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 (©) 2005,2006,2007,2008,2009 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 | |
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 |
27 | * 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 |
… | |
… | |
33 | |
33 | |
34 | //#define TREASURE_VERBOSE |
34 | //#define TREASURE_VERBOSE |
35 | |
35 | |
36 | #include <global.h> |
36 | #include <global.h> |
37 | #include <treasure.h> |
37 | #include <treasure.h> |
38 | #include <funcpoint.h> |
|
|
39 | #include <loader.h> |
38 | #include <loader.h> |
40 | |
39 | |
41 | extern char *spell_mapping[]; |
40 | extern char *spell_mapping[]; |
42 | |
41 | |
43 | static treasurelist *first_treasurelist; |
42 | static treasurelist *first_treasurelist; |
… | |
… | |
47 | typedef std::tr1::unordered_map< |
46 | typedef std::tr1::unordered_map< |
48 | const char *, |
47 | const char *, |
49 | treasurelist *, |
48 | treasurelist *, |
50 | str_hash, |
49 | str_hash, |
51 | str_equal, |
50 | str_equal, |
52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
51 | slice_allocator< std::pair<const char *const, treasurelist *> > |
53 | true |
|
|
54 | > tl_map_t; |
52 | > tl_map_t; |
55 | |
53 | |
56 | static tl_map_t tl_map; |
54 | static tl_map_t tl_map; |
|
|
55 | |
|
|
56 | //TODO: class method |
|
|
57 | static void free_treasurestruct (treasure *t); // bleh desu |
|
|
58 | static void |
|
|
59 | clear (treasurelist *tl) |
|
|
60 | { |
|
|
61 | if (tl->items) |
|
|
62 | { |
|
|
63 | free_treasurestruct (tl->items); |
|
|
64 | tl->items = 0; |
|
|
65 | } |
|
|
66 | |
|
|
67 | tl->total_chance = 0; |
|
|
68 | } |
57 | |
69 | |
58 | /* |
70 | /* |
59 | * Searches for the given treasurelist |
71 | * Searches for the given treasurelist |
60 | */ |
72 | */ |
61 | treasurelist * |
73 | treasurelist * |
… | |
… | |
93 | } |
105 | } |
94 | |
106 | |
95 | return tl; |
107 | return tl; |
96 | } |
108 | } |
97 | |
109 | |
98 | //TODO: class method |
|
|
99 | void |
|
|
100 | clear (treasurelist *tl) |
|
|
101 | { |
|
|
102 | if (tl->items) |
|
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103 | { |
|
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104 | free_treasurestruct (tl->items); |
|
|
105 | tl->items = 0; |
|
|
106 | } |
|
|
107 | |
|
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108 | tl->total_chance = 0; |
|
|
109 | } |
|
|
110 | |
|
|
111 | #ifdef TREASURE_DEBUG |
110 | #ifdef TREASURE_DEBUG |
112 | /* recursived checks the linked list. Treasurelist is passed only |
111 | /* recursived checks the linked list. Treasurelist is passed only |
113 | * so that the treasure name can be printed out |
112 | * so that the treasure name can be printed out |
114 | */ |
113 | */ |
115 | static void |
114 | static void |
… | |
… | |
140 | |
139 | |
141 | f.next (); |
140 | f.next (); |
142 | |
141 | |
143 | for (;;) |
142 | for (;;) |
144 | { |
143 | { |
145 | coroapi::cede_to_tick_every (10); |
144 | coroapi::cede_to_tick (); |
146 | |
145 | |
147 | switch (f.kw) |
146 | switch (f.kw) |
148 | { |
147 | { |
149 | case KW_arch: |
148 | case KW_arch: |
150 | t->item = archetype::get (f.get_str ()); |
149 | t->item = archetype::find (f.get_str ()); |
|
|
150 | |
|
|
151 | if (!t->item) |
|
|
152 | { |
|
|
153 | f.parse_warn ("treasure references unknown archetype"); |
|
|
154 | t->item = archetype::empty; |
|
|
155 | } |
|
|
156 | |
151 | break; |
157 | break; |
152 | |
158 | |
153 | case KW_list: f.get (t->name); break; |
159 | case KW_list: f.get (t->name); break; |
154 | case KW_change_name: f.get (t->change_arch.name); break; |
160 | case KW_change_name: f.get (t->change_arch.name); break; |
155 | case KW_change_title: f.get (t->change_arch.title); break; |
161 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
169 | t->next = read_treasure (f); |
175 | t->next = read_treasure (f); |
170 | return t; |
176 | return t; |
171 | |
177 | |
172 | default: |
178 | default: |
173 | if (!f.parse_error ("treasurelist", t->name)) |
179 | if (!f.parse_error ("treasurelist", t->name)) |
174 | return 0; |
180 | goto error; |
175 | |
181 | |
176 | return t; |
182 | return t; |
177 | } |
183 | } |
178 | |
184 | |
179 | f.next (); |
185 | f.next (); |
180 | } |
186 | } |
|
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187 | |
|
|
188 | // not reached |
|
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189 | |
|
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190 | error: |
|
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191 | delete t; |
|
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192 | return 0; |
181 | } |
193 | } |
182 | |
194 | |
183 | /* |
195 | /* |
184 | * Each treasure is parsed with the help of load_treasure(). |
196 | * Each treasure is parsed with the help of load_treasure(). |
185 | */ |
197 | */ |
… | |
… | |
197 | |
209 | |
198 | /* 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. |
199 | * 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 |
