |
745 | op->value = (op->value * 2) / 3; |
735 | op->value = op->value * 2 / 3; |
746 | break; |
736 | break; |
747 | } |
737 | } |
748 | |
738 | |
749 | if (bonus > 0) |
739 | if (bonus > 0) |
750 | op->value *= 2 * bonus; |
740 | op->value = 2 * op->value * bonus; |
751 | else |
741 | else |
752 | op->value = -(op->value * 2 * bonus) / 3; |
742 | op->value = -2 * op->value * bonus / 3; |
753 | } |
743 | } |
754 | |
744 | |
755 | /* |
745 | /* |
756 | * get_magic(diff) will return a random number between 0 and 4. |
746 | * get_magic(diff) will return a random number between 0 and 4. |
757 | * diff can be any value above 2. The higher the diff-variable, the |
747 | * diff can be any value above 2. The higher the diff-variable, the |
… | |
… | |
761 | * Another scheme is used to calculate the magic of weapons and armours. |
751 | * Another scheme is used to calculate the magic of weapons and armours. |
762 | */ |
752 | */ |
763 | static int |
753 | static int |
764 | get_magic (int diff) |
754 | get_magic (int diff) |
765 | { |
755 | { |
766 | int i; |
756 | diff = min (3, diff); |
767 | |
757 | |
768 | if (diff < 3) |
|
|
769 | diff = 3; |
|
|
770 | |
|
|
771 | for (i = 0; i < 4; i++) |
758 | for (int i = 0; i < 4; i++) |
772 | if (rndm (diff)) |
759 | if (rndm (diff)) |
773 | return i; |
760 | return i; |
774 | |
761 | |
775 | return 4; |
762 | return 4; |
776 | } |
763 | } |
… | |
… | |
790 | return 1; |
777 | return 1; |
791 | |
778 | |
792 | return 0; |
779 | return 0; |
793 | } |
780 | } |
794 | |
781 | |
|
|
782 | static double |
|
|
783 | value_factor_from_spell_item (object *spell, object *item) |
|
|
784 | { |
|
|
785 | double factor = |
|
|
786 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
787 | * spell->level, 1.5); |
|
|
788 | |
|
|
789 | if (item) // this if for: wands/staffs/rods: |
|
|
790 | { |
|
|
791 | /* Old crossfire comment ahead: |
|
|
792 | * Add 50 to both level an divisor to keep prices a little more |
|
|
793 | * reasonable. Otherwise, a high level version of a low level |
|
|
794 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
795 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
796 | */ |
|
|
797 | |
|
|
798 | factor *= item->level + 50; |
|
|
799 | factor /= item->inv->level + 50; |
|
|
800 | } |
|
|
801 | |
|
|
802 | return factor; |
|
|
803 | } |
|
|
804 | |
795 | #define DICE2 (get_magic(2)==2?2:1) |
805 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
796 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
806 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
797 | |
807 | |
798 | /* |
808 | /* |
799 | * fix_generated_item(): This is called after an item is generated, in |
809 | * fix_generated_item(): This is called after an item is generated, in |
800 | * order to set it up right. This produced magical bonuses, puts spells |
810 | * order to set it up right. This produced magical bonuses, puts spells |
… | |
… | |
834 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
844 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
835 | /* So the treasure doesn't get created again */ |
845 | /* So the treasure doesn't get created again */ |
836 | op->randomitems = 0; |
846 | op->randomitems = 0; |
837 | } |
847 | } |
838 | |
848 | |
839 | if (difficulty < 1) |
849 | max_it (difficulty, 1); |
840 | difficulty = 1; |
|
|
841 | |
850 | |
842 | if (INVOKE_OBJECT (ADD_BONUS, op, |
851 | if (INVOKE_OBJECT (ADD_BONUS, op, |
843 | ARG_OBJECT (creator != op ? creator : 0), |
852 | ARG_OBJECT (creator != op ? creator : 0), |
844 | ARG_INT (difficulty), ARG_INT (max_magic), |
853 | ARG_INT (difficulty), ARG_INT (max_magic), |
845 | ARG_INT (flags))) |
854 | ARG_INT (flags))) |
… | |
… | |
912 | { |
921 | { |
913 | if (op->type == POTION) |
922 | if (op->type == POTION) |
914 | /* Handle healing and magic power potions */ |
923 | /* Handle healing and magic power potions */ |
915 | if (op->stats.sp && !op->randomitems) |
924 | if (op->stats.sp && !op->randomitems) |
916 | { |
925 | { |
917 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
926 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
918 | insert_ob_in_ob (tmp, op); |
927 | insert_ob_in_ob (tmp, op); |
