1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
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 2 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, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
|
|
25 | #define ALLOWED_COMBINATION |
|
|
26 | |
24 | |
27 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
28 | * 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 |
29 | * 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 |
30 | * left on |
28 | * left on |
31 | */ |
29 | */ |
32 | #define TREASURE_DEBUG |
30 | #define TREASURE_DEBUG |
33 | |
31 | |
34 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
35 | |
33 | |
36 | /* #define TREASURE_VERBOSE */ |
34 | //#define TREASURE_VERBOSE |
37 | |
35 | |
38 | #include <global.h> |
36 | #include <global.h> |
39 | #include <treasure.h> |
37 | #include <treasure.h> |
40 | #include <funcpoint.h> |
|
|
41 | #include <loader.h> |
38 | #include <loader.h> |
42 | |
39 | |
|
|
40 | extern char *spell_mapping[]; |
|
|
41 | |
|
|
42 | static treasurelist *first_treasurelist; |
43 | |
43 | |
44 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
45 | extern char *spell_mapping[]; |
|
|
46 | |
45 | |
47 | /* |
46 | typedef std::tr1::unordered_map< |
48 | * Initialize global archtype pointers: |
47 | const char *, |
49 | */ |
48 | treasurelist *, |
|
|
49 | str_hash, |
|
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50 | str_equal, |
|
|
51 | slice_allocator< std::pair<const char *const, treasurelist *> > |
|
|
52 | > tl_map_t; |
50 | |
53 | |
51 | void |
54 | static tl_map_t tl_map; |
52 | init_archetype_pointers () |
|
|
53 | { |
|
|
54 | int prev_warn = warn_archetypes; |
|
|
55 | |
55 | |
56 | warn_archetypes = 1; |
56 | //TODO: class method |
57 | if (ring_arch == NULL) |
57 | static void free_treasurestruct (treasure *t); // bleh desu |
58 | ring_arch = archetype::find ("ring"); |
58 | static void |
59 | if (amulet_arch == NULL) |
59 | clear (treasurelist *tl) |
60 | amulet_arch = archetype::find ("amulet"); |
60 | { |
61 | if (staff_arch == NULL) |
61 | if (tl->items) |
62 | staff_arch = archetype::find ("staff"); |
62 | { |
63 | if (crown_arch == NULL) |
63 | free_treasurestruct (tl->items); |
64 | crown_arch = archetype::find ("crown"); |
64 | tl->items = 0; |
65 | warn_archetypes = prev_warn; |
65 | } |
66 | } |
|
|
67 | |
66 | |
68 | /* |
67 | tl->total_chance = 0; |
69 | * Allocate and return the pointer to an empty treasurelist structure. |
68 | } |
70 | */ |
|
|
71 | |
69 | |
|
|
70 | /* |
|
|
71 | * Searches for the given treasurelist |
|
|
72 | */ |
72 | static treasurelist * |
73 | treasurelist * |
73 | get_empty_treasurelist (void) |
74 | treasurelist::find (const char *name) |
74 | { |
75 | { |
|
|
76 | if (!name) |
|
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77 | return 0; |
|
|
78 | |
|
|
79 | auto (i, tl_map.find (name)); |
|
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80 | |
|
|
81 | if (i == tl_map.end ()) |
|
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82 | return 0; |
|
|
83 | |
|
|
84 | return i->second; |
|
|
85 | } |
|
|
86 | |
|
|
87 | /* |
|
|
88 | * Searches for the given treasurelist in the globally linked list |
|
|
89 | * of treasurelists which has been built by load_treasures(). |
|
|
90 | */ |
|
|
91 | treasurelist * |
|
|
92 | treasurelist::get (const char *name) |
|
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93 | { |
|
|
94 | treasurelist *tl = find (name); |
|
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95 | |
|
|
96 | if (!tl) |
|
|
97 | { |
75 | return new treasurelist; |
98 | tl = new treasurelist; |
76 | } |
|
|
77 | |
99 | |
78 | /* |
100 | tl->name = name; |
79 | * Allocate and return the pointer to an empty treasure structure. |
101 | tl->next = first_treasurelist; |
80 | */ |
102 | first_treasurelist = tl; |
81 | //TODO: make this a constructor |
|
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82 | static treasure * |
|
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83 | get_empty_treasure (void) |
|
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84 | { |
|
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85 | treasure *t = new treasure; |
|
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86 | |
103 | |
87 | t->chance = 100; |
104 | tl_map.insert (std::make_pair (tl->name, tl)); |
|
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105 | } |
88 | |
106 | |
89 | return t; |
107 | return tl; |
90 | } |
108 | } |
|
|
109 | |
|
|
110 | #ifdef TREASURE_DEBUG |
|
|
111 | /* recursived checks the linked list. Treasurelist is passed only |
|
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112 | * so that the treasure name can be printed out |
|
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113 | */ |
|
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114 | static void |
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115 | check_treasurelist (const treasure *t, const treasurelist * tl) |
|
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116 | { |
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117 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
|
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118 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
|
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119 | |
|
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120 | if (t->next) |
|
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121 | check_treasurelist (t->next, tl); |
|
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122 | |
|
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123 | if (t->next_yes) |
|
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124 | check_treasurelist (t->next_yes, tl); |
|
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125 | |
|
|
126 | if (t->next_no) |
|
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127 | check_treasurelist (t->next_no, tl); |
|
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128 | } |
|
|
129 | #endif |
91 | |
130 | |
92 | /* |
131 | /* |
93 | * Reads the lib/treasure file from disk, and parses the contents |
132 | * Reads the lib/treasure file from disk, and parses the contents |
94 | * into an internal treasure structure (very linked lists) |
133 | * into an internal treasure structure (very linked lists) |
95 | */ |
134 | */ |
96 | |
|
|
97 | static treasure * |
135 | static treasure * |
98 | load_treasure (FILE * fp, int *line) |
136 | read_treasure (object_thawer &f) |
99 | { |
137 | { |
100 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
|
|
101 | treasure *t = get_empty_treasure (); |
138 | treasure *t = new treasure; |
102 | int value; |
|
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103 | |
139 | |
104 | nroftreasures++; |
140 | f.next (); |
105 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
|
106 | { |
|
|
107 | (*line)++; |
|
|
108 | |
141 | |
109 | if (*buf == '#') |
142 | for (;;) |
110 | continue; |
143 | { |
111 | if ((cp = strchr (buf, '\n')) != NULL) |
144 | coroapi::cede_to_tick (); |
112 | *cp = '\0'; |
|
|
113 | cp = buf; |
|
|
114 | while (isspace (*cp)) /* Skip blanks */ |
|
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115 | cp++; |
|
|
116 | |
145 | |
117 | if (sscanf (cp, "arch %s", variable)) |
146 | switch (f.kw) |
118 | { |
|
|
119 | if ((t->item = archetype::find (variable)) == NULL) |
|
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120 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
|
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121 | } |
147 | { |
122 | else if (sscanf (cp, "list %s", variable)) |
148 | case KW_arch: |
123 | t->name = variable; |
149 | t->item = archetype::find (f.get_str ()); |
124 | else if (sscanf (cp, "change_name %s", variable)) |
150 | |
125 | t->change_arch.name = variable; |
151 | if (!t->item) |
126 | else if (sscanf (cp, "change_title %s", variable)) |
|
|
127 | t->change_arch.title = variable; |
|
|
128 | else if (sscanf (cp, "change_slaying %s", variable)) |
|
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129 | t->change_arch.slaying = variable; |
|
|
130 | else if (sscanf (cp, "chance %d", &value)) |
|
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131 | t->chance = (uint8) value; |
|
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132 | else if (sscanf (cp, "nrof %d", &value)) |
|
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133 | t->nrof = (uint16) value; |
|
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134 | else if (sscanf (cp, "magic %d", &value)) |
|
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135 | t->magic = (uint8) value; |
|
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136 | else if (!strcmp (cp, "yes")) |
|
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137 | t->next_yes = load_treasure (fp, line); |
|
|
138 | else if (!strcmp (cp, "no")) |
|
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139 | t->next_no = load_treasure (fp, line); |