200 | * fields of the treasures are not being used. |
212 | * fields of the treasures are not being used. |
201 | */ |
213 | */ |
202 | tl->total_chance = 0; |
|
|
203 | |
|
|
204 | if (one) |
214 | if (one) |
205 | { |
215 | { |
206 | for (treasure *t = tl->items; t; t = t->next) |
216 | for (treasure *t = tl->items; t; t = t->next) |
207 | { |
217 | { |
208 | if (t->next_yes || t->next_no) |
218 | if (t->next_yes || t->next_no) |
209 | { |
219 | { |
210 | 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); |
211 | 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"); |
212 | } |
222 | } |
213 | |
223 | |
214 | tl->total_chance += t->chance; |
224 | tl->total_chance += t->chance; |
215 | } |
225 | } |
… | |
… | |
230 | * start with equipment, but only their abilities). |
240 | * start with equipment, but only their abilities). |
231 | */ |
241 | */ |
232 | static void |
242 | static void |
233 | put_treasure (object *op, object *creator, int flags) |
243 | put_treasure (object *op, object *creator, int flags) |
234 | { |
244 | { |
|
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245 | if (flags & GT_ENVIRONMENT) |
|
|
246 | { |
235 | /* 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 |
236 | * 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 |
237 | * 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 |
238 | * by another object. |
250 | * by another object. |
239 | */ |
251 | */ |
240 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
252 | //TODO: flag such as objects... as such (no drop, anybody?) |
241 | { |
253 | if (op->type == SPELL) |
242 | op->deactivate_recursive (); |
254 | { |
|
|
255 | op->destroy (); |
|
|
256 | return; |
|
|
257 | } |
|
|
258 | |
243 | op->expand_tail (); |
259 | op->expand_tail (); |
244 | |
260 | |
245 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
261 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
246 | op->destroy (); |
262 | op->destroy (); |
247 | else |
263 | else |
248 | { |
264 | { |
249 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
250 | 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); |
… | |
… | |
254 | { |
270 | { |
255 | op = creator->insert (op); |
271 | op = creator->insert (op); |
256 | |
272 | |
257 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
258 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
259 | |
|
|
260 | if (flags & GT_UPDATE_INV) |
|
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261 | if (object *tmp = creator->in_player ()) |
|
|
262 | esrv_send_item (tmp, op); |
|
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263 | } |
275 | } |
264 | } |
276 | } |
265 | |
277 | |
266 | /* 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 |
267 | * in the generated object |
279 | * in the generated object |
… | |
… | |
296 | else |
308 | else |
297 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
309 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
298 | } |
310 | } |
299 | else |
311 | else |
300 | { |
312 | { |
301 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
313 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
302 | { |
314 | { |
303 | object *tmp = arch_to_object (t->item); |
315 | object *tmp = arch_to_object (t->item); |
304 | |
316 | |
305 | if (t->nrof && tmp->nrof <= 1) |
317 | if (t->nrof && tmp->nrof <= 1) |
306 | tmp->nrof = rndm (t->nrof) + 1; |
318 | tmp->nrof = rndm (t->nrof) + 1; |
… | |
… | |
353 | create_treasure (tl, op, flag, difficulty, tries); |
365 | create_treasure (tl, op, flag, difficulty, tries); |
354 | } |
366 | } |
355 | else if (t->nrof) |
367 | else if (t->nrof) |
356 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | create_one_treasure (tl, op, flag, difficulty, tries); |
357 | } |
369 | } |
358 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
370 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
359 | { |
371 | { |
360 | if (object *tmp = arch_to_object (t->item)) |
372 | if (object *tmp = arch_to_object (t->item)) |
361 | { |
373 | { |
362 | if (t->nrof && tmp->nrof <= 1) |
374 | if (t->nrof && tmp->nrof <= 1) |
363 | tmp->nrof = rndm (t->nrof) + 1; |
375 | tmp->nrof = rndm (t->nrof) + 1; |
… | |
… | |
365 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
377 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
366 | change_treasure (t, tmp); |
378 | change_treasure (t, tmp); |
367 | put_treasure (tmp, op, flag); |
379 | put_treasure (tmp, op, flag); |
368 | } |
380 | } |
369 | } |
381 | } |
|
|
382 | } |
|
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383 | |
|
|
384 | void |
|
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385 | object::create_treasure (treasurelist *tl, int flags) |
|
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386 | { |
|
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387 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
370 | } |
388 | } |
371 | |
389 | |
372 | /* This calls the appropriate treasure creation function. tries is passed |