919 | op->stats.sp = 0; |
928 | op->stats.sp = 0; |
920 | } |
929 | } |
921 | } |
930 | } |
922 | else if (!op->title) /* Only modify object if not special */ |
931 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
925 | case WEAPON: |
934 | case WEAPON: |
926 | case ARMOUR: |
935 | case ARMOUR: |
927 | case SHIELD: |
936 | case SHIELD: |
928 | case HELMET: |
937 | case HELMET: |
929 | case CLOAK: |
938 | case CLOAK: |
930 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
939 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
931 | set_ring_bonus (op, -DICE2); |
940 | set_ring_bonus (op, -DICE2); |
932 | break; |
941 | break; |
933 | |
942 | |
934 | case BRACERS: |
943 | case BRACERS: |
935 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
944 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
936 | { |
945 | { |
937 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
946 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
938 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
947 | if (!op->flag [FLAG_CURSED]) |
939 | op->value *= 3; |
948 | op->value *= 3; |
940 | } |
949 | } |
941 | break; |
950 | break; |
942 | |
951 | |
943 | case POTION: |
952 | case POTION: |
944 | { |
953 | { |
945 | int too_many_tries = 0, is_special = 0; |
954 | int too_many_tries = 0; |
946 | |
955 | |
947 | /* Handle healing and magic power potions */ |
956 | /* Handle healing and magic power potions */ |
948 | if (op->stats.sp && !op->randomitems) |
957 | if (op->stats.sp && !op->randomitems) |
949 | { |
958 | { |
950 | object *tmp; |
|
|
951 | |
|
|
952 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
959 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
953 | insert_ob_in_ob (tmp, op); |
960 | insert_ob_in_ob (tmp, op); |
954 | op->stats.sp = 0; |
961 | op->stats.sp = 0; |
955 | } |
962 | } |
956 | |
963 | |
957 | while (!(is_special = special_potion (op)) && !op->inv) |
964 | while (!special_potion (op) && !op->inv) |
958 | { |
965 | { |
959 | generate_artifact (op, difficulty); |
966 | generate_artifact (op, difficulty); |
960 | if (too_many_tries++ > 10) |
967 | if (too_many_tries++ > 10) |
961 | break; |
968 | break; |
962 | } |
969 | } |
… | |
… | |
965 | * since the value set on those is already correct. |
972 | * since the value set on those is already correct. |
966 | */ |
973 | */ |
967 | if (op->inv && op->randomitems) |
974 | if (op->inv && op->randomitems) |
968 | { |
975 | { |
969 | /* value multiplier is same as for scrolls */ |
976 | /* value multiplier is same as for scrolls */ |
970 | op->value = (op->value * op->inv->value); |
977 | op->value *= op->inv->value; |
971 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
978 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
972 | } |
979 | } |
973 | else |
980 | else |
974 | { |
981 | { |
975 | op->name = "potion"; |
982 | op->name = shstr_potion; |
976 | op->name_pl = "potions"; |
983 | op->name_pl = shstr_potions; |
977 | } |
984 | } |
978 | |
985 | |
979 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
986 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
980 | SET_FLAG (op, FLAG_CURSED); |
987 | op->set_flag (FLAG_CURSED); |
|
|
988 | |
981 | break; |
989 | break; |
982 | } |
990 | } |
983 | |
991 | |
984 | case AMULET: |
992 | case AMULET: |
985 | if (IS_ARCH (op->arch, amulet)) |
993 | if (IS_ARCH (op->arch, amulet)) |
… | |
… | |
988 | case RING: |
996 | case RING: |
989 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
997 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
990 | break; |
998 | break; |
991 | |
999 | |
992 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1000 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
993 | SET_FLAG (op, FLAG_CURSED); |
1001 | op->set_flag (FLAG_CURSED); |
994 | |
1002 | |
995 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1003 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
996 | |
1004 | |
997 | if (op->type != RING) /* Amulets have only one ability */ |
1005 | if (op->type != RING) /* Amulets have only one ability */ |
998 | break; |
1006 | break; |
999 | |
1007 | |
1000 | if (!(rndm (4))) |
1008 | if (!rndm (4)) |
1001 | { |
1009 | { |
