1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
… | |
… | |
32 | |
33 | |
33 | //#define TREASURE_VERBOSE |
34 | //#define TREASURE_VERBOSE |
34 | |
35 | |
35 | #include <global.h> |
36 | #include <global.h> |
36 | #include <treasure.h> |
37 | #include <treasure.h> |
37 | #include <funcpoint.h> |
|
|
38 | #include <loader.h> |
38 | #include <loader.h> |
39 | |
39 | |
40 | extern char *spell_mapping[]; |
40 | extern char *spell_mapping[]; |
41 | |
41 | |
42 | static treasurelist *first_treasurelist; |
42 | static treasurelist *first_treasurelist; |
… | |
… | |
46 | typedef std::tr1::unordered_map< |
46 | typedef std::tr1::unordered_map< |
47 | const char *, |
47 | const char *, |
48 | treasurelist *, |
48 | treasurelist *, |
49 | str_hash, |
49 | str_hash, |
50 | str_equal, |
50 | str_equal, |
51 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
51 | slice_allocator< std::pair<const char *const, treasurelist *> > |
52 | true |
|
|
53 | > tl_map_t; |
52 | > tl_map_t; |
54 | |
53 | |
55 | 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 | } |
56 | |
69 | |
57 | /* |
70 | /* |
58 | * Searches for the given treasurelist |
71 | * Searches for the given treasurelist |
59 | */ |
72 | */ |
60 | treasurelist * |
73 | treasurelist * |
… | |
… | |
90 | |
103 | |
91 | tl_map.insert (std::make_pair (tl->name, tl)); |
104 | tl_map.insert (std::make_pair (tl->name, tl)); |
92 | } |
105 | } |
93 | |
106 | |
94 | return tl; |
107 | return tl; |
95 | } |
|
|
96 | |
|
|
97 | //TODO: class method |
|
|
98 | void |
|
|
99 | clear (treasurelist *tl) |
|
|
100 | { |
|
|
101 | if (tl->items) |
|
|
102 | { |
|
|
103 | free_treasurestruct (tl->items); |
|
|
104 | tl->items = 0; |
|
|
105 | } |
|
|
106 | |
|
|
107 | tl->total_chance = 0; |
|
|
108 | } |
108 | } |
109 | |
109 | |
110 | #ifdef TREASURE_DEBUG |
110 | #ifdef TREASURE_DEBUG |
111 | /* recursived checks the linked list. Treasurelist is passed only |
111 | /* recursived checks the linked list. Treasurelist is passed only |
112 | * so that the treasure name can be printed out |
112 | * so that the treasure name can be printed out |
… | |
… | |
256 | return; |
256 | return; |
257 | } |
257 | } |
258 | |
258 | |
259 | op->expand_tail (); |
259 | op->expand_tail (); |
260 | |
260 | |
261 | if (op->blocked (creator->map, creator->x, creator->y)) |
261 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
262 | op->destroy (); |
262 | op->destroy (); |
263 | else |
263 | else |
264 | { |
264 | { |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
266 | 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); |
… | |
… | |
270 | { |
270 | { |
271 | op = creator->insert (op); |
271 | op = creator->insert (op); |
272 | |
272 | |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
274 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
275 | |
|
|
276 | if (flags & GT_UPDATE_INV) |
|
|
277 | if (object *tmp = creator->in_player ()) |
|
|
278 | esrv_send_item (tmp, op); |
|
|
279 | } |
275 | } |
280 | } |
276 | } |
281 | |
277 | |
282 | /* 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 |
283 | * in the generated object |
279 | * in the generated object |
… | |
… | |
447 | |
443 | |
448 | if (ob->inv) |
444 | if (ob->inv) |
449 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
450 | |
446 | |
451 | ob->destroy (); |
447 | ob->destroy (); |
|
|
448 | |
452 | return tmp; |
449 | return tmp; |
453 | } |
450 | } |
454 | |
451 | |
455 | /* |
452 | /* |
456 | * 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 |
… | |
… | |
499 | * 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) |
500 | * |
497 | * |
501 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
502 | * 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. |
503 | */ |
500 | */ |
504 | int |
501 | static int |
505 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
506 | { |
503 | { |
507 | if (!op->inv) |
504 | if (!op->inv) |
508 | { |
505 | { |
509 | 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); |
… | |
… | |
526 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
527 | * 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 |
528 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
529 | * |
526 | * |
530 | */ |
527 | */ |
531 | int |
528 | static int |
532 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
533 | { |
530 | { |
534 | int percent = 0, magic = 0; |
531 | int percent = 0, magic = 0; |
535 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