390 | /* This calls the appropriate treasure creation function. tries is passed |
373 | * to determine how many list transitions or attempts to create treasure |
391 | * to determine how many list transitions or attempts to create treasure |
374 | * 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 |
… | |
… | |
387 | { |
405 | { |
388 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
406 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
389 | return; |
407 | return; |
390 | } |
408 | } |
391 | |
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 | |
392 | if (tl->total_chance) |
419 | if (tl->total_chance) |
393 | create_one_treasure (tl, op, flag, difficulty, tries); |
420 | create_one_treasure (tl, op, flag, difficulty, tries); |
394 | else |
421 | else |
395 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
422 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
396 | } |
423 | } |
… | |
… | |
416 | |
443 | |
417 | if (ob->inv) |
444 | if (ob->inv) |
418 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
419 | |
446 | |
420 | ob->destroy (); |
447 | ob->destroy (); |
|
|
448 | |
421 | return tmp; |
449 | return tmp; |
422 | } |
450 | } |
423 | |
451 | |
424 | /* |
452 | /* |
425 | * 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 |
… | |
… | |
468 | * 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) |
469 | * |
497 | * |
470 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
471 | * 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. |
472 | */ |
500 | */ |
473 | int |
501 | static int |
474 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
475 | { |
503 | { |
476 | int olevel = 0; |
|
|
477 | |
|
|
478 | if (!op->inv) |
504 | if (!op->inv) |
479 | { |
505 | { |
480 | 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); |
481 | return 0; |
507 | return 0; |
482 | } |
508 | } |
483 | |
509 | |
484 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
510 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
485 | |
511 | |
486 | if (olevel <= 0) |
512 | if (olevel <= 0) |
487 | olevel = rndm (1, MIN (op->inv->level, 1)); |
513 | olevel = rndm (1, op->inv->level); |
488 | |
514 | |
489 | if (olevel > MAXLEVEL) |
515 | return min (olevel, MAXLEVEL); |
490 | olevel = MAXLEVEL; |
|
|
491 | |
|
|
492 | return olevel; |
|
|
493 | } |
516 | } |
494 | |
517 | |
495 | /* |
518 | /* |
496 | * Based upon the specified difficulty and upon the difftomagic_list array, |
519 | * Based upon the specified difficulty and upon the difftomagic_list array, |
497 | * a random magical bonus is returned. This is used when determine |
520 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
500 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
501 | * 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 |
502 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
503 | * |
526 | * |
504 | */ |
527 | */ |
505 | int |
528 | static int |
506 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
507 | { |
530 | { |
508 | int percent = 0, magic = 0; |
531 | int percent = 0, magic = 0; |
509 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
510 | |
533 | |
… | |
… | |
553 | |
576 | |
554 | op->magic = magic; |
577 | op->magic = magic; |
555 | if (op->arch) |
578 | if (op->arch) |
556 | { |
579 | { |
557 | if (op->type == ARMOUR) |
580 | if (op->type == ARMOUR) |
558 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
581 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
559 | |
582 | |
560 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
583 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
561 | magic = (-magic); |
584 | magic = (-magic); |
|
|
585 | |
562 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
586 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
563 | } |
587 | } |
564 | else |
588 | else |
565 | { |
589 | { |
566 | if (op->type == ARMOUR) |
590 | if (op->type == ARMOUR) |
567 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
591 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
592 | |
568 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
593 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
569 | magic = (-magic); |
594 | magic = (-magic); |
|
|
595 | |
570 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
571 | } |
597 | } |
572 | } |
598 | } |
573 | |
599 | |
574 | /* |
600 | /* |
… | |
… | |
597 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
598 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
599 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
600 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
601 | */ |
627 | */ |
602 | void |
628 | static void |
603 | set_ring_bonus (object *op, int bonus) |
629 | set_ring_bonus (object *op, int bonus) |
604 | { |
630 | { |
605 | |
|
|
606 | int r = rndm (bonus > 0 ? 25 : 11); |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
607 | |
632 | |
608 | if (op->type == AMULET) |
633 | if (op->type == AMULET) |
609 | { |