1002 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1010 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1003 | |
1011 | |
1004 | if (d > 0) |
1012 | if (d > 0) |
1005 | op->value *= 3; |
1013 | op->value *= 3; |
1006 | |
1014 | |
1007 | set_ring_bonus (op, d); |
1015 | set_ring_bonus (op, d); |
1008 | |
1016 | |
1009 | if (!(rndm (4))) |
1017 | if (!rndm (4)) |
1010 | { |
1018 | { |
1011 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1019 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1012 | |
1020 | |
1013 | if (d > 0) |
1021 | if (d > 0) |
1014 | op->value *= 5; |
1022 | op->value *= 5; |
|
|
1023 | |
1015 | set_ring_bonus (op, d); |
1024 | set_ring_bonus (op, d); |
1016 | } |
1025 | } |
1017 | } |
1026 | } |
1018 | |
1027 | |
1019 | if (op->animation_id) |
1028 | if (op->animation_id) |
… | |
… | |
1027 | * creator and/or map level we found it on. |
1036 | * creator and/or map level we found it on. |
1028 | */ |
1037 | */ |
1029 | if (!op->msg && rndm (10)) |
1038 | if (!op->msg && rndm (10)) |
1030 | { |
1039 | { |
1031 | /* set the book level properly */ |
1040 | /* set the book level properly */ |
1032 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1041 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1033 | { |
1042 | { |
1034 | if (op->map && op->map->difficulty) |
1043 | if (op->map && op->map->difficulty) |
1035 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1044 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1036 | else |
1045 | else |
1037 | op->level = rndm (20) + 1; |
1046 | op->level = rndm (20) + 1; |
… | |
… | |
1050 | /* creator related stuff */ |
1059 | /* creator related stuff */ |
1051 | |
1060 | |
1052 | /* for library, chained books. Note that some monsters have no_pick |
1061 | /* for library, chained books. Note that some monsters have no_pick |
1053 | * set - we don't want to set no pick in that case. |
1062 | * set - we don't want to set no pick in that case. |
1054 | */ |
1063 | */ |
1055 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1064 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
1056 | SET_FLAG (op, FLAG_NO_PICK); |
1065 | op->set_flag (FLAG_NO_PICK); |
1057 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1066 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1058 | op->slaying = creator->slaying; |
1067 | op->slaying = creator->slaying; |
1059 | break; |
1068 | break; |
1060 | |
1069 | |
1061 | case SPELLBOOK: |
1070 | case SPELLBOOK: |
1062 | op->value = op->value * op->inv->value; |
1071 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1072 | |
1063 | /* add exp so learning gives xp */ |
1073 | /* add exp so learning gives xp */ |
1064 | op->level = op->inv->level; |
1074 | op->level = op->inv->level; |
1065 | op->stats.exp = op->value; |
1075 | op->stats.exp = op->value; |
1066 | break; |
1076 | break; |
1067 | |
1077 | |
… | |
… | |
1071 | * and reset nrof. |
1081 | * and reset nrof. |
1072 | */ |
1082 | */ |
1073 | op->stats.food = op->inv->nrof; |
1083 | op->stats.food = op->inv->nrof; |
1074 | op->nrof = 1; |
1084 | op->nrof = 1; |
1075 | /* If the spell changes by level, choose a random level |
1085 | /* If the spell changes by level, choose a random level |
1076 | * for it, and adjust price. If the spell doesn't |
1086 | * for it. |
1077 | * change by level, just set the wand to the level of |
|
|
1078 | * the spell, and value calculation is simpler. |
|
|
1079 | */ |
1087 | */ |
1080 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1088 | if (op->inv->duration_modifier |
1081 | { |
1089 | || op->inv->dam_modifier |
|
|
1090 | || op->inv->range_modifier) |
1082 | op->level = level_for_item (op, difficulty); |
1091 | 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 |
1092 | else |
1086 | { |
|
|
1087 | op->level = op->inv->level; |
1093 | op->level = op->inv->level; |
1088 | op->value = op->value * op->inv->value; |
1094 | |
1089 | } |
1095 | op->value *= value_factor_from_spell_item (op->inv, op); |
1090 | break; |
1096 | break; |
1091 | |
1097 | |
1092 | case ROD: |
1098 | case ROD: |
1093 | op->level = level_for_item (op, difficulty); |
1099 | op->level = level_for_item (op, difficulty); |