|
|
140 | else if (!strcmp (cp, "end")) |
|
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141 | return t; |
|
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142 | else if (!strcmp (cp, "more")) |
|
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143 | { |
152 | { |
144 | t->next = load_treasure (fp, line); |
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; |
|
|
160 | case KW_change_name: f.get (t->change_arch.name); break; |
|
|
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; |
|
|
163 | case KW_chance: f.get (t->chance); break; |
|
|
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; |
|
|
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 (); |
145 | return t; |
172 | return t; |
|
|
173 | |
|
|
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 | |
|
|
182 | return t; |
146 | } |
183 | } |
147 | else |
184 | |
148 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
185 | f.next (); |
149 | } |
186 | } |
150 | LOG (llevError, "treasure lacks 'end'.\n"); |
187 | |
|
|
188 | // not reached |
|
|
189 | |
|
|
190 | error: |
|
|
191 | delete t; |
151 | return t; |
192 | return 0; |
152 | } |
193 | } |
153 | |
194 | |
154 | #ifdef TREASURE_DEBUG |
|
|
155 | |
|
|
156 | /* recursived checks the linked list. Treasurelist is passed only |
|
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157 | * so that the treasure name can be printed out |
|
|
158 | */ |
|
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159 | static void |
|
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160 | check_treasurelist (const treasure *t, const treasurelist * tl) |
|
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161 | { |
|
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162 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
|
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163 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
|
|
164 | /* find_treasurelist will print out its own error message */ |
|
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165 | if (t->name && *t->name) |
|
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166 | find_treasurelist (t->name); |
|
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167 | if (t->next) |
|
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168 | check_treasurelist (t->next, tl); |
|
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169 | if (t->next_yes) |
|
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170 | check_treasurelist (t->next_yes, tl); |
|
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171 | if (t->next_no) |
|
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172 | check_treasurelist (t->next_no, tl); |
|
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173 | } |
|
|
174 | #endif |
|
|
175 | |
|
|
176 | /* |
195 | /* |
177 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
|
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178 | * Each treasure is parsed with the help of load_treasure(). |
196 | * Each treasure is parsed with the help of load_treasure(). |
179 | */ |
197 | */ |
180 | |
198 | treasurelist * |
181 | void |
199 | treasurelist::read (object_thawer &f) |
182 | load_treasures (void) |
|
|
183 | { |
200 | { |
184 | FILE *fp; |
201 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
185 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
|
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186 | treasurelist *previous = NULL; |
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187 | treasure *t; |
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188 | int comp, line = 0; |
|
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189 | |
202 | |
190 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
203 | bool one = f.kw == KW_treasureone; |
191 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
204 | treasurelist *tl = treasurelist::get (f.get_str ()); |
192 | { |
205 | clear (tl); |
193 | LOG (llevError, "Can't open treasure file.\n"); |
206 | tl->items = read_treasure (f); |
|
|
207 | if (!tl->items) |
194 | return; |
208 | return 0; |
195 | } |
|
|
196 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
|
197 | { |
|
|
198 | line++; |
|
|
199 | if (*buf == '#') |
|
|
200 | continue; |
|
|
201 | |
209 | |
202 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
|
|
203 | { |
|
|
204 | treasurelist *tl = get_empty_treasurelist (); |
|
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205 | |
|
|
206 | tl->name = name; |
|
|
207 | if (previous == NULL) |
|
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208 | first_treasurelist = tl; |
|
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209 | else |
|
|
210 | previous->next = tl; |
|
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211 | previous = tl; |
|
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212 | tl->items = load_treasure (fp, &line); |
|
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213 | |
|
|
214 | /* 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. |
215 | * 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 |
216 | * fields of the treasures are not being used. |
212 | * fields of the treasures are not being used. |
217 | */ |
213 | */ |
218 | if (!strncmp (buf, "treasureone", 11)) |
214 | if (one) |
|
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215 | { |
|
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216 | for (treasure *t = tl->items; t; t = t->next) |
|
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217 | { |
|
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218 | if (t->next_yes || t->next_no) |
219 | { |
219 | { |
220 | for (t = tl->items; t != NULL; t = t->next) |
|
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221 | { |
|
|
222 | #ifdef TREASURE_DEBUG |
|
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223 | if (t->next_yes || t->next_no) |
|
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224 | { |
|
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225 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
220 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
226 | LOG (llevError, " the next_yes or next_no field is set\n"); |
221 | LOG (llevError, " the next_yes or next_no field is set\n"); |
227 | } |
|
|
228 | #endif |
|
|
229 | tl->total_chance += t->chance; |
|
|
230 | } |
|
|
231 | } |
222 | } |
232 | } |
|
|
233 | else |
|
|
234 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
|
|
235 | } |
|
|
236 | close_and_delete (fp, comp); |
|
|
237 | |
223 | |
238 | #ifdef TREASURE_DEBUG |
224 | tl->total_chance += t->chance; |
239 | /* Perform some checks on how valid the treasure data actually is. |
225 | } |
240 | * verify that list transitions work (ie, the list that it is supposed |
226 | } |
241 | * to transition to exists). Also, verify that at least the name |
|
|
242 | * or archetype is set for each treasure element. |
|
|
243 | */ |
|
|
244 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
|
|
245 | check_treasurelist (previous->items, previous); |
|
|
246 | #endif |
|
|
247 | } |
|
|
248 | |
227 | |
249 | /* |
|
|
250 | * Searches for the given treasurelist in the globally linked list |
|
|
251 | * of treasurelists which has been built by load_treasures(). |
|
|
252 | */ |
|
|
253 | |
|
|
254 | treasurelist * |
|
|
255 | find_treasurelist (const char *name) |
|
|
256 | { |
|
|
257 | shstr_cmp name_ (name); |
|
|
258 | |
|
|
259 | if (!name_) |
|
|
260 | return 0; |
|
|
261 | |
|
|
262 | for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) |
|
|
263 | if (name_ == tl->name) |
|
|
264 | return tl; |
|
|
265 | |
|
|
266 | if (first_treasurelist) |
|
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267 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
|
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268 | |
|
|
269 | return 0; |
228 | return tl; |
270 | } |
229 | } |
271 | |
|
|
272 | |
230 | |
273 | /* |
231 | /* |
274 | * Generates the objects specified by the given treasure. |
232 | * Generates the objects specified by the given treasure. |
275 | * It goes recursively through the rest of the linked list. |
233 | * It goes recursively through the rest of the linked list. |
276 | * 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, |
… | |
… | |
282 | * start with equipment, but only their abilities). |
240 | * start with equipment, but only their abilities). |
283 | */ |
241 | */ |
284 | static void |
242 | static void |
285 | put_treasure (object *op, object *creator, int flags) |
243 | put_treasure (object *op, object *creator, int flags) |
286 | { |
244 | { |
287 | object *tmp; |
245 | if (flags & GT_ENVIRONMENT) |
288 | |
246 | { |
289 | /* 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 |
290 | * 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 |
291 | * 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 |
292 | * by another object. |