634 | { |
610 | if (!(rndm (21))) |
635 | if (!(rndm (21))) |
… | |
… | |
629 | case 2: |
654 | case 2: |
630 | case 3: |
655 | case 3: |
631 | case 4: |
656 | case 4: |
632 | case 5: |
657 | case 5: |
633 | case 6: |
658 | case 6: |
634 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
659 | op->stats.stat (r) += bonus; |
635 | break; |
660 | break; |
636 | |
661 | |
637 | case 7: |
662 | case 7: |
638 | op->stats.dam += bonus; |
663 | op->stats.dam += bonus; |
639 | break; |
664 | break; |
… | |
… | |
733 | * higher is the chance of returning a low number. |
758 | * higher is the chance of returning a low number. |
734 | * 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 |
735 | * rings and amulets. |
760 | * rings and amulets. |
736 | * 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. |
737 | */ |
762 | */ |
738 | int |
763 | static int |
739 | get_magic (int diff) |
764 | get_magic (int diff) |
740 | { |
765 | { |
741 | int i; |
766 | int i; |
742 | |
767 | |
743 | if (diff < 3) |
768 | if (diff < 3) |
… | |
… | |
746 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
747 | if (rndm (diff)) |
772 | if (rndm (diff)) |
748 | return i; |
773 | return i; |
749 | |
774 | |
750 | return 4; |
775 | return 4; |
|
|
776 | } |
|
|
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; |
751 | } |
793 | } |
752 | |
794 | |
753 | #define DICE2 (get_magic(2)==2?2:1) |
795 | #define DICE2 (get_magic(2)==2?2:1) |
754 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
796 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
755 | |
797 | |
… | |
… | |
792 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
834 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
793 | /* So the treasure doesn't get created again */ |
835 | /* So the treasure doesn't get created again */ |
794 | op->randomitems = 0; |
836 | op->randomitems = 0; |
795 | } |
837 | } |
796 | |
838 | |
797 | if (difficulty < 1) |
839 | max_it (difficulty, 1); |
798 | difficulty = 1; |
|
|
799 | |
840 | |
800 | if (INVOKE_OBJECT (ADD_BONUS, op, |
841 | if (INVOKE_OBJECT (ADD_BONUS, op, |
801 | ARG_OBJECT (creator != op ? creator : 0), |
842 | ARG_OBJECT (creator != op ? creator : 0), |
802 | ARG_INT (difficulty), ARG_INT (max_magic), |
843 | ARG_INT (difficulty), ARG_INT (max_magic), |
803 | ARG_INT (flags))) |
844 | ARG_INT (flags))) |
804 | return; |
845 | return; |
805 | |
846 | |
806 | if (!(flags & GT_MINIMAL)) |
847 | if (!(flags & GT_MINIMAL)) |
807 | { |
848 | { |
808 | if (op->arch == crown_arch) |
849 | if (IS_ARCH (op->arch, crown)) |
809 | { |
850 | { |
810 | set_magic (difficulty, op, max_magic, flags); |
851 | set_magic (difficulty, op, max_magic, flags); |
811 | num_enchantments = calc_item_power (op, 1); |
852 | num_enchantments = calc_item_power (op, 1); |
812 | generate_artifact (op, difficulty); |
853 | generate_artifact (op, difficulty); |
813 | } |
854 | } |
… | |
… | |
818 | |
859 | |
819 | num_enchantments = calc_item_power (op, 1); |
860 | num_enchantments = calc_item_power (op, 1); |
820 | |
861 | |
821 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
862 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
822 | || op->type == HORN |
863 | || op->type == HORN |
823 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
864 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
824 | * used for shop_floors or treasures */ |
|
|
825 | generate_artifact (op, difficulty); |
865 | generate_artifact (op, difficulty); |
826 | } |
866 | } |
827 | |
867 | |
828 | /* Object was made an artifact. Calculate its item_power rating. |
868 | /* Object was made an artifact. Calculate its item_power rating. |
829 | * the item_power in the object is what the artfiact adds. |
869 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
863 | * again below */ |
903 | * again below */ |
864 | } |
904 | } |
865 | } |
905 | } |
866 | |
906 | |
867 | /* materialtype modifications. Note we allow this on artifacts. */ |
907 | /* materialtype modifications. Note we allow this on artifacts. */ |
868 | set_materialname (op, difficulty, NULL); |
908 | select_material (op, difficulty); |
869 | |
909 | |
870 | if (flags & GT_MINIMAL) |
910 | if (flags & GT_MINIMAL) |
871 | { |
911 | { |
872 | if (op->type == POTION) |
912 | if (op->type == POTION) |
873 | /* Handle healing and magic power potions */ |
913 | /* Handle healing and magic power potions */ |
874 | if (op->stats.sp && !op->randomitems) |
914 | if (op->stats.sp && !op->randomitems) |
875 | { |
915 | { |
876 | object *tmp; |
|
|
877 | |
|
|
878 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
916 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
879 | insert_ob_in_ob (tmp, op); |
917 | insert_ob_in_ob (tmp, op); |
880 | op->stats.sp = 0; |
918 | op->stats.sp = 0; |
881 | } |
919 | } |
882 | } |
920 | } |
883 | else if (!op->title) /* Only modify object if not special */ |
921 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