1094 | /* Add 50 to both level an divisor to keep prices a little more |
1100 | op->value *= value_factor_from_spell_item (op->inv, op); |
1095 | * reasonable. Otherwise, a high level version of a low level |
1101 | |
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 | */ |
|
|
1099 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1100 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1102 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1101 | if (op->stats.maxhp) |
1103 | if (op->stats.maxhp) |
1102 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1104 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1103 | else |
1105 | else |
1104 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1106 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
… | |
… | |
1106 | op->stats.hp = op->stats.maxhp; |
1108 | op->stats.hp = op->stats.maxhp; |
1107 | break; |
1109 | break; |
1108 | |
1110 | |
1109 | case SCROLL: |
1111 | case SCROLL: |
1110 | op->level = level_for_item (op, difficulty); |
1112 | op->level = level_for_item (op, difficulty); |
1111 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1113 | op->value *= value_factor_from_spell_item (op->inv, op); |
1112 | |
1114 | |
1113 | /* add exp so reading them properly gives xp */ |
1115 | /* add exp so reading them properly gives xp */ |
1114 | op->stats.exp = op->value / 5; |
1116 | op->stats.exp = op->value / 5; |
1115 | op->nrof = op->inv->nrof; |
1117 | op->nrof = op->inv->nrof; |
1116 | break; |
1118 | break; |
… | |
… | |
1124 | break; |
1126 | break; |
1125 | } /* switch type */ |
1127 | } /* switch type */ |
1126 | |
1128 | |
1127 | if (flags & GT_STARTEQUIP) |
1129 | if (flags & GT_STARTEQUIP) |
1128 | { |
1130 | { |
1129 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1131 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1130 | SET_FLAG (op, FLAG_STARTEQUIP); |
1132 | op->set_flag (FLAG_STARTEQUIP); |
1131 | else if (op->type != MONEY) |
1133 | else if (op->type != MONEY) |
1132 | op->value = 0; |
1134 | op->value = 0; |
1133 | } |
1135 | } |
1134 | |
1136 | |
1135 | if (!(flags & GT_ENVIRONMENT)) |
1137 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1146 | |
1148 | |
1147 | /* |
1149 | /* |
1148 | * Allocate and return the pointer to an empty artifactlist structure. |
1150 | * Allocate and return the pointer to an empty artifactlist structure. |
1149 | */ |
1151 | */ |
1150 | static artifactlist * |
1152 | static artifactlist * |
1151 | get_empty_artifactlist (void) |
1153 | get_empty_artifactlist () |
1152 | { |
1154 | { |
1153 | return salloc0<artifactlist> (); |
1155 | return salloc0<artifactlist> (); |
1154 | } |
1156 | } |
1155 | |
1157 | |
1156 | /* |
1158 | /* |
1157 | * Allocate and return the pointer to an empty artifact structure. |
1159 | * Allocate and return the pointer to an empty artifact structure. |
1158 | */ |
1160 | */ |
1159 | static artifact * |
1161 | static artifact * |
1160 | get_empty_artifact (void) |
1162 | get_empty_artifact () |
1161 | { |
1163 | { |
1162 | return salloc0<artifact> (); |
1164 | return salloc0<artifact> (); |
1163 | } |
1165 | } |
1164 | |
1166 | |
1165 | /* |
1167 | /* |
… | |
… | |
1178 | |
1180 | |
1179 | /* |
1181 | /* |
1180 | * Builds up the lists of artifacts from the file in the libdir. |
1182 | * Builds up the lists of artifacts from the file in the libdir. |
1181 | */ |
1183 | */ |
1182 | void |
1184 | void |
1183 | init_artifacts (void) |
1185 | init_artifacts () |
1184 | { |
1186 | { |
1185 | static int has_been_inited = 0; |
1187 | static int has_been_inited = 0; |
1186 | char filename[MAX_BUF]; |
|
|
1187 | artifact *art = NULL; |
1188 | artifact *art = NULL; |
1188 | artifactlist *al; |
1189 | artifactlist *al; |
1189 | |
1190 | |
1190 | if (has_been_inited) |
1191 | if (has_been_inited) |
1191 | return; |
1192 | return; |
1192 | else |
1193 | else |
1193 | has_been_inited = 1; |
1194 | has_been_inited = 1; |
1194 | |
1195 | |
1195 | sprintf (filename, "%s/artifacts", settings.datadir); |
1196 | object_thawer f (settings.datadir, "artifacts"); |
1196 | object_thawer f (filename); |
|
|
1197 | |
1197 | |
1198 | if (!f) |
1198 | if (!f) |
1199 | return; |
1199 | return; |