536 | |
533 | |
… | |
… | |
583 | if (op->type == ARMOUR) |
580 | if (op->type == ARMOUR) |
584 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
581 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
585 | |
582 | |
586 | 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 */ |
587 | magic = (-magic); |
584 | magic = (-magic); |
|
|
585 | |
588 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
586 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
589 | } |
587 | } |
590 | else |
588 | else |
591 | { |
589 | { |
592 | if (op->type == ARMOUR) |
590 | if (op->type == ARMOUR) |
593 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
591 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
592 | |
594 | 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 */ |
595 | magic = (-magic); |
594 | magic = (-magic); |
|
|
595 | |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
597 | } |
597 | } |
598 | } |
598 | } |
599 | |
599 | |
600 | /* |
600 | /* |
… | |
… | |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
624 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
625 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
626 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
627 | */ |
627 | */ |
628 | void |
628 | static void |
629 | set_ring_bonus (object *op, int bonus) |
629 | set_ring_bonus (object *op, int bonus) |
630 | { |
630 | { |
631 | |
|
|
632 | int r = rndm (bonus > 0 ? 25 : 11); |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
633 | |
632 | |
634 | if (op->type == AMULET) |
633 | if (op->type == AMULET) |
635 | { |
634 | { |
636 | if (!(rndm (21))) |
635 | if (!(rndm (21))) |
… | |
… | |
759 | * higher is the chance of returning a low number. |
758 | * higher is the chance of returning a low number. |
760 | * 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 |
761 | * rings and amulets. |
760 | * rings and amulets. |
762 | * 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. |
763 | */ |
762 | */ |
764 | int |
763 | static int |
765 | get_magic (int diff) |
764 | get_magic (int diff) |
766 | { |
765 | { |
767 | int i; |
766 | int i; |
768 | |
767 | |
769 | if (diff < 3) |
768 | if (diff < 3) |
… | |
… | |
772 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
773 | if (rndm (diff)) |
772 | if (rndm (diff)) |
774 | return i; |
773 | return i; |
775 | |
774 | |
776 | 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; |
777 | } |
793 | } |
778 | |
794 | |
779 | #define DICE2 (get_magic(2)==2?2:1) |
795 | #define DICE2 (get_magic(2)==2?2:1) |
780 | #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)) |
781 | |
797 | |
… | |
… | |
818 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
834 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
819 | /* So the treasure doesn't get created again */ |
835 | /* So the treasure doesn't get created again */ |
820 | op->randomitems = 0; |
836 | op->randomitems = 0; |
821 | } |
837 | } |
822 | |
838 | |
823 | if (difficulty < 1) |
839 | max_it (difficulty, 1); |
824 | difficulty = 1; |
|
|
825 | |
840 | |
826 | if (INVOKE_OBJECT (ADD_BONUS, op, |
841 | if (INVOKE_OBJECT (ADD_BONUS, op, |
827 | ARG_OBJECT (creator != op ? creator : 0), |
842 | ARG_OBJECT (creator != op ? creator : 0), |
828 | ARG_INT (difficulty), ARG_INT (max_magic), |
843 | ARG_INT (difficulty), ARG_INT (max_magic), |
829 | ARG_INT (flags))) |
844 | ARG_INT (flags))) |
… | |
… | |
888 | * again below */ |
903 | * again below */ |
889 | } |
904 | } |
890 | } |
905 | } |
891 | |
906 | |
892 | /* materialtype modifications. Note we allow this on artifacts. */ |
907 | /* materialtype modifications. Note we allow this on artifacts. */ |
893 | set_materialname (op, difficulty, NULL); |
908 | select_material (op, difficulty); |
894 | |
909 | |
895 | if (flags & GT_MINIMAL) |
910 | if (flags & GT_MINIMAL) |
896 | { |
911 | { |
897 | if (op->type == POTION) |
912 | if (op->type == POTION) |
898 | /* Handle healing and magic power potions */ |
913 | /* Handle healing and magic power potions */ |
… | |
… | |
929 | int too_many_tries = 0, is_special = 0; |
944 | int too_many_tries = 0, is_special = 0; |
930 | |
945 | |
931 | /* Handle healing and magic power potions */ |
946 | /* Handle healing and magic power potions */ |
932 | if (op->stats.sp && !op->randomitems) |
947 | if (op->stats.sp && !op->randomitems) |
933 | { |
948 | { |
934 | object *tmp; |
|
|
935 | |
|
|
936 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