906 | int too_many_tries = 0, is_special = 0; |
944 | int too_many_tries = 0, is_special = 0; |
907 | |
945 | |
908 | /* Handle healing and magic power potions */ |
946 | /* Handle healing and magic power potions */ |
909 | if (op->stats.sp && !op->randomitems) |
947 | if (op->stats.sp && !op->randomitems) |
910 | { |
948 | { |
911 | object *tmp; |
|
|
912 | |
|
|
913 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
949 | object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
914 | insert_ob_in_ob (tmp, op); |
950 | insert_ob_in_ob (tmp, op); |
915 | op->stats.sp = 0; |
951 | op->stats.sp = 0; |
916 | } |
952 | } |
917 | |
953 | |
918 | while (!(is_special = special_potion (op)) && !op->inv) |
954 | while (!(is_special = special_potion (op)) && !op->inv) |
… | |
… | |
926 | * since the value set on those is already correct. |
962 | * since the value set on those is already correct. |
927 | */ |
963 | */ |
928 | if (op->inv && op->randomitems) |
964 | if (op->inv && op->randomitems) |
929 | { |
965 | { |
930 | /* value multiplier is same as for scrolls */ |
966 | /* value multiplier is same as for scrolls */ |
931 | op->value = (op->value * op->inv->value); |
967 | op->value *= op->inv->value; |
932 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
968 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
933 | } |
969 | } |
934 | else |
970 | else |
935 | { |
971 | { |
936 | op->name = "potion"; |
972 | op->name = "potion"; |
937 | op->name_pl = "potions"; |
973 | op->name_pl = "potions"; |
938 | } |
974 | } |
939 | |
975 | |
940 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
976 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
941 | SET_FLAG (op, FLAG_CURSED); |
977 | SET_FLAG (op, FLAG_CURSED); |
|
|
978 | |
942 | break; |
979 | break; |
943 | } |
980 | } |
944 | |
981 | |
945 | case AMULET: |
982 | case AMULET: |
946 | if (op->arch == amulet_arch) |
983 | if (IS_ARCH (op->arch, amulet)) |
947 | op->value *= 5; /* Since it's not just decoration */ |
984 | op->value *= 5; /* Since it's not just decoration */ |
948 | |
985 | |
949 | case RING: |
986 | case RING: |
950 | if (op->arch == NULL) |
|
|
951 | { |
|
|
952 | op->destroy (); |
|
|
953 | op = 0; |
|
|
954 | break; |
|
|
955 | } |
|
|
956 | |
|
|
957 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
987 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
958 | break; |
988 | break; |
959 | |
989 | |
960 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
990 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
961 | SET_FLAG (op, FLAG_CURSED); |
991 | SET_FLAG (op, FLAG_CURSED); |
962 | |
992 | |
… | |
… | |
982 | op->value *= 5; |
1012 | op->value *= 5; |
983 | set_ring_bonus (op, d); |
1013 | set_ring_bonus (op, d); |
984 | } |
1014 | } |
985 | } |
1015 | } |
986 | |
1016 | |
987 | if (GET_ANIM_ID (op)) |
1017 | if (op->animation_id) |
988 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1018 | op->set_anim_frame (rndm (op->anim_frames ())); |
989 | |
1019 | |
990 | break; |
1020 | break; |
991 | |
1021 | |
992 | case BOOK: |
1022 | case BOOK: |
993 | /* Is it an empty book?, if yes lets make a special· |
1023 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1008 | op->level = rndm (creator->level); |
1038 | op->level = rndm (creator->level); |
1009 | |
1039 | |
1010 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1040 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1011 | /* books w/ info are worth more! */ |
1041 | /* books w/ info are worth more! */ |
1012 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1042 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1013 | /* creator related stuff */ |
|
|
1014 | |
|
|
1015 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1016 | * set - we don't want to set no pick in that case. |
|
|
1017 | */ |
|
|
1018 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1019 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1020 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1021 | op->slaying = creator->slaying; |
|
|
1022 | |
1043 | |
1023 | /* add exp so reading it gives xp (once) */ |
1044 | /* add exp so reading it gives xp (once) */ |
1024 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1045 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1025 | } |
1046 | } |
|
|
1047 | |
|
|
1048 | /* creator related stuff */ |
|
|
1049 | |
|
|
1050 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1051 | * set - we don't want to set no pick in that case. |
|
|
1052 | */ |
|
|
1053 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1054 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1055 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1056 | op->slaying = creator->slaying; |
1026 | break; |
1057 | break; |
1027 | |
1058 | |
1028 | case SPELLBOOK: |
1059 | case SPELLBOOK: |
1029 | op->value = op->value * op->inv->value; |
1060 | op->value = op->value * op->inv->value; |
1030 | /* add exp so learning gives xp */ |