1200 | |
1200 | |
1201 | for (;;) |
1201 | for (;;) |
… | |
… | |
1212 | |
1212 | |
1213 | const char *cp = f.get_str (); |
1213 | const char *cp = f.get_str (); |
1214 | char *next; |
1214 | char *next; |
1215 | do |
1215 | do |
1216 | { |
1216 | { |
1217 | if ((next = strchr (cp, ','))) |
1217 | if ((next = (char *)strchr (cp, ','))) |
1218 | *next++ = '\0'; |
1218 | *next++ = '\0'; |
1219 | |
1219 | |
1220 | linked_char *tmp = new linked_char; |
1220 | linked_char *tmp = new linked_char; |
1221 | |
1221 | |
1222 | tmp->name = cp; |
1222 | tmp->name = cp; |
… | |
… | |
1286 | } |
1286 | } |
1287 | #if 0 |
1287 | #if 0 |
1288 | 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); |
1289 | #endif |
1289 | #endif |
1290 | } |
1290 | } |
1291 | |
|
|
1292 | LOG (llevDebug, "done.\n"); |
|
|
1293 | } |
1291 | } |
1294 | |
1292 | |
1295 | /* |
1293 | /* |
1296 | * Used in artifact generation. The bonuses of the first object |
1294 | * Used in artifact generation. The bonuses of the first object |
1297 | * is modified by the bonuses of the second object. |
1295 | * is modified by the bonuses of the second object. |
1298 | */ |
1296 | */ |
1299 | void |
1297 | void |
1300 | add_abilities (object *op, object *change) |
1298 | add_abilities (object *op, object *change) |
1301 | { |
1299 | { |
1302 | int i, tmp; |
|
|
1303 | |
|
|
1304 | if (change->face != blank_face) |
1300 | if (change->face != blank_face) |
1305 | { |
|
|
1306 | #ifdef TREASURE_VERBOSE |
|
|
1307 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1308 | #endif |
|
|
1309 | op->face = change->face; |
1301 | op->face = change->face; |
1310 | } |
|
|
1311 | |
1302 | |
1312 | for (i = 0; i < NUM_STATS; i++) |
1303 | for (int i = 0; i < NUM_STATS; i++) |
1313 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1304 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1314 | |
1305 | |
1315 | op->attacktype |= change->attacktype; |
1306 | op->attacktype |= change->attacktype; |
1316 | op->path_attuned |= change->path_attuned; |
1307 | op->path_attuned |= change->path_attuned; |
1317 | op->path_repelled |= change->path_repelled; |
1308 | op->path_repelled |= change->path_repelled; |
1318 | op->path_denied |= change->path_denied; |
1309 | op->path_denied |= change->path_denied; |
1319 | op->move_type |= change->move_type; |
1310 | op->move_type |= change->move_type; |
1320 | op->stats.luck += change->stats.luck; |
1311 | op->stats.luck += change->stats.luck; |
1321 | |
1312 | |
1322 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1313 | static const struct copyflags : object::flags_t |
1323 | SET_FLAG (op, FLAG_CURSED); |
1314 | { |
1324 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1315 | copyflags () |
1325 | SET_FLAG (op, FLAG_DAMNED); |
1316 | { |
1326 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1317 | set (FLAG_CURSED); |
|
|
1318 | set (FLAG_DAMNED); |
|
|
1319 | set (FLAG_LIFESAVE); |
|
|
1320 | set (FLAG_REFL_SPELL); |
|
|
1321 | set (FLAG_STEALTH); |
|
|
1322 | set (FLAG_XRAYS); |
|
|
1323 | set (FLAG_BLIND); |
|
|
1324 | set (FLAG_SEE_IN_DARK); |
|
|
1325 | set (FLAG_REFL_MISSILE); |
|
|
1326 | set (FLAG_MAKE_INVIS); |
|
|
1327 | } |
|
|
1328 | } copyflags; |
|
|
1329 | |
|
|
1330 | // we might want to just copy, but or'ing is what the original code did |
|
|
1331 | op->flag |= change->flag & copyflags; |
|
|
1332 | |
|
|
1333 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1327 | set_abs_magic (op, -op->magic); |
1334 | set_abs_magic (op, -op->magic); |
1328 | |
1335 | |
1329 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1336 | if (change->flag [FLAG_STAND_STILL]) |
1330 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1331 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1332 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1333 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1334 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1335 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1336 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1337 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1338 | SET_FLAG (op, FLAG_BLIND); |
|
|