250 | * by another object. |
293 | */ |
251 | */ |
294 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
252 | //TODO: flag such as objects... as such (no drop, anybody?) |
295 | { |
253 | if (op->type == SPELL) |
|
|
254 | { |
|
|
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 | { |
296 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
297 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
266 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
267 | } |
298 | } |
268 | } |
299 | else |
269 | else |
300 | { |
270 | { |
301 | op = creator->insert (op); |
271 | op = creator->insert (op); |
302 | |
272 | |
303 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
304 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
305 | |
|
|
306 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
|
|
307 | esrv_send_item (tmp, op); |
|
|
308 | } |
275 | } |
309 | } |
276 | } |
310 | |
277 | |
311 | /* 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 |
312 | * in the generated object |
279 | * in the generated object |
… | |
… | |
326 | |
293 | |
327 | if (t->change_arch.slaying) |
294 | if (t->change_arch.slaying) |
328 | op->slaying = t->change_arch.slaying; |
295 | op->slaying = t->change_arch.slaying; |
329 | } |
296 | } |
330 | |
297 | |
331 | void |
298 | static void |
332 | 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) |
333 | { |
300 | { |
334 | object *tmp; |
|
|
335 | |
|
|
336 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
301 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
337 | { |
302 | { |
338 | if (t->name) |
303 | if (t->name) |
339 | { |
304 | { |
340 | if (difficulty >= t->magic) |
305 | if (difficulty >= t->magic) |
|
|
306 | if (treasurelist *tl = treasurelist::find (t->name)) |
|
|
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 | } |
|
|
311 | else |
|
|
312 | { |
|
|
313 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
341 | { |
314 | { |
342 | treasurelist *tl = find_treasurelist (t->name); |
|
|
343 | if (tl) |
|
|
344 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
345 | } |
|
|
346 | } |
|
|
347 | else |
|
|
348 | { |
|
|
349 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
|
|
350 | { |
|
|
351 | tmp = arch_to_object (t->item); |
315 | object *tmp = arch_to_object (t->item); |
|
|
316 | |
352 | if (t->nrof && tmp->nrof <= 1) |
317 | if (t->nrof && tmp->nrof <= 1) |
353 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
318 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
319 | |
354 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
320 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
355 | change_treasure (t, tmp); |
321 | change_treasure (t, tmp); |
356 | put_treasure (tmp, op, flag); |
322 | put_treasure (tmp, op, flag); |
357 | } |
323 | } |
358 | } |
324 | } |
359 | |
325 | |
360 | if (t->next_yes != NULL) |
326 | if (t->next_yes) |
361 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
327 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
362 | } |
328 | } |
363 | else if (t->next_no != NULL) |
329 | else if (t->next_no) |
364 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
330 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
365 | |
331 | |
366 | if (t->next != NULL) |
332 | if (t->next) |
367 | create_all_treasures (t->next, op, flag, difficulty, tries); |
333 | create_all_treasures (t->next, op, flag, difficulty, tries); |
368 | } |
334 | } |
369 | |
335 | |
370 | void |
336 | static void |
371 | 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) |
372 | { |
338 | { |
373 | int value = RANDOM () % tl->total_chance; |
339 | int value = rndm (tl->total_chance); |
374 | treasure *t; |
340 | treasure *t; |
375 | |
341 | |
376 | if (tries++ > 100) |
342 | if (tries++ > 100) |
377 | { |
343 | { |
378 | 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"); |
379 | return; |
345 | return; |
380 | } |
346 | } |
381 | |
347 | |
382 | for (t = tl->items; t != NULL; t = t->next) |
348 | for (t = tl->items; t; t = t->next) |
383 | { |
349 | { |
384 | value -= t->chance; |
350 | value -= t->chance; |
385 | |
351 | |
386 | if (value < 0) |
352 | if (value < 0) |
387 | break; |
353 | break; |
388 | } |
354 | } |
389 | |
355 | |
390 | if (!t || value >= 0) |
356 | if (!t || value >= 0) |
391 | { |
|
|
392 | 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); |
393 | abort (); |
|
|
394 | return; |
|
|
395 | } |
|
|
396 | |
358 | |
397 | if (t->name) |
359 | if (t->name) |
398 | { |
360 | { |
399 | if (difficulty >= t->magic) |
361 | if (difficulty >= t->magic) |
400 | { |
362 | { |
401 | treasurelist *tl = find_treasurelist (t->name); |
363 | treasurelist *tl = treasurelist::find (t->name); |
402 | if (tl) |
364 | if (tl) |
403 | create_treasure (tl, op, flag, difficulty, tries); |
365 | create_treasure (tl, op, flag, difficulty, tries); |
404 | } |
366 | } |
405 | else if (t->nrof) |
367 | else if (t->nrof) |
406 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | create_one_treasure (tl, op, flag, difficulty, tries); |
407 | |
|
|
408 | return; |
|
|
409 | } |
369 | } |
410 | |
|
|
411 | if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
370 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
412 | { |
371 | { |
413 | object *tmp = arch_to_object (t->item); |
372 | if (object *tmp = arch_to_object (t->item)) |
414 | |
373 | { |
415 | if (!tmp) |
|
|
416 | return; |
|
|
417 | |
|
|
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; |
420 | |
376 | |
421 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
377 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
422 | change_treasure (t, tmp); |
378 | change_treasure (t, tmp); |
423 | put_treasure (tmp, op, flag); |
379 | put_treasure (tmp, op, flag); |
|
|
380 | } |
424 | } |
381 | } |
|
|
382 | } |
|
|
383 | |
|
|
384 | void |
|
|
385 | object::create_treasure (treasurelist *tl, int flags) |
|
|
386 | { |
|
|
387 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
425 | } |
388 | } |
426 | |
389 | |
427 | /* This calls the appropriate treasure creation function. tries is passed |
390 | /* This calls the appropriate treasure creation function. tries is passed |
428 | * to determine how many list transitions or attempts to create treasure |
391 | * to determine how many list transitions or attempts to create treasure |
429 | * 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 |
… | |
… | |
432 | * to do that. |
395 | * to do that. |
433 | */ |
396 | */ |
434 | void |
397 | void |
435 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
398 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
436 | { |
399 | { |
|
|
400 | // empty treasurelists are legal |
|
|
401 | if (!tl->items) |
|
|
402 | return; |
437 | |
403 | |
438 | if (tries++ > 100) |
404 | if (tries++ > 100) |
439 | { |
405 | { |
440 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
406 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
441 | return; |
407 | return; |
442 | } |
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 | |
443 | if (tl->total_chance) |
419 | if (tl->total_chance) |
444 | create_one_treasure (tl, op, flag, difficulty, tries); |
420 | create_one_treasure (tl, op, flag, difficulty, tries); |
445 | else |
421 | else |
446 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
422 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
447 | } |
423 | } |
… | |
… | |
454 | object * |
430 | object * |
455 | generate_treasure (treasurelist *tl, int difficulty) |
431 | generate_treasure (treasurelist *tl, int difficulty) |
456 | { |
432 | { |
457 | difficulty = clamp (difficulty, 1, settings.max_level); |
433 | difficulty = clamp (difficulty, 1, settings.max_level); |
458 | |
434 | |
459 | object *ob = object::create (), *tmp; |
435 | object *ob = object::create (); |
460 | |
436 | |
461 | create_treasure (tl, ob, 0, difficulty, 0); |
437 | create_treasure (tl, ob, 0, difficulty, 0); |
462 | |
438 | |
463 | /* 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 */ |
464 | tmp = ob->inv; |
440 | object *tmp = ob->inv; |
465 | if (tmp != NULL) |
441 | if (tmp) |
466 | tmp->remove (); |
442 | tmp->remove (); |
467 | |
443 | |
468 | if (ob->inv) |
444 | if (ob->inv) |
469 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
470 | |
446 | |
471 | ob->destroy (); |
447 | ob->destroy (); |
|
|
448 | |
472 | return tmp; |
449 | return tmp; |
473 | } |
450 | } |
474 | |
451 | |
475 | /* |
452 | /* |
476 | * 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 |
… | |
… | |
478 | * 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 |
479 | * magical bonus "wanted". |
456 | * magical bonus "wanted". |
480 | */ |
457 | */ |
481 | |
458 | |
482 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
459 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
483 | |
|
|
484 | /*chance of magic difficulty*/ |
460 | // chance of magic difficulty |
485 | |
|
|
486 | /* +0 +1 +2 +3 +4 */ |
461 | // +0 +1 +2 +3 +4 |
487 | {95, 2, 2, 1, 0}, /*1 */ |