1061 | /* add exp so learning gives xp */ |
… | |
… | |
1064 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1095 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1065 | */ |
1096 | */ |
1066 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1097 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1067 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1098 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1068 | if (op->stats.maxhp) |
1099 | if (op->stats.maxhp) |
1069 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1100 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1070 | else |
1101 | else |
1071 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1102 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1072 | |
1103 | |
1073 | op->stats.hp = op->stats.maxhp; |
1104 | op->stats.hp = op->stats.maxhp; |
1074 | break; |
1105 | break; |
1075 | |
1106 | |
1076 | case SCROLL: |
1107 | case SCROLL: |
… | |
… | |
1115 | * Allocate and return the pointer to an empty artifactlist structure. |
1146 | * Allocate and return the pointer to an empty artifactlist structure. |
1116 | */ |
1147 | */ |
1117 | static artifactlist * |
1148 | static artifactlist * |
1118 | get_empty_artifactlist (void) |
1149 | get_empty_artifactlist (void) |
1119 | { |
1150 | { |
1120 | return salloc0 <artifactlist> (); |
1151 | return salloc0<artifactlist> (); |
1121 | } |
1152 | } |
1122 | |
1153 | |
1123 | /* |
1154 | /* |
1124 | * Allocate and return the pointer to an empty artifact structure. |
1155 | * Allocate and return the pointer to an empty artifact structure. |
1125 | */ |
1156 | */ |
1126 | static artifact * |
1157 | static artifact * |
1127 | get_empty_artifact (void) |
1158 | get_empty_artifact (void) |
1128 | { |
1159 | { |
1129 | return salloc0 <artifact> (); |
1160 | return salloc0<artifact> (); |
1130 | } |
1161 | } |
1131 | |
1162 | |
1132 | /* |
1163 | /* |
1133 | * Searches the artifact lists and returns one that has the same type |
1164 | * Searches the artifact lists and returns one that has the same type |
1134 | * of objects on it. |
1165 | * of objects on it. |
… | |
… | |
1139 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1170 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1140 | if (al->type == type) |
1171 | if (al->type == type) |
1141 | return al; |
1172 | return al; |
1142 | |
1173 | |
1143 | return 0; |
1174 | return 0; |
1144 | } |
|
|
1145 | |
|
|
1146 | /* |
|
|
1147 | * For debugging purposes. Dumps all tables. |
|
|
1148 | */ |
|
|
1149 | void |
|
|
1150 | dump_artifacts (void) |
|
|
1151 | { |
|
|
1152 | artifactlist *al; |
|
|
1153 | artifact *art; |
|
|
1154 | linked_char *next; |
|
|
1155 | |
|
|
1156 | fprintf (logfile, "\n"); |
|
|
1157 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1158 | { |
|
|
1159 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1160 | for (art = al->items; art != NULL; art = art->next) |
|
|
1161 | { |
|
|
1162 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1163 | if (art->allowed != NULL) |
|
|
1164 | { |
|
|
1165 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1166 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1167 | fprintf (logfile, "%s,", &next->name); |
|
|
1168 | fprintf (logfile, "\n"); |
|
|
1169 | } |
|
|
1170 | } |
|
|
1171 | } |
|
|
1172 | fprintf (logfile, "\n"); |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | /* |
|
|
1176 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1177 | */ |
|
|
1178 | void |
|
|
1179 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1180 | { |
|
|
1181 | treasurelist *tl; |
|
|
1182 | int i; |
|
|
1183 | |
|
|
1184 | if (depth > 100) |
|
|
1185 | return; |
|
|
1186 | |
|
|
1187 | while (t) |
|
|
1188 | { |
|
|
1189 | if (t->name) |
|
|
1190 | { |
|
|
1191 | for (i = 0; i < depth; i++) |
|
|
1192 | fprintf (logfile, " "); |
|
|
1193 | |
|
|
1194 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1195 | |
|
|
1196 | tl = treasurelist::find (t->name); |
|
|
1197 | if (tl) |
|
|
1198 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1199 | |
|
|
1200 | for (i = 0; i < depth; i++) |
|
|
1201 | fprintf (logfile, " "); |
|
|
1202 | |
|
|
1203 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1204 | } |
|
|
1205 | else |
|
|
1206 | { |
|
|
1207 | for (i = 0; i < depth; i++) |
|
|
1208 | fprintf (logfile, " "); |
|
|
1209 | |
|
|
1210 | if (t->item && t->item->clone.type == FLESH) |
|
|
1211 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1212 | else |
|
|
1213 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1214 | } |
|
|
1215 | |
|
|
1216 | if (t->next_yes) |
|
|
1217 | { |
|
|
1218 | for (i = 0; i < depth; i++) |
|
|
1219 | fprintf (logfile, " "); |
|
|
1220 | |
|
|
1221 | fprintf (logfile, " (if yes)\n"); |
|
|
1222 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1223 | } |
|
|
1224 | |
|
|
1225 | if (t->next_no) |
|
|
1226 | { |
|
|
1227 | for (i = 0; i < depth; i++) |
|
|
1228 | fprintf (logfile, " "); |
|
|
1229 | |
|