1339 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1340 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1341 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1342 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1343 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1344 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1345 | |
|
|
1346 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1347 | { |
1337 | { |
1348 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1338 | op->clr_flag (FLAG_ANIMATE); |
|
|
1339 | |
1349 | /* so artifacts will join */ |
1340 | /* so artifacts will join */ |
1350 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1341 | if (!op->flag [FLAG_ALIVE]) |
1351 | op->speed = 0.0; |
1342 | op->speed = 0.; |
1352 | |
1343 | |
1353 | op->set_speed (op->speed); |
1344 | op->set_speed (op->speed); |
1354 | } |
1345 | } |
1355 | |
1346 | |
1356 | if (change->nrof) |
1347 | if (change->nrof) |
1357 | op->nrof = rndm (change->nrof) + 1; |
1348 | op->nrof = rndm (change->nrof) + 1; |
1358 | |
1349 | |
1359 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1350 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1360 | op->stats.wc += change->stats.wc; |
1351 | op->stats.wc += change->stats.wc; |
1361 | op->stats.ac += change->stats.ac; |
1352 | op->stats.ac += change->stats.ac; |
1362 | |
1353 | |
1363 | if (change->other_arch) |
1354 | if (change->other_arch) |
1364 | { |
1355 | { |
1365 | /* Basically, for horns & potions, the other_arch field is the spell |
1356 | /* Basically, for horns & potions, the other_arch field is the spell |
1366 | * to cast. So convert that to into a spell and put it into |
1357 | * to cast. So convert that to into a spell and put it into |
… | |
… | |
1369 | if (op->type == HORN || op->type == POTION) |
1360 | if (op->type == HORN || op->type == POTION) |
1370 | { |
1361 | { |
1371 | /* Remove any spells this object currently has in it */ |
1362 | /* Remove any spells this object currently has in it */ |
1372 | op->destroy_inv (false); |
1363 | op->destroy_inv (false); |
1373 | |
1364 | |
1374 | object *tmp = arch_to_object (change->other_arch); |
1365 | object *tmp = change->other_arch->instance (); |
1375 | insert_ob_in_ob (tmp, op); |
1366 | insert_ob_in_ob (tmp, op); |
1376 | } |
1367 | } |
|
|
1368 | |
1377 | /* No harm setting this for potions/horns */ |
1369 | /* No harm setting this for potions/horns */ |
1378 | op->other_arch = change->other_arch; |
1370 | op->other_arch = change->other_arch; |
1379 | } |
1371 | } |
1380 | |
1372 | |
1381 | if (change->stats.hp < 0) |
1373 | if (change->stats.hp < 0) |
… | |
… | |
1397 | op->stats.maxsp = -change->stats.maxsp; |
1389 | op->stats.maxsp = -change->stats.maxsp; |
1398 | else |
1390 | else |
1399 | op->stats.maxsp += change->stats.maxsp; |
1391 | op->stats.maxsp += change->stats.maxsp; |
1400 | |
1392 | |
1401 | if (change->stats.food < 0) |
1393 | if (change->stats.food < 0) |
1402 | op->stats.food = -(change->stats.food); |
1394 | op->stats.food = -change->stats.food; |
1403 | else |
1395 | else |
1404 | op->stats.food += change->stats.food; |
1396 | op->stats.food += change->stats.food; |
1405 | |
1397 | |
1406 | if (change->level < 0) |
1398 | if (change->level < 0) |
1407 | op->level = -(change->level); |
1399 | op->level = -change->level; |
1408 | else |
1400 | else |
1409 | op->level += change->level; |
1401 | op->level += change->level; |
1410 | |
1402 | |
1411 | if (change->gen_sp_armour < 0) |
1403 | if (change->gen_sp_armour < 0) |
1412 | op->gen_sp_armour = -(change->gen_sp_armour); |
1404 | op->gen_sp_armour = -change->gen_sp_armour; |
1413 | else |
1405 | else |
1414 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1406 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1415 | |
1407 | |
1416 | op->item_power = change->item_power; |
1408 | op->item_power = change->item_power; |
1417 | |
1409 | |
1418 | for (i = 0; i < NROFATTACKS; i++) |
1410 | for (int i = 0; i < NROFATTACKS; i++) |
1419 | if (change->resist[i]) |
|
|
1420 | op->resist[i] += change->resist[i]; |
1411 | op->resist[i] += change->resist[i]; |
1421 | |
1412 | |
1422 | if (change->stats.dam) |
1413 | if (change->stats.dam) |
1423 | { |
1414 | { |