462 | {95, 2, 2, 1, 0}, // 1 |
488 | {92, 5, 2, 1, 0}, /*2 */ |
463 | {92, 5, 2, 1, 0}, // 2 |
489 | {85, 10, 4, 1, 0}, /*3 */ |
464 | {85, 10, 4, 1, 0}, // 3 |
490 | {80, 14, 4, 2, 0}, /*4 */ |
465 | {80, 14, 4, 2, 0}, // 4 |
491 | {75, 17, 5, 2, 1}, /*5 */ |
466 | {75, 17, 5, 2, 1}, // 5 |
492 | {70, 18, 8, 3, 1}, /*6 */ |
467 | {70, 18, 8, 3, 1}, // 6 |
493 | {65, 21, 10, 3, 1}, /*7 */ |
468 | {65, 21, 10, 3, 1}, // 7 |
494 | {60, 22, 12, 4, 2}, /*8 */ |
469 | {60, 22, 12, 4, 2}, // 8 |
495 | {55, 25, 14, 4, 2}, /*9 */ |
470 | {55, 25, 14, 4, 2}, // 9 |
496 | {50, 27, 16, 5, 2}, /*10 */ |
471 | {50, 27, 16, 5, 2}, // 10 |
497 | {45, 28, 18, 6, 3}, /*11 */ |
472 | {45, 28, 18, 6, 3}, // 11 |
498 | {42, 28, 20, 7, 3}, /*12 */ |
473 | {42, 28, 20, 7, 3}, // 12 |
499 | {40, 27, 21, 8, 4}, /*13 */ |
474 | {40, 27, 21, 8, 4}, // 13 |
500 | {38, 25, 22, 10, 5}, /*14 */ |
475 | {38, 25, 22, 10, 5}, // 14 |
501 | {36, 23, 23, 12, 6}, /*15 */ |
476 | {36, 23, 23, 12, 6}, // 15 |
502 | {33, 21, 24, 14, 8}, /*16 */ |
477 | {33, 21, 24, 14, 8}, // 16 |
503 | {31, 19, 25, 16, 9}, /*17 */ |
478 | {31, 19, 25, 16, 9}, // 17 |
504 | {27, 15, 30, 18, 10}, /*18 */ |
479 | {27, 15, 30, 18, 10}, // 18 |
505 | {20, 12, 30, 25, 13}, /*19 */ |
480 | {20, 12, 30, 25, 13}, // 19 |
506 | {15, 10, 28, 30, 17}, /*20 */ |
481 | {15, 10, 28, 30, 17}, // 20 |
507 | {13, 9, 27, 28, 23}, /*21 */ |
482 | {13, 9, 27, 28, 23}, // 21 |
508 | {10, 8, 25, 28, 29}, /*22 */ |
483 | {10, 8, 25, 28, 29}, // 22 |
509 | {8, 7, 23, 26, 36}, /*23 */ |
484 | { 8, 7, 23, 26, 36}, // 23 |
510 | {6, 6, 20, 22, 46}, /*24 */ |
485 | { 6, 6, 20, 22, 46}, // 24 |
511 | {4, 5, 17, 18, 56}, /*25 */ |
486 | { 4, 5, 17, 18, 56}, // 25 |
512 | {2, 4, 12, 14, 68}, /*26 */ |
487 | { 2, 4, 12, 14, 68}, // 26 |
513 | {0, 3, 7, 10, 80}, /*27 */ |
488 | { 0, 3, 7, 10, 80}, // 27 |
514 | {0, 0, 3, 7, 90}, /*28 */ |
489 | { 0, 0, 3, 7, 90}, // 28 |
515 | {0, 0, 0, 3, 97}, /*29 */ |
490 | { 0, 0, 0, 3, 97}, // 29 |
516 | {0, 0, 0, 0, 100}, /*30 */ |
491 | { 0, 0, 0, 0, 100}, // 30 |
517 | {0, 0, 0, 0, 100}, /*31 */ |
492 | { 0, 0, 0, 0, 100}, // 31 |
518 | }; |
493 | }; |
519 | |
|
|
520 | |
494 | |
521 | /* calculate the appropriate level for wands staves and scrolls. |
495 | /* calculate the appropriate level for wands staves and scrolls. |
522 | * 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) |
523 | * |
497 | * |
524 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
525 | * 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. |
526 | */ |
500 | */ |
527 | |
501 | static int |
528 | int |
|
|
529 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
530 | { |
503 | { |
531 | int olevel = 0; |
|
|
532 | |
|
|
533 | if (!op->inv) |
504 | if (!op->inv) |
534 | { |
505 | { |
535 | 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); |
536 | return 0; |
507 | return 0; |
537 | } |
508 | } |
538 | |
509 | |
539 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
510 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
540 | |
511 | |
541 | if (olevel <= 0) |
512 | if (olevel <= 0) |
542 | olevel = rndm (1, MIN (op->inv->level, 1)); |
513 | olevel = rndm (1, op->inv->level); |
543 | |
514 | |
544 | if (olevel > MAXLEVEL) |
515 | return min (olevel, MAXLEVEL); |
545 | olevel = MAXLEVEL; |
|
|
546 | |
|
|
547 | return olevel; |
|
|
548 | } |
516 | } |
549 | |
517 | |
550 | /* |
518 | /* |
551 | * Based upon the specified difficulty and upon the difftomagic_list array, |
519 | * Based upon the specified difficulty and upon the difftomagic_list array, |
552 | * a random magical bonus is returned. This is used when determine |
520 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
555 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
556 | * 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 |
557 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
558 | * |
526 | * |
559 | */ |
527 | */ |
560 | |
528 | static int |
561 | int |
|
|
562 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
563 | { |
530 | { |
564 | int percent = 0, magic = 0; |
531 | int percent = 0, magic = 0; |
565 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
566 | |
533 | |
… | |
… | |
570 | scaled_diff = 0; |
537 | scaled_diff = 0; |
571 | |
538 | |
572 | if (scaled_diff >= DIFFLEVELS) |
539 | if (scaled_diff >= DIFFLEVELS) |
573 | scaled_diff = DIFFLEVELS - 1; |
540 | scaled_diff = DIFFLEVELS - 1; |
574 | |
541 | |
575 | percent = RANDOM () % 100; |
542 | percent = rndm (100); |
576 | |
543 | |
577 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
544 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
578 | { |
545 | { |
579 | percent -= difftomagic_list[scaled_diff][magic]; |
546 | percent -= difftomagic_list[scaled_diff][magic]; |
580 | |
547 | |
… | |
… | |
586 | { |
553 | { |
587 | 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); |
588 | magic = 0; |
555 | magic = 0; |
589 | } |
556 | } |
590 | |
557 | |
591 | magic = (RANDOM () % 3) ? magic : -magic; |
558 | magic = (rndm (3)) ? magic : -magic; |
592 | /* 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); */ |
593 | |
560 | |
594 | return magic; |
561 | return magic; |
595 | } |
562 | } |
596 | |
563 | |
… | |
… | |
609 | |
576 | |
610 | op->magic = magic; |
577 | op->magic = magic; |
611 | if (op->arch) |
578 | if (op->arch) |
612 | { |
579 | { |
613 | if (op->type == ARMOUR) |
580 | if (op->type == ARMOUR) |
614 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
581 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
615 | |
582 | |
616 | 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 */ |
617 | magic = (-magic); |
584 | magic = (-magic); |
|
|
585 | |
618 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
586 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
619 | } |
587 | } |
620 | else |
588 | else |
621 | { |
589 | { |
622 | if (op->type == ARMOUR) |
590 | if (op->type == ARMOUR) |
623 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
591 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
592 | |
624 | 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 */ |
625 | magic = (-magic); |
594 | magic = (-magic); |
|
|
595 | |
626 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
627 | } |
597 | } |
628 | } |
598 | } |
629 | |
599 | |
630 | /* |
600 | /* |
… | |
… | |
653 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
654 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
655 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
656 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
657 | */ |
627 | */ |
658 | |
628 | static void |
659 | void |
|
|
660 | set_ring_bonus (object *op, int bonus) |
629 | set_ring_bonus (object *op, int bonus) |
661 | { |
630 | { |
662 | |
|
|
663 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
664 | |
632 | |
665 | if (op->type == AMULET) |
633 | if (op->type == AMULET) |
666 | { |
634 | { |
667 | if (!(RANDOM () % 21)) |
635 | if (!(rndm (21))) |
668 | r = 20 + RANDOM () % 2; |
636 | r = 20 + rndm (2); |
669 | else |
637 | else |
670 | { |
638 | { |
671 | if (RANDOM () & 2) |
639 | if (rndm (2)) |
672 | r = 10; |
640 | r = 10; |
673 | else |
641 | else |
674 | r = 11 + RANDOM () % 9; |
642 | r = 11 + rndm (9); |
675 | } |
643 | } |
676 | } |
644 | } |
677 | |
645 | |
678 | switch (r) |
646 | switch (r) |
679 | { |
647 | { |
… | |
… | |
686 | case 2: |
654 | case 2: |
687 | case 3: |
655 | case 3: |
688 | case 4: |
656 | case 4: |
689 | case 5: |
657 | case 5: |
690 | case 6: |
658 | case 6: |
691 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
659 | op->stats.stat (r) += bonus; |
692 | break; |
660 | break; |
693 | |
661 | |
694 | case 7: |
662 | case 7: |
695 | op->stats.dam += bonus; |
663 | op->stats.dam += bonus; |
696 | break; |
664 | break; |
… | |
… | |
716 | case 16: |
684 | case 16: |
717 | case 17: |
685 | case 17: |
718 | case 18: |
686 | case 18: |
719 | case 19: |
687 | case 19: |
720 | { |
688 | { |
721 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
689 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
722 | |
690 | |
723 | /* 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) */ |
724 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
692 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
725 | |
693 | |
726 | /* 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 |
727 | * positive values for how protections work out. Put another |
695 | * positive values for how protections work out. Put another |
728 | * 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 |
729 | * even values. |
697 | * even values. |
730 | */ |
698 | */ |
731 | if (bonus < 0) |
699 | if (bonus < 0) |
732 | val = 2 * -val - RANDOM () % b; |
700 | val = 2 * -val - rndm (b); |
733 | if (val > 35) |
701 | if (val > 35) |
734 | val = 35; /* Upper limit */ |
702 | val = 35; /* Upper limit */ |
735 | b = 0; |
703 | b = 0; |
|
|
704 | |
736 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