|
1230 | fprintf (logfile, " (if no)\n"); |
|
|
1231 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1232 | } |
|
|
1233 | |
|
|
1234 | t = t->next; |
|
|
1235 | } |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | /* |
|
|
1239 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1240 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1241 | */ |
|
|
1242 | void |
|
|
1243 | dump_monster_treasure (const char *name) |
|
|
1244 | { |
|
|
1245 | archetype *at; |
|
|
1246 | int found; |
|
|
1247 | |
|
|
1248 | found = 0; |
|
|
1249 | fprintf (logfile, "\n"); |
|
|
1250 | |
|
|
1251 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1252 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1253 | { |
|
|
1254 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1255 | if (at->clone.randomitems != NULL) |
|
|
1256 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1257 | else |
|
|
1258 | fprintf (logfile, "(nothing)\n"); |
|
|
1259 | |
|
|
1260 | fprintf (logfile, "\n"); |
|
|
1261 | found++; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | if (found == 0) |
|
|
1265 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1266 | } |
1175 | } |
1267 | |
1176 | |
1268 | /* |
1177 | /* |
1269 | * Builds up the lists of artifacts from the file in the libdir. |
1178 | * Builds up the lists of artifacts from the file in the libdir. |
1270 | */ |
1179 | */ |
… | |
… | |
1285 | object_thawer f (filename); |
1194 | object_thawer f (filename); |
1286 | |
1195 | |
1287 | if (!f) |
1196 | if (!f) |
1288 | return; |
1197 | return; |
1289 | |
1198 | |
1290 | f.next (); |
|
|
1291 | |
|
|
1292 | for (;;) |
1199 | for (;;) |
1293 | { |
1200 | { |
1294 | switch (f.kw) |
1201 | switch (f.kw) |
1295 | { |
1202 | { |
1296 | case KW_allowed: |
1203 | case KW_allowed: |
… | |
… | |
1299 | |
1206 | |
1300 | { |
1207 | { |
1301 | if (!strcmp (f.get_str (), "all")) |
1208 | if (!strcmp (f.get_str (), "all")) |
1302 | break; |
1209 | break; |
1303 | |
1210 | |
1304 | char *next, *cp = f.get_str (); |
1211 | const char *cp = f.get_str (); |
1305 | |
1212 | char *next; |
1306 | do |
1213 | do |
1307 | { |
1214 | { |
1308 | if ((next = strchr (cp, ','))) |
1215 | if ((next = strchr (cp, ','))) |
1309 | *next++ = '\0'; |
1216 | *next++ = '\0'; |
1310 | |
1217 | |
… | |
… | |
1399 | #endif |
1306 | #endif |
1400 | op->face = change->face; |
1307 | op->face = change->face; |
1401 | } |
1308 | } |
1402 | |
1309 | |
1403 | for (i = 0; i < NUM_STATS; i++) |
1310 | for (i = 0; i < NUM_STATS; i++) |
1404 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1311 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1405 | |
1312 | |
1406 | op->attacktype |= change->attacktype; |
1313 | op->attacktype |= change->attacktype; |
1407 | op->path_attuned |= change->path_attuned; |
1314 | op->path_attuned |= change->path_attuned; |
1408 | op->path_repelled |= change->path_repelled; |
1315 | op->path_repelled |= change->path_repelled; |
1409 | op->path_denied |= change->path_denied; |
1316 | op->path_denied |= change->path_denied; |
… | |
… | |
1457 | * to cast. So convert that to into a spell and put it into |
1364 | * to cast. So convert that to into a spell and put it into |
1458 | * this object. |
1365 | * this object. |
1459 | */ |
1366 | */ |
1460 | if (op->type == HORN || op->type == POTION) |
1367 | if (op->type == HORN || op->type == POTION) |
1461 | { |
1368 | { |
1462 | object *tmp_obj; |
|
|
1463 | |
|
|
1464 | /* Remove any spells this object currently has in it */ |
1369 | /* Remove any spells this object currently has in it */ |
1465 | while (op->inv) |
|
|
1466 | op->inv->destroy (); |
1370 | op->destroy_inv (false); |
1467 | |
1371 | |
1468 | tmp_obj = arch_to_object (change->other_arch); |
1372 | object *tmp = arch_to_object (change->other_arch); |
1469 | insert_ob_in_ob (tmp_obj, op); |
1373 | insert_ob_in_ob (tmp, op); |
1470 | } |
1374 | } |
1471 | /* No harm setting this for potions/horns */ |
1375 | /* No harm setting this for potions/horns */ |
1472 | op->other_arch = change->other_arch; |
1376 | op->other_arch = change->other_arch; |
1473 | } |
1377 | } |
1474 | |
1378 | |
… | |
… | |
1559 | op->value *= change->value; |
1463 | op->value *= change->value; |
1560 | |
1464 | |
1561 | if (change->materials) |
1465 | if (change->materials) |
1562 | op->materials = change->materials; |
1466 | op->materials = change->materials; |
1563 | |
1467 | |
1564 | if (change->materialname) |
1468 | if (change->material != MATERIAL_NULL) |
1565 | op->materialname = change->materialname; |
1469 | op->material = change->material; |
1566 | |
1470 | |
1567 | if (change->slaying) |
1471 | if (change->slaying) |
1568 | op->slaying = change->slaying; |
1472 | op->slaying = change->slaying; |
1569 | |
1473 | |
1570 | if (change->race) |
1474 | if (change->race) |
… | |
… | |
1593 | name = tmp->name + 1, neg = 1; |
1497 | name = tmp->name + 1, neg = 1; |
1594 | else |
1498 | else |
1595 | name = tmp->name, neg = 0; |