1424 | if (change->stats.dam < 0) |
1415 | if (change->stats.dam < 0) |
1425 | op->stats.dam = (-change->stats.dam); |
1416 | op->stats.dam = -change->stats.dam; |
1426 | else if (op->stats.dam) |
1417 | else if (op->stats.dam) |
1427 | { |
1418 | { |
1428 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1419 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1420 | |
1429 | if (tmp == op->stats.dam) |
1421 | if (tmp == op->stats.dam) |
1430 | { |
1422 | { |
1431 | if (change->stats.dam < 10) |
1423 | if (change->stats.dam < 10) |
1432 | op->stats.dam--; |
1424 | op->stats.dam--; |
1433 | else |
1425 | else |
… | |
… | |
1439 | } |
1431 | } |
1440 | |
1432 | |
1441 | if (change->weight) |
1433 | if (change->weight) |
1442 | { |
1434 | { |
1443 | if (change->weight < 0) |
1435 | if (change->weight < 0) |
1444 | op->weight = (-change->weight); |
1436 | op->weight = -change->weight; |
1445 | else |
1437 | else |
1446 | op->weight = (op->weight * (change->weight)) / 100; |
1438 | op->weight = op->weight * change->weight / 100; |
1447 | } |
1439 | } |
1448 | |
1440 | |
1449 | if (change->last_sp) |
1441 | if (change->last_sp) |
1450 | { |
1442 | { |
1451 | if (change->last_sp < 0) |
1443 | if (change->last_sp < 0) |
1452 | op->last_sp = (-change->last_sp); |
1444 | op->last_sp = -change->last_sp; |
1453 | else |
1445 | else |
1454 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1446 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1455 | } |
1447 | } |
1456 | |
1448 | |
1457 | if (change->gen_sp_armour) |
1449 | if (change->gen_sp_armour) |
1458 | { |
1450 | { |
1459 | if (change->gen_sp_armour < 0) |
1451 | if (change->gen_sp_armour < 0) |
1460 | op->gen_sp_armour = (-change->gen_sp_armour); |
1452 | op->gen_sp_armour = -change->gen_sp_armour; |
1461 | else |
1453 | else |
1462 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1454 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1463 | } |
1455 | } |
1464 | |
1456 | |
1465 | op->value *= change->value; |
1457 | op->value *= change->value; |
1466 | |
1458 | |
1467 | if (change->materials) |
1459 | if (change->materials) |
… | |
… | |
1499 | name = tmp->name + 1, neg = 1; |
1491 | name = tmp->name + 1, neg = 1; |
1500 | else |
1492 | else |
1501 | name = tmp->name, neg = 0; |
1493 | name = tmp->name, neg = 0; |
1502 | |
1494 | |
1503 | /* If we match name, then return the opposite of 'neg' */ |
1495 | /* If we match name, then return the opposite of 'neg' */ |
1504 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1496 | if (!strcmp (name, op->arch->archname)) |
1505 | return !neg; |
1497 | return !neg; |
1506 | |
1498 | |
1507 | /* Set success as true, since if the match was an inverse, it means |
1499 | /* Set success as true, since if the match was an inverse, it means |
1508 | * everything is allowed except what we match |
1500 | * everything is allowed except what we match |
1509 | */ |
1501 | */ |
… | |
… | |
1520 | */ |
1512 | */ |
1521 | |
1513 | |
1522 | void |
1514 | void |
1523 | give_artifact_abilities (object *op, object *artifct) |
1515 | give_artifact_abilities (object *op, object *artifct) |
1524 | { |
1516 | { |
1525 | char new_name[MAX_BUF]; |
1517 | op->title = format ("of %s", &artifct->name); |
1526 | |
1518 | |
1527 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1528 | op->title = new_name; |
|
|
1529 | add_abilities (op, artifct); /* Give out the bonuses */ |
1519 | add_abilities (op, artifct); /* Give out the bonuses */ |
1530 | |
1520 | |
1531 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1521 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1532 | { |
1522 | { |
1533 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1523 | char identified = op->flag [FLAG_IDENTIFIED]; |
1534 | |
1524 | |
1535 | SET_FLAG (op, FLAG_IDENTIFIED); |
1525 | op->set_flag (FLAG_IDENTIFIED); |
1536 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1526 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1537 | if (!identified) |
1527 | if (!identified) |
1538 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1528 | op->clr_flag (FLAG_IDENTIFIED); |
1539 | } |
1529 | } |
1540 | #endif |
1530 | #endif |
1541 | return; |