705 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
737 | { |
|
|
738 | resist = RANDOM () % num_resist_table; |
706 | resist = rndm (num_resist_table); |
739 | } |
707 | |
740 | if (b == 4) |
708 | if (b == 4) |
741 | return; /* Not able to find a free resistance */ |
709 | return; /* Not able to find a free resistance */ |
|
|
710 | |
742 | op->resist[resist_table[resist]] = val; |
711 | op->resist[resist_table[resist]] = val; |
743 | /* We should probably do something more clever here to adjust value |
712 | /* We should probably do something more clever here to adjust value |
744 | * based on how good a resistance we gave. |
713 | * based on how good a resistance we gave. |
745 | */ |
714 | */ |
746 | break; |
715 | break; |
… | |
… | |
774 | case 22: |
743 | case 22: |
775 | op->stats.exp += bonus; /* Speed! */ |
744 | op->stats.exp += bonus; /* Speed! */ |
776 | op->value = (op->value * 2) / 3; |
745 | op->value = (op->value * 2) / 3; |
777 | break; |
746 | break; |
778 | } |
747 | } |
|
|
748 | |
779 | if (bonus > 0) |
749 | if (bonus > 0) |
780 | op->value *= 2 * bonus; |
750 | op->value *= 2 * bonus; |
781 | else |
751 | else |
782 | op->value = -(op->value * 2 * bonus) / 3; |
752 | op->value = -(op->value * 2 * bonus) / 3; |
783 | } |
753 | } |
… | |
… | |
788 | * higher is the chance of returning a low number. |
758 | * higher is the chance of returning a low number. |
789 | * 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 |
790 | * rings and amulets. |
760 | * rings and amulets. |
791 | * 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. |
792 | */ |
762 | */ |
793 | |
763 | static int |
794 | int |
|
|
795 | get_magic (int diff) |
764 | get_magic (int diff) |
796 | { |
765 | { |
797 | int i; |
766 | int i; |
798 | |
767 | |
799 | if (diff < 3) |
768 | if (diff < 3) |
800 | diff = 3; |
769 | diff = 3; |
|
|
770 | |
801 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
802 | if (RANDOM () % diff) |
772 | if (rndm (diff)) |
803 | return i; |
773 | return i; |
|
|
774 | |
804 | return 4; |
775 | return 4; |
805 | } |
776 | } |
806 | |
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 | |
807 | #define DICE2 (get_magic(2)==2?2:1) |
795 | #define DICE2 (get_magic(2)==2?2:1) |
808 | #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)) |
809 | |
797 | |
810 | /* |
798 | /* |
811 | * 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 |
812 | * 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 |
813 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
801 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
… | |
… | |
827 | * value. |
815 | * value. |
828 | * 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 |
829 | * 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 |
830 | * 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 |
831 | */ |
819 | */ |
832 | |
|
|
833 | void |
820 | void |
834 | 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) |
835 | { |
822 | { |
836 | 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; |
837 | |
824 | |
… | |
… | |
842 | save_item_power = op->item_power; |
829 | save_item_power = op->item_power; |
843 | op->item_power = 0; |
830 | op->item_power = 0; |
844 | |
831 | |
845 | if (op->randomitems && op->type != SPELL) |
832 | if (op->randomitems && op->type != SPELL) |
846 | { |
833 | { |
847 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
834 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
848 | if (!op->inv) |
|
|
849 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
850 | |
|
|
851 | /* So the treasure doesn't get created again */ |
835 | /* So the treasure doesn't get created again */ |
852 | op->randomitems = NULL; |
836 | op->randomitems = 0; |
853 | } |
837 | } |
854 | |
838 | |
855 | if (difficulty < 1) |
839 | if (difficulty < 1) |
856 | difficulty = 1; |
840 | difficulty = 1; |
857 | |
841 | |
… | |
… | |
861 | ARG_INT (flags))) |
845 | ARG_INT (flags))) |
862 | return; |
846 | return; |
863 | |
847 | |
864 | if (!(flags & GT_MINIMAL)) |
848 | if (!(flags & GT_MINIMAL)) |
865 | { |
849 | { |
866 | if (op->arch == crown_arch) |
850 | if (IS_ARCH (op->arch, crown)) |
867 | { |
851 | { |
868 | set_magic (difficulty, op, max_magic, flags); |
852 | set_magic (difficulty, op, max_magic, flags); |
869 | num_enchantments = calc_item_power (op, 1); |
853 | num_enchantments = calc_item_power (op, 1); |
870 | generate_artifact (op, difficulty); |
854 | generate_artifact (op, difficulty); |
871 | } |
855 | } |
… | |
… | |
874 | if (!op->magic && max_magic) |
858 | if (!op->magic && max_magic) |
875 | set_magic (difficulty, op, max_magic, flags); |
859 | set_magic (difficulty, op, max_magic, flags); |
876 | |
860 | |
877 | num_enchantments = calc_item_power (op, 1); |
861 | num_enchantments = calc_item_power (op, 1); |
878 | |
862 | |
879 | 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)) |
880 | * 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 */ |
881 | generate_artifact (op, difficulty); |
866 | generate_artifact (op, difficulty); |
882 | } |
867 | } |
883 | |
868 | |
884 | /* Object was made an artifact. Calculate its item_power rating. |
869 | /* Object was made an artifact. Calculate its item_power rating. |
885 | * the item_power in the object is what the artfiact adds. |
870 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
919 | * again below */ |
904 | * again below */ |
920 | } |
905 | } |
921 | } |
906 | } |
922 | |
907 | |
923 | /* materialtype modifications. Note we allow this on artifacts. */ |
908 | /* materialtype modifications. Note we allow this on artifacts. */ |
924 | set_materialname (op, difficulty, NULL); |
909 | select_material (op, difficulty); |
925 | |
910 | |
926 | if (flags & GT_MINIMAL) |
911 | if (flags & GT_MINIMAL) |
927 | { |
912 | { |
928 | if (op->type == POTION) |
913 | if (op->type == POTION) |
929 | /* Handle healing and magic power potions */ |
914 | /* Handle healing and magic power potions */ |
930 | if (op->stats.sp && !op->randomitems) |
915 | if (op->stats.sp && !op->randomitems) |
931 | { |
916 | { |
932 | object *tmp; |
|
|
933 | |
|
|
934 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
917 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
935 | insert_ob_in_ob (tmp, op); |
918 | insert_ob_in_ob (tmp, op); |
936 | op->stats.sp = 0; |
919 | op->stats.sp = 0; |
937 | } |
920 | } |
938 | } |
921 | } |
939 | else if (!op->title) /* Only modify object if not special */ |
922 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
942 | case WEAPON: |
925 | case WEAPON: |
943 | case ARMOUR: |
926 | case ARMOUR: |
944 | case SHIELD: |
927 | case SHIELD: |
945 | case HELMET: |
928 | case HELMET: |
946 | case CLOAK: |
929 | case CLOAK: |
947 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
930 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
948 | set_ring_bonus (op, -DICE2); |
931 | set_ring_bonus (op, -DICE2); |
949 | break; |
932 | break; |
950 | |
933 | |
951 | case BRACERS: |
934 | case BRACERS: |
952 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
935 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
953 | { |
936 | { |
954 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
937 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
955 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
938 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
956 | op->value *= 3; |
939 | op->value *= 3; |
957 | } |
940 | } |
… | |
… | |
983 | */ |
966 | */ |
984 | if (op->inv && op->randomitems) |
967 | if (op->inv && op->randomitems) |
985 | { |
968 | { |
986 | /* value multiplier is same as for scrolls */ |
969 | /* value multiplier is same as for scrolls */ |
987 | op->value = (op->value * op->inv->value); |
970 | op->value = (op->value * op->inv->value); |
988 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
971 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
989 | } |
972 | } |
990 | else |
973 | else |
991 | { |
974 | { |
992 | op->name = "potion"; |
975 | op->name = "potion"; |
993 | op->name_pl = "potions"; |
976 | op->name_pl = "potions"; |
994 | } |
977 | } |
995 | |
978 | |
996 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
979 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
997 | SET_FLAG (op, FLAG_CURSED); |
980 | SET_FLAG (op, FLAG_CURSED); |
998 | break; |
981 | break; |
999 | } |
982 | } |
1000 | |
983 | |
1001 | case AMULET: |
984 | case AMULET: |
1002 | if (op->arch == amulet_arch) |
985 | if (IS_ARCH (op->arch, amulet)) |
1003 | op->value *= 5; /* Since it's not just decoration */ |
986 | op->value *= 5; /* Since it's not just decoration */ |
1004 | |
987 | |
1005 | case RING: |
988 | case RING: |
1006 | if (op->arch == NULL) |
|
|
1007 | { |
|
|
1008 | op->destroy (); |
|
|
1009 | op = 0; |
|
|
1010 | break; |
|
|
1011 | } |
|
|
1012 | |
|
|
1013 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
989 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1014 | break; |