1499 | name = tmp->name, neg = 0; |
1596 | |
1500 | |
1597 | /* If we match name, then return the opposite of 'neg' */ |
1501 | /* If we match name, then return the opposite of 'neg' */ |
1598 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1502 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1599 | return !neg; |
1503 | return !neg; |
1600 | |
1504 | |
1601 | /* Set success as true, since if the match was an inverse, it means |
1505 | /* Set success as true, since if the match was an inverse, it means |
1602 | * everything is allowed except what we match |
1506 | * everything is allowed except what we match |
1603 | */ |
1507 | */ |
… | |
… | |
1679 | #if 1 |
1583 | #if 1 |
1680 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1584 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1681 | #endif |
1585 | #endif |
1682 | return; |
1586 | return; |
1683 | } |
1587 | } |
1684 | if (!strcmp (art->item->name, "NONE")) |
1588 | |
|
|
1589 | if (art->item->name == shstr_NONE) |
1685 | return; |
1590 | return; |
|
|
1591 | |
1686 | if (FABS (op->magic) < art->item->magic) |
1592 | if (fabs (op->magic) < art->item->magic) |
1687 | continue; /* Not magic enough to be this item */ |
1593 | continue; /* Not magic enough to be this item */ |
1688 | |
1594 | |
1689 | /* Map difficulty not high enough */ |
1595 | /* Map difficulty not high enough */ |
1690 | if (difficulty < art->difficulty) |
1596 | if (difficulty < art->difficulty) |
1691 | continue; |
1597 | continue; |
… | |
… | |
1742 | item->level = donor->level; |
1648 | item->level = donor->level; |
1743 | |
1649 | |
1744 | /* if donor has some attacktypes, the flesh is poisonous */ |
1650 | /* if donor has some attacktypes, the flesh is poisonous */ |
1745 | if (donor->attacktype & AT_POISON) |
1651 | if (donor->attacktype & AT_POISON) |
1746 | item->type = POISON; |
1652 | item->type = POISON; |
|
|
1653 | |
1747 | if (donor->attacktype & AT_ACID) |
1654 | if (donor->attacktype & AT_ACID) |
1748 | item->stats.hp = -1 * item->stats.food; |
1655 | item->stats.hp = -1 * item->stats.food; |
|
|
1656 | |
1749 | SET_FLAG (item, FLAG_NO_STEAL); |
1657 | SET_FLAG (item, FLAG_NO_STEAL); |
1750 | } |
1658 | } |
1751 | } |
1659 | } |
1752 | |
1660 | |
1753 | /* special_potion() - so that old potion code is still done right. */ |
1661 | static void |
1754 | int |
|
|
1755 | special_potion (object *op) |
|
|
1756 | { |
|
|
1757 | if (op->attacktype) |
|
|
1758 | return 1; |
|
|
1759 | |
|
|
1760 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1761 | return 1; |
|
|
1762 | |
|
|
1763 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1764 | if (op->resist[i]) |
|
|
1765 | return 1; |
|
|
1766 | |
|
|
1767 | return 0; |
|
|
1768 | } |
|
|
1769 | |
|
|
1770 | void |
|
|
1771 | free_treasurestruct (treasure *t) |
1662 | free_treasurestruct (treasure *t) |
1772 | { |
1663 | { |
1773 | if (t->next) free_treasurestruct (t->next); |
1664 | if (t->next) free_treasurestruct (t->next); |
1774 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1665 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1775 | if (t->next_no) free_treasurestruct (t->next_no); |
1666 | if (t->next_no) free_treasurestruct (t->next_no); |
1776 | |
1667 | |
1777 | delete t; |
1668 | delete t; |
1778 | } |
1669 | } |
1779 | |
1670 | |
1780 | void |
1671 | static void |
1781 | free_charlinks (linked_char *lc) |
1672 | free_charlinks (linked_char *lc) |
1782 | { |
1673 | { |
1783 | if (lc->next) |
1674 | if (lc->next) |
1784 | free_charlinks (lc->next); |
1675 | free_charlinks (lc->next); |
1785 | |
1676 | |
1786 | delete lc; |
1677 | delete lc; |
1787 | } |
1678 | } |
1788 | |
1679 | |
1789 | void |
1680 | static void |
1790 | free_artifact (artifact *at) |
1681 | free_artifact (artifact *at) |
1791 | { |
1682 | { |
1792 | if (at->next) free_artifact (at->next); |
1683 | if (at->next) free_artifact (at->next); |
1793 | if (at->allowed) free_charlinks (at->allowed); |
1684 | if (at->allowed) free_charlinks (at->allowed); |
1794 | |
1685 | |
1795 | at->item->destroy (1); |
1686 | at->item->destroy (); |
1796 | |
1687 | |
1797 | sfree (at); |
1688 | sfree (at); |
1798 | } |
1689 | } |
1799 | |
1690 | |
1800 | void |
|
|
1801 | free_artifactlist (artifactlist *al) |
|
|
1802 | { |
|
|
1803 | artifactlist *nextal; |
|
|
1804 | |
|
|
1805 | for (al = first_artifactlist; al; al = nextal) |
|
|
1806 | { |
|
|
1807 | nextal = al->next; |
|
|
1808 | |
|
|
1809 | if (al->items) |
|
|
1810 | free_artifact (al->items); |
|
|
1811 | |
|
|
1812 | sfree (al); |
|
|
1813 | } |
|
|
1814 | } |
|
|
1815 | |
|
|
1816 | void |
|
|
1817 | free_all_treasures (void) |
|
|
1818 | { |
|
|
1819 | treasurelist *tl, *next; |
|
|
1820 | |
|
|
1821 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1822 | { |
|
|
1823 | clear (tl); |
|
|
1824 | |
|
|
1825 | next = tl->next; |
|
|
1826 | delete tl; |
|
|
1827 | } |
|
|
1828 | |
|
|
1829 | free_artifactlist (first_artifactlist); |
|
|
1830 | } |
|
|