1531 | return; |
1542 | } |
1532 | } |
1543 | |
1533 | |
… | |
… | |
1553 | #define ARTIFACT_TRIES 2 |
1543 | #define ARTIFACT_TRIES 2 |
1554 | |
1544 | |
1555 | void |
1545 | void |
1556 | generate_artifact (object *op, int difficulty) |
1546 | generate_artifact (object *op, int difficulty) |
1557 | { |
1547 | { |
1558 | artifactlist *al; |
|
|
1559 | artifact *art; |
1548 | artifact *art; |
1560 | int i; |
|
|
1561 | |
1549 | |
1562 | al = find_artifactlist (op->type); |
1550 | artifactlist *al = find_artifactlist (op->type); |
1563 | |
1551 | |
1564 | if (al == NULL) |
1552 | if (al == NULL) |
1565 | { |
1553 | { |
1566 | #if 0 /* This is too verbose, usually */ |
1554 | #if 0 /* This is too verbose, usually */ |
1567 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1555 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1568 | #endif |
1556 | #endif |
1569 | return; |
1557 | return; |
1570 | } |
1558 | } |
1571 | |
1559 | |
1572 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1560 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1573 | { |
1561 | { |
1574 | int roll = rndm (al->total_chance); |
1562 | int roll = rndm (al->total_chance); |
1575 | |
1563 | |
1576 | for (art = al->items; art; art = art->next) |
1564 | for (art = al->items; art; art = art->next) |
1577 | { |
1565 | { |
… | |
… | |
1617 | */ |
1605 | */ |
1618 | |
1606 | |
1619 | void |
1607 | void |
1620 | fix_flesh_item (object *item, object *donor) |
1608 | fix_flesh_item (object *item, object *donor) |
1621 | { |
1609 | { |
1622 | char tmpbuf[MAX_BUF]; |
|
|
1623 | int i; |
|
|
1624 | |
|
|
1625 | if (item->type == FLESH && donor) |
1610 | if (item->type == FLESH && donor) |
1626 | { |
1611 | { |
1627 | /* change the name */ |
1612 | /* change the name */ |
1628 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1613 | item->name = format ("%s's %s", &donor->name, &item->name); |
1629 | item->name = tmpbuf; |
|
|
1630 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1614 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1631 | item->name_pl = tmpbuf; |
|
|
1632 | |
1615 | |
1633 | /* weight is FLESH weight/100 * donor */ |
1616 | /* weight is FLESH weight/100 * donor */ |
1634 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1617 | item->weight = max (1, item->weight * donor->weight / 100); |
1635 | item->weight = 1; |
|
|
1636 | |
1618 | |
1637 | /* value is multiplied by level of donor */ |
1619 | /* value is multiplied by level of donor */ |
1638 | item->value *= isqrt (donor->level * 2); |
1620 | item->value *= isqrt (donor->level * 2); |
1639 | |
1621 | |
1640 | /* food value */ |
1622 | /* food value */ |
1641 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1623 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1642 | |
1624 | |
1643 | /* flesh items inherit some abilities of donor, but not |
1625 | /* flesh items inherit some abilities of donor, but not |
1644 | * full effect. |
1626 | * full effect. |
1645 | */ |
1627 | */ |
1646 | for (i = 0; i < NROFATTACKS; i++) |
1628 | for (int i = 0; i < NROFATTACKS; i++) |
1647 | item->resist[i] = donor->resist[i] / 2; |
1629 | item->resist[i] = donor->resist[i] / 2; |
1648 | |
1630 | |
1649 | /* item inherits donor's level (important for quezals) */ |
1631 | /* item inherits donor's level (important for quezals) */ |
1650 | item->level = donor->level; |
1632 | item->level = donor->level; |
1651 | |
1633 | |
1652 | /* if donor has some attacktypes, the flesh is poisonous */ |
1634 | /* if donor has some attacktypes, the flesh is poisonous */ |
1653 | if (donor->attacktype & AT_POISON) |
1635 | if (donor->attacktype & AT_POISON) |
1654 | item->type = POISON; |
1636 | item->type = POISON; |
1655 | |
1637 | |
1656 | if (donor->attacktype & AT_ACID) |
1638 | if (donor->attacktype & AT_ACID) |
1657 | item->stats.hp = -1 * item->stats.food; |
1639 | item->stats.hp = -item->stats.food; |
1658 | |
1640 | |
1659 | SET_FLAG (item, FLAG_NO_STEAL); |
1641 | item->set_flag (FLAG_NO_STEAL); |
1660 | } |
1642 | } |
1661 | } |
1643 | } |
1662 | |
1644 | |
1663 | static void |
1645 | static void |
1664 | free_treasurestruct (treasure *t) |
1646 | free_treasurestruct (treasure *t) |