990 | break; |
1015 | |
991 | |
1016 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
992 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1017 | SET_FLAG (op, FLAG_CURSED); |
993 | SET_FLAG (op, FLAG_CURSED); |
1018 | |
994 | |
1019 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
995 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1020 | |
996 | |
1021 | if (op->type != RING) /* Amulets have only one ability */ |
997 | if (op->type != RING) /* Amulets have only one ability */ |
1022 | break; |
998 | break; |
1023 | |
999 | |
1024 | if (!(RANDOM () % 4)) |
1000 | if (!(rndm (4))) |
1025 | { |
1001 | { |
1026 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1002 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1027 | |
1003 | |
1028 | if (d > 0) |
1004 | if (d > 0) |
1029 | op->value *= 3; |
1005 | op->value *= 3; |
1030 | |
1006 | |
1031 | set_ring_bonus (op, d); |
1007 | set_ring_bonus (op, d); |
1032 | |
1008 | |
1033 | if (!(RANDOM () % 4)) |
1009 | if (!(rndm (4))) |
1034 | { |
1010 | { |
1035 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1011 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1036 | |
1012 | |
1037 | if (d > 0) |
1013 | if (d > 0) |
1038 | op->value *= 5; |
1014 | op->value *= 5; |
1039 | set_ring_bonus (op, d); |
1015 | set_ring_bonus (op, d); |
1040 | } |
1016 | } |
1041 | } |
1017 | } |
1042 | |
1018 | |
1043 | if (GET_ANIM_ID (op)) |
1019 | if (op->animation_id) |
1044 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1020 | op->set_anim_frame (rndm (op->anim_frames ())); |
1045 | |
1021 | |
1046 | break; |
1022 | break; |
1047 | |
1023 | |
1048 | case BOOK: |
1024 | case BOOK: |
1049 | /* Is it an empty book?, if yes lets make a special· |
1025 | /* Is it an empty book?, if yes lets make a special· |
1050 | * msg for it, and tailor its properties based on the· |
1026 | * msg for it, and tailor its properties based on the· |
1051 | * creator and/or map level we found it on. |
1027 | * creator and/or map level we found it on. |
1052 | */ |
1028 | */ |
1053 | if (!op->msg && RANDOM () % 10) |
1029 | if (!op->msg && rndm (10)) |
1054 | { |
1030 | { |
1055 | /* set the book level properly */ |
1031 | /* set the book level properly */ |
1056 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1032 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1057 | { |
1033 | { |
1058 | if (op->map && op->map->difficulty) |
1034 | if (op->map && op->map->difficulty) |
1059 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1035 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1060 | else |
1036 | else |
1061 | op->level = RANDOM () % 20 + 1; |
1037 | op->level = rndm (20) + 1; |
1062 | } |
1038 | } |
1063 | else |
1039 | else |
1064 | op->level = RANDOM () % creator->level; |
1040 | op->level = rndm (creator->level); |
1065 | |
1041 | |
1066 | 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); |
1067 | /* books w/ info are worth more! */ |
1043 | /* books w/ info are worth more! */ |
1068 | 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)); |
1069 | /* creator related stuff */ |
|
|
1070 | |
|
|
1071 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1072 | * set - we don't want to set no pick in that case. |
|
|
1073 | */ |
|
|
1074 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1075 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1076 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1077 | op->slaying = creator->slaying; |
|
|
1078 | |
1045 | |
1079 | /* add exp so reading it gives xp (once) */ |
1046 | /* add exp so reading it gives xp (once) */ |
1080 | 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; |
1081 | } |
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; |
1082 | break; |
1059 | break; |
1083 | |
1060 | |
1084 | case SPELLBOOK: |
1061 | case SPELLBOOK: |
1085 | op->value = op->value * op->inv->value; |
1062 | op->value = op->value * op->inv->value; |
1086 | /* add exp so learning gives xp */ |
1063 | /* add exp so learning gives xp */ |
… | |
… | |
1120 | * 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. |
1121 | */ |
1098 | */ |
1122 | 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); |
1123 | /* 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 */ |
1124 | if (op->stats.maxhp) |
1101 | if (op->stats.maxhp) |
1125 | 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); |
1126 | else |
1103 | else |
1127 | 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); |
1128 | |
1105 | |
1129 | op->stats.hp = op->stats.maxhp; |
1106 | op->stats.hp = op->stats.maxhp; |
1130 | break; |
1107 | break; |
1131 | |
1108 | |
1132 | case SCROLL: |
1109 | case SCROLL: |
… | |
… | |
1168 | */ |
1145 | */ |
1169 | |
1146 | |
1170 | /* |
1147 | /* |
1171 | * Allocate and return the pointer to an empty artifactlist structure. |
1148 | * Allocate and return the pointer to an empty artifactlist structure. |
1172 | */ |
1149 | */ |
1173 | |
|
|
1174 | static artifactlist * |
1150 | static artifactlist * |
1175 | get_empty_artifactlist (void) |
1151 | get_empty_artifactlist (void) |
1176 | { |
1152 | { |
1177 | artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); |
1153 | return salloc0<artifactlist> (); |
1178 | |
|
|
1179 | if (al == NULL) |
|
|
1180 | fatal (OUT_OF_MEMORY); |
|
|
1181 | al->next = NULL; |
|
|
1182 | al->items = NULL; |
|
|
1183 | al->total_chance = 0; |
|
|
1184 | return al; |
|
|
1185 | } |
1154 | } |
1186 | |
1155 | |
1187 | /* |
1156 | /* |
1188 | * Allocate and return the pointer to an empty artifact structure. |
1157 | * Allocate and return the pointer to an empty artifact structure. |
1189 | */ |
1158 | */ |
1190 | |
|
|
1191 | static artifact * |
1159 | static artifact * |
1192 | get_empty_artifact (void) |
1160 | get_empty_artifact (void) |
1193 | { |
1161 | { |
1194 | artifact *a = (artifact *) malloc (sizeof (artifact)); |
1162 | return salloc0<artifact> (); |
1195 | |
|
|
1196 | if (a == NULL) |
|
|
1197 | fatal (OUT_OF_MEMORY); |
|
|
1198 | a->item = NULL; |
|
|
1199 | a->next = NULL; |
|
|
1200 | a->chance = 0; |
|
|
1201 | a->difficulty = 0; |
|
|
1202 | a->allowed = NULL; |
|
|
1203 | return a; |
|
|
1204 | } |
1163 | } |
1205 | |
1164 | |
1206 | /* |
1165 | /* |
1207 | * 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 |
1208 | * of objects on it. |
1167 | * of objects on it. |
1209 | */ |
1168 | */ |
1210 | |
|
|
1211 | artifactlist * |
1169 | artifactlist * |
1212 | find_artifactlist (int type) |
1170 | find_artifactlist (int type) |
1213 | { |
1171 | { |
1214 | artifactlist *al; |
|
|
1215 | |
|
|
1216 | for (al = first_artifactlist; al != NULL; al = al->next) |
1172 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1217 | if (al->type == type) |
1173 | if (al->type == type) |
1218 | return al; |
1174 | return al; |
1219 | return NULL; |
|
|
1220 | } |
|
|
1221 | |
1175 | |
1222 | /* |
|
|
1223 | * For debugging purposes. Dumps all tables. |
|
|
1224 | */ |
|
|
1225 | |
|
|
1226 | void |
|
|
1227 | dump_artifacts (void) |
|
|
1228 | { |
|
|
1229 | artifactlist *al; |
|
|
1230 | artifact *art; |
|
|
1231 | linked_char *next; |
|
|
1232 | |
|
|
1233 | fprintf (logfile, "\n"); |
|
|
1234 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1235 | { |
|
|
1236 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1237 | for (art = al->items; art != NULL; art = art->next) |
|
|
1238 | { |
|
|
1239 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1240 | if (art->allowed != NULL) |
|
|
1241 | { |
|
|
1242 | fprintf (logfile, "\tAllowed combinations:"); |
|
|
1243 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1244 | fprintf (logfile, "%s,", &next->name); |
|
|
1245 | fprintf (logfile, "\n"); |
|
|
1246 | } |
|
|
1247 | } |
|
|
1248 | } |
|
|
1249 | fprintf (logfile, "\n"); |
|
|
1250 | } |
|
|
1251 | |
|
|
1252 | /* |
|
|
1253 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1254 | */ |
|
|
1255 | void |
|
|
1256 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1257 | { |
|
|
1258 | treasurelist *tl; |
|
|
1259 | int i; |
|
|
1260 | |
|
|
1261 | if (depth > 100) |
|
|
1262 | return; |
1176 | return 0; |
1263 | while (t) |
|
|
1264 | { |
|
|
1265 | if (t->name) |
|
|
1266 | { |
|
|
1267 | for (i = 0; i < depth; i++) |
|
|
1268 | fprintf (logfile, " "); |
|
|
1269 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1270 | tl = find_treasurelist (t->name); |
|
|
1271 | if (tl) |
|
|
1272 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1273 | for (i = 0; i < depth; i++) |
|
|
1274 | fprintf (logfile, " "); |
|
|
1275 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1276 | } |
|
|
1277 | else |
|
|
1278 | { |
|
|
1279 | for (i = 0; i < depth; i++) |
|
|
1280 | fprintf (logfile, " "); |
|
|
1281 | if (t->item && t->item->clone.type == FLESH) |
|
|
1282 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1283 | else |
|
|
1284 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1285 | } |
|
|
1286 | |
|
|
1287 | if (t->next_yes) |
|
|
1288 | { |
|
|
1289 | for (i = 0; i < depth; i++) |
|
|
1290 | fprintf (logfile, " "); |
|
|
1291 | fprintf (logfile, " (if yes)\n"); |
|
|
1292 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1293 | } |
|
|
1294 | |
|
|
1295 | if (t->next_no) |
|
|
1296 | { |
|
|
1297 | for (i = 0; i < depth; i++) |
|
|
1298 | fprintf (logfile, " "); |
|
|
1299 | fprintf (logfile, " (if no)\n"); |
|
|
1300 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1301 | } |
|
|
1302 | |
|
|
1303 | t = t->next; |
|
|
1304 | } |
|
|
1305 | } |
|
|
1306 | |
|
|
1307 | /* |
|
|
1308 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1309 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1310 | */ |
|
|
1311 | |
|
|
1312 | void |
|
|
1313 | dump_monster_treasure (const char *name) |
|
|
1314 | { |
|
|
1315 | archetype *at; |
|
|
1316 | int found; |
|
|
1317 | |
|
|
1318 | found = 0; |
|
|
1319 | fprintf (logfile, "\n"); |
|
|
1320 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1321 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1322 | { |
|
|
1323 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1324 | if (at->clone.randomitems != NULL) |
|
|
1325 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1326 | else |
|
|
1327 | fprintf (logfile, "(nothing)\n"); |
|
|
1328 | fprintf (logfile, "\n"); |
|
|
1329 | found++; |
|
|
1330 | } |
|
|
1331 | if (found == 0) |
|
|
1332 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1333 | } |
1177 | } |
1334 | |
1178 | |
1335 | /* |
1179 | /* |
1336 | * 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. |
1337 | */ |
1181 | */ |
1338 | |
|
|
1339 | void |
1182 | void |
1340 | init_artifacts (void) |
1183 | init_artifacts (void) |
1341 | { |
1184 | { |
1342 | static int has_been_inited = 0; |
1185 | static int has_been_inited = 0; |
1343 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1186 | char filename[MAX_BUF]; |
1344 | artifact *art = NULL; |
1187 | artifact *art = NULL; |
1345 | linked_char *tmp; |
|
|
1346 | int value; |
|
|
1347 | artifactlist *al; |
1188 | artifactlist *al; |
1348 | |
1189 | |
1349 | if (has_been_inited) |
1190 | if (has_been_inited) |
1350 | return; |
1191 | return; |
1351 | else |
1192 | else |
1352 | has_been_inited = 1; |
1193 | has_been_inited = 1; |
1353 | |
1194 | |
1354 | sprintf (filename, "%s/artifacts", settings.datadir); |
1195 | sprintf (filename, "%s/artifacts", settings.datadir); |
1355 | object_thawer thawer (filename); |
1196 | object_thawer f (filename); |
1356 | |
1197 | |
1357 | if (!thawer) |
1198 | if (!f) |
1358 | return; |
1199 | return; |
1359 | |
1200 | |
1360 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1201 | for (;;) |
1361 | { |
1202 | { |
1362 | if (*buf == '#') |
1203 | switch (f.kw) |
1363 | continue; |
|
|
1364 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1365 | *cp = '\0'; |
|
|
1366 | cp = buf; |
|
|
1367 | while (*cp == ' ') /* Skip blanks */ |
|
|
1368 | cp++; |
|
|
1369 | if (*cp == '\0') |
|
|
1370 | continue; |
|
|
1371 | |
|
|
1372 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1373 | { |
1204 | { |
|
|
1205 | case KW_allowed: |
1374 | if (art == NULL) |
1206 | if (!art) |
|
|
1207 | art = get_empty_artifact (); |
|
|
1208 | |
1375 | { |
1209 | { |
1376 | art = get_empty_artifact (); |
1210 | if (!strcmp (f.get_str (), "all")) |
1377 | nrofartifacts++; |
1211 | break; |
|
|
1212 | |
|
|
1213 | const char *cp = f.get_str (); |
|
|
1214 | char *next; |
|
|
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)); |
1378 | } |
1227 | } |
1379 | cp = strchr (cp, ' ') + 1; |
1228 | break; |
1380 | if (!strcmp (cp, "all")) |
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 | } |
1381 | continue; |
1261 | continue; |
1382 | |
1262 | |
1383 | do |
1263 | case KW_EOF: |
|
|
1264 | goto done; |
|
|
1265 | |
|
|
1266 | default: |
|
|
1267 | if (!f.parse_error ("artifacts file")) |
|
|
1268 | cleanup ("artifacts file required"); |
1384 | { |
1269 | break; |
1385 | nrofallowedstr++; |
|
|
1386 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1387 | *(next++) = '\0'; |
|
|
1388 | tmp = new linked_char; |
|
|
1389 | |
|
|
1390 | tmp->name = cp; |
|
|
1391 | tmp->next = art->allowed; |
|
|
1392 | art->allowed = tmp; |
|
|
1393 | } |
|
|
1394 | while ((cp = next) != NULL); |
|
|
1395 | } |
|
|
1396 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1397 | art->chance = (uint16) value; |
|
|
1398 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1399 | art->difficulty = (uint8) value; |
|
|
1400 | else if (!strncmp (cp, "Object", 6)) |
|
|
1401 | { |
1270 | } |
1402 | art->item = object::create (); |
|
|
1403 | |
1271 | |
1404 | if (!load_object (thawer, art->item, 0)) |
1272 | f.next (); |
1405 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1406 | |
|
|
1407 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1408 | al = find_artifactlist (art->item->type); |
|
|
1409 | if (al == NULL) |
|
|
1410 | { |
|
|
1411 | al = get_empty_artifactlist (); |
|
|
1412 | al->type = art->item->type; |
|
|
1413 | al->next = first_artifactlist; |
|
|
1414 | first_artifactlist = al; |
|
|
1415 | } |
|
|
1416 | art->next = al->items; |
|
|
1417 | al->items = art; |
|
|
1418 | art = NULL; |
|
|
1419 | } |
|
|
1420 | else |
|
|
1421 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1422 | } |
1273 | } |
1423 | |
1274 | |
|
|
1275 | done: |
1424 | for (al = first_artifactlist; al != NULL; al = al->next) |
1276 | for (al = first_artifactlist; al; al = al->next) |
1425 | { |
1277 | { |
|
|
1278 | al->total_chance = 0; |
|
|
1279 | |
1426 | for (art = al->items; art != NULL; art = art->next) |
1280 | for (art = al->items; art; art = art->next) |
1427 | { |
1281 | { |
1428 | if (!art->chance) |
1282 | if (!art->chance) |
1429 | 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); |
1430 | else |
1284 | else |
1431 | al->total_chance += art->chance; |
1285 | al->total_chance += art->chance; |
… | |
… | |
1436 | } |
1290 | } |
1437 | |
1291 | |
1438 | LOG (llevDebug, "done.\n"); |
1292 | LOG (llevDebug, "done.\n"); |
1439 | } |
1293 | } |
1440 | |
1294 | |
1441 | |
|
|
1442 | /* |
1295 | /* |
1443 | * Used in artifact generation. The bonuses of the first object |
1296 | * Used in artifact generation. The bonuses of the first object |
1444 | * is modified by the bonuses of the second object. |
1297 | * is modified by the bonuses of the second object. |
1445 | */ |
1298 | */ |
1446 | |
|
|
1447 | void |
1299 | void |
1448 | add_abilities (object *op, object *change) |
1300 | add_abilities (object *op, object *change) |
1449 | { |
1301 | { |
1450 | int i, tmp; |
1302 | int i, tmp; |
1451 | |
1303 | |
1452 | if (change->face != blank_face) |
1304 | if (change->face != blank_face) |
1453 | { |
1305 | { |
1454 | #ifdef TREASURE_VERBOSE |
1306 | #ifdef TREASURE_VERBOSE |
1455 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1307 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1456 | #endif |
1308 | #endif |
1457 | op->face = change->face; |
1309 | op->face = change->face; |
1458 | } |
1310 | } |
1459 | |
1311 | |
1460 | for (i = 0; i < NUM_STATS; i++) |
1312 | for (i = 0; i < NUM_STATS; i++) |
1461 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1313 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1462 | |
1314 | |
1463 | op->attacktype |= change->attacktype; |
1315 | op->attacktype |= change->attacktype; |
1464 | op->path_attuned |= change->path_attuned; |
1316 | op->path_attuned |= change->path_attuned; |
1465 | op->path_repelled |= change->path_repelled; |
1317 | op->path_repelled |= change->path_repelled; |
1466 | op->path_denied |= change->path_denied; |
1318 | op->path_denied |= change->path_denied; |
… | |
… | |
1500 | |
1352 | |
1501 | op->set_speed (op->speed); |
1353 | op->set_speed (op->speed); |
1502 | } |
1354 | } |
1503 | |
1355 | |
1504 | if (change->nrof) |
1356 | if (change->nrof) |
1505 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1357 | op->nrof = rndm (change->nrof) + 1; |
1506 | |
1358 | |
1507 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1359 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1508 | op->stats.wc += change->stats.wc; |
1360 | op->stats.wc += change->stats.wc; |
1509 | op->stats.ac += change->stats.ac; |
1361 | op->stats.ac += change->stats.ac; |
1510 | |
1362 | |
… | |
… | |
1514 | * 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 |
1515 | * this object. |
1367 | * this object. |
1516 | */ |
1368 | */ |
1517 | if (op->type == HORN || op->type == POTION) |
1369 | if (op->type == HORN || op->type == POTION) |
1518 | { |
1370 | { |
1519 | object *tmp_obj; |
|
|
1520 | |
|
|
1521 | /* Remove any spells this object currently has in it */ |
1371 | /* Remove any spells this object currently has in it */ |
1522 | while (op->inv) |
|
|
1523 | op->inv->destroy (); |
1372 | op->destroy_inv (false); |
1524 | |
1373 | |
1525 | tmp_obj = arch_to_object (change->other_arch); |
1374 | object *tmp = arch_to_object (change->other_arch); |
1526 | insert_ob_in_ob (tmp_obj, op); |
1375 | insert_ob_in_ob (tmp, op); |
1527 | } |
1376 | } |
1528 | /* No harm setting this for potions/horns */ |
1377 | /* No harm setting this for potions/horns */ |
1529 | op->other_arch = change->other_arch; |
1378 | op->other_arch = change->other_arch; |
1530 | } |
1379 | } |
1531 | |
1380 | |
… | |
… | |
1613 | 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); |
1614 | } |
1463 | } |
1615 | |
1464 | |
1616 | op->value *= change->value; |
1465 | op->value *= change->value; |
1617 | |
1466 | |
1618 | if (change->material) |
1467 | if (change->materials) |
|
|
1468 | op->materials = change->materials; |
|
|
1469 | |
|
|
1470 | if (change->material != MATERIAL_NULL) |
1619 | op->material = change->material; |
1471 | op->material = change->material; |
1620 | |
|
|
1621 | if (change->materialname) |
|
|
1622 | op->materialname = change->materialname; |
|
|
1623 | |
1472 | |
1624 | if (change->slaying) |
1473 | if (change->slaying) |
1625 | op->slaying = change->slaying; |
1474 | op->slaying = change->slaying; |
1626 | |
1475 | |
1627 | if (change->race) |
1476 | if (change->race) |
… | |
… | |
1630 | if (change->msg) |
1479 | if (change->msg) |
1631 | op->msg = change->msg; |
1480 | op->msg = change->msg; |
1632 | } |
1481 | } |
1633 | |
1482 | |
1634 | static int |
1483 | static int |
1635 | legal_artifact_combination (object *op, artifact * art) |
1484 | legal_artifact_combination (object *op, artifact *art) |
1636 | { |
1485 | { |
1637 | int neg, success = 0; |
1486 | int neg, success = 0; |
1638 | linked_char *tmp; |
1487 | linked_char *tmp; |
1639 | const char *name; |
1488 | const char *name; |
1640 | |
1489 | |
1641 | if (art->allowed == (linked_char *) NULL) |
1490 | if (!art->allowed) |
1642 | return 1; /* Ie, "all" */ |
1491 | return 1; /* Ie, "all" */ |
|
|
1492 | |
1643 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1493 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1644 | { |
1494 | { |
1645 | #ifdef TREASURE_VERBOSE |
1495 | #ifdef TREASURE_VERBOSE |
1646 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1496 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1647 | #endif |
1497 | #endif |
1648 | if (*tmp->name == '!') |
1498 | if (*tmp->name == '!') |
1649 | name = tmp->name + 1, neg = 1; |
1499 | name = tmp->name + 1, neg = 1; |
1650 | else |
1500 | else |
1651 | name = tmp->name, neg = 0; |
1501 | name = tmp->name, neg = 0; |
1652 | |
1502 | |
1653 | /* If we match name, then return the opposite of 'neg' */ |
1503 | /* If we match name, then return the opposite of 'neg' */ |
1654 | 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))) |
1655 | return !neg; |
1505 | return !neg; |
1656 | |
1506 | |
1657 | /* 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 |
1658 | * everything is allowed except what we match |
1508 | * everything is allowed except what we match |
1659 | */ |
1509 | */ |
1660 | else if (neg) |
1510 | else if (neg) |
1661 | success = 1; |
1511 | success = 1; |
1662 | } |
1512 | } |
|
|
1513 | |
1663 | return success; |
1514 | return success; |
1664 | } |
1515 | } |
1665 | |
1516 | |
1666 | /* |
1517 | /* |
1667 | * Fixes the given object, giving it the abilities and titles |
1518 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1718 | return; |
1569 | return; |
1719 | } |
1570 | } |
1720 | |
1571 | |
1721 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1572 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1722 | { |
1573 | { |
1723 | int roll = RANDOM () % al->total_chance; |
1574 | int roll = rndm (al->total_chance); |
1724 | |
1575 | |
1725 | for (art = al->items; art != NULL; art = art->next) |
1576 | for (art = al->items; art; art = art->next) |
1726 | { |
1577 | { |
1727 | roll -= art->chance; |
1578 | roll -= art->chance; |
1728 | if (roll < 0) |
1579 | if (roll < 0) |
1729 | break; |
1580 | break; |
1730 | } |
1581 | } |
… | |
… | |
1734 | #if 1 |
1585 | #if 1 |
1735 | 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); |
1736 | #endif |
1587 | #endif |
1737 | return; |
1588 | return; |
1738 | } |
1589 | } |
1739 | if (!strcmp (art->item->name, "NONE")) |
1590 | |
|
|
1591 | if (art->item->name == shstr_NONE) |
1740 | return; |
1592 | return; |
|
|
1593 | |
1741 | if (FABS (op->magic) < art->item->magic) |
1594 | if (fabs (op->magic) < art->item->magic) |
1742 | continue; /* Not magic enough to be this item */ |
1595 | continue; /* Not magic enough to be this item */ |
1743 | |
1596 | |
1744 | /* Map difficulty not high enough */ |
1597 | /* Map difficulty not high enough */ |
1745 | if (difficulty < art->difficulty) |
1598 | if (difficulty < art->difficulty) |
1746 | continue; |
1599 | continue; |
1747 | |
1600 | |
1748 | if (!legal_artifact_combination (op, art)) |
1601 | if (!legal_artifact_combination (op, art)) |
1749 | { |
1602 | { |
1750 | #ifdef TREASURE_VERBOSE |
1603 | #ifdef TREASURE_VERBOSE |
1751 | 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); |
1752 | #endif |
1605 | #endif |
1753 | continue; |
1606 | continue; |
1754 | } |
1607 | } |
|
|
1608 | |
1755 | give_artifact_abilities (op, art->item); |
1609 | give_artifact_abilities (op, art->item); |
1756 | return; |
1610 | return; |
1757 | } |
1611 | } |
1758 | } |
1612 | } |
1759 | |
1613 | |
… | |
… | |
1796 | item->level = donor->level; |
1650 | item->level = donor->level; |
1797 | |
1651 | |
1798 | /* if donor has some attacktypes, the flesh is poisonous */ |
1652 | /* if donor has some attacktypes, the flesh is poisonous */ |
1799 | if (donor->attacktype & AT_POISON) |
1653 | if (donor->attacktype & AT_POISON) |
1800 | item->type = POISON; |
1654 | item->type = POISON; |
|
|
1655 | |
1801 | if (donor->attacktype & AT_ACID) |
1656 | if (donor->attacktype & AT_ACID) |
1802 | item->stats.hp = -1 * item->stats.food; |
1657 | item->stats.hp = -1 * item->stats.food; |
|
|
1658 | |
1803 | SET_FLAG (item, FLAG_NO_STEAL); |
1659 | SET_FLAG (item, FLAG_NO_STEAL); |
1804 | } |
1660 | } |
1805 | } |
1661 | } |
1806 | |
1662 | |
1807 | /* special_potion() - so that old potion code is still done right. */ |
1663 | static void |
1808 | |
|
|
1809 | int |
|
|
1810 | special_potion (object *op) |
|
|
1811 | { |
|
|
1812 | if (op->attacktype) |
|
|
1813 | return 1; |
|
|
1814 | |
|
|
1815 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1816 | return 1; |
|
|
1817 | |
|
|
1818 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1819 | if (op->resist[i]) |
|
|
1820 | return 1; |
|
|
1821 | |
|
|
1822 | return 0; |
|
|
1823 | } |
|
|
1824 | |
|
|
1825 | void |
|
|
1826 | free_treasurestruct (treasure *t) |
1664 | free_treasurestruct (treasure *t) |
1827 | { |
1665 | { |
1828 | if (t->next) |
|
|
1829 | free_treasurestruct (t->next); |
1666 | if (t->next) free_treasurestruct (t->next); |
1830 | if (t->next_yes) |
|
|
1831 | free_treasurestruct (t->next_yes); |
1667 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1832 | if (t->next_no) |
|
|
1833 | free_treasurestruct (t->next_no); |
1668 | if (t->next_no) free_treasurestruct (t->next_no); |
1834 | |
1669 | |
1835 | delete t; |
1670 | delete t; |
1836 | } |
1671 | } |
1837 | |
1672 | |
1838 | void |
1673 | static void |
1839 | free_charlinks (linked_char *lc) |
1674 | free_charlinks (linked_char *lc) |
1840 | { |
1675 | { |
1841 | if (lc->next) |
1676 | if (lc->next) |
1842 | free_charlinks (lc->next); |
1677 | free_charlinks (lc->next); |
1843 | |
1678 | |
1844 | delete lc; |
1679 | delete lc; |
1845 | } |
1680 | } |
1846 | |
1681 | |
1847 | void |
1682 | static void |
1848 | free_artifact (artifact * at) |
1683 | free_artifact (artifact *at) |
1849 | { |
1684 | { |
1850 | if (at->next) |
|
|
1851 | free_artifact (at->next); |
1685 | if (at->next) free_artifact (at->next); |
1852 | |
|
|
1853 | if (at->allowed) |
|
|
1854 | free_charlinks (at->allowed); |
1686 | if (at->allowed) free_charlinks (at->allowed); |
1855 | |
1687 | |
1856 | at->item->destroy (1); |
1688 | at->item->destroy (); |
1857 | |
1689 | |
1858 | delete at; |
|
|
1859 | } |
|
|
1860 | |
|
|
1861 | void |
|
|
1862 | free_artifactlist (artifactlist * al) |
|
|
1863 | { |
|
|
1864 | artifactlist *nextal; |
|
|
1865 | |
|
|
1866 | for (al = first_artifactlist; al; al = nextal) |
|
|
1867 | { |
|
|
1868 | nextal = al->next; |
|
|
1869 | |
|
|
1870 | if (al->items) |
|
|
1871 | free_artifact (al->items); |
|
|
1872 | |
|
|
1873 | free (al); |
1690 | sfree (at); |
1874 | } |
|
|
1875 | } |
1691 | } |
1876 | |
1692 | |
1877 | void |
|
|
1878 | free_all_treasures (void) |
|
|
1879 | { |
|
|
1880 | treasurelist *tl, *next; |
|
|
1881 | |
|
|
1882 | |
|
|
1883 | for (tl = first_treasurelist; tl != NULL; tl = next) |
|
|
1884 | { |
|
|
1885 | next = tl->next; |
|
|
1886 | if (tl->items) |
|
|
1887 | free_treasurestruct (tl->items); |
|
|
1888 | delete tl; |
|
|
1889 | } |
|
|
1890 | free_artifactlist (first_artifactlist); |
|
|
1891 | } |
|
|