949 | object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
937 | insert_ob_in_ob (tmp, op); |
950 | insert_ob_in_ob (tmp, op); |
938 | op->stats.sp = 0; |
951 | op->stats.sp = 0; |
939 | } |
952 | } |
940 | |
953 | |
941 | while (!(is_special = special_potion (op)) && !op->inv) |
954 | while (!(is_special = special_potion (op)) && !op->inv) |
… | |
… | |
949 | * since the value set on those is already correct. |
962 | * since the value set on those is already correct. |
950 | */ |
963 | */ |
951 | if (op->inv && op->randomitems) |
964 | if (op->inv && op->randomitems) |
952 | { |
965 | { |
953 | /* value multiplier is same as for scrolls */ |
966 | /* value multiplier is same as for scrolls */ |
954 | op->value = (op->value * op->inv->value); |
967 | op->value *= op->inv->value; |
955 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
968 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
956 | } |
969 | } |
957 | else |
970 | else |
958 | { |
971 | { |
959 | op->name = "potion"; |
972 | op->name = "potion"; |
960 | op->name_pl = "potions"; |
973 | op->name_pl = "potions"; |
961 | } |
974 | } |
962 | |
975 | |
963 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
976 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
964 | SET_FLAG (op, FLAG_CURSED); |
977 | SET_FLAG (op, FLAG_CURSED); |
|
|
978 | |
965 | break; |
979 | break; |
966 | } |
980 | } |
967 | |
981 | |
968 | case AMULET: |
982 | case AMULET: |
969 | if (IS_ARCH (op->arch, amulet)) |
983 | if (IS_ARCH (op->arch, amulet)) |
970 | op->value *= 5; /* Since it's not just decoration */ |
984 | op->value *= 5; /* Since it's not just decoration */ |
971 | |
985 | |
972 | case RING: |
986 | case RING: |
973 | if (!op->arch) // wtf? schmorp |
|
|
974 | { |
|
|
975 | op->destroy (); |
|
|
976 | op = 0; |
|
|
977 | break; |
|
|
978 | } |
|
|
979 | |
|
|
980 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
987 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
981 | break; |
988 | break; |
982 | |
989 | |
983 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
990 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
984 | SET_FLAG (op, FLAG_CURSED); |
991 | SET_FLAG (op, FLAG_CURSED); |
… | |
… | |
1005 | op->value *= 5; |
1012 | op->value *= 5; |
1006 | set_ring_bonus (op, d); |
1013 | set_ring_bonus (op, d); |
1007 | } |
1014 | } |
1008 | } |
1015 | } |
1009 | |
1016 | |
1010 | if (GET_ANIM_ID (op)) |
1017 | if (op->animation_id) |
1011 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1018 | op->set_anim_frame (rndm (op->anim_frames ())); |
1012 | |
1019 | |
1013 | break; |
1020 | break; |
1014 | |
1021 | |
1015 | case BOOK: |
1022 | case BOOK: |
1016 | /* Is it an empty book?, if yes lets make a special· |
1023 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1031 | op->level = rndm (creator->level); |
1038 | op->level = rndm (creator->level); |
1032 | |
1039 | |
1033 | 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); |
1034 | /* books w/ info are worth more! */ |
1041 | /* books w/ info are worth more! */ |
1035 | 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)); |
1036 | /* creator related stuff */ |
|
|
1037 | |
|
|
1038 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1039 | * set - we don't want to set no pick in that case. |
|
|
1040 | */ |
|
|
1041 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1042 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1043 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1044 | op->slaying = creator->slaying; |
|
|
1045 | |
1043 | |
1046 | /* add exp so reading it gives xp (once) */ |
1044 | /* add exp so reading it gives xp (once) */ |
1047 | 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; |
1048 | } |
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; |
1049 | break; |
1057 | break; |
1050 | |
1058 | |
1051 | case SPELLBOOK: |
1059 | case SPELLBOOK: |
1052 | op->value = op->value * op->inv->value; |
1060 | op->value = op->value * op->inv->value; |
1053 | /* add exp so learning gives xp */ |
1061 | /* add exp so learning gives xp */ |
… | |
… | |
1087 | * 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. |
1088 | */ |
1096 | */ |
1089 | 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); |
1090 | /* 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 */ |
1091 | if (op->stats.maxhp) |
1099 | if (op->stats.maxhp) |
1092 | 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); |
1093 | else |
1101 | else |
1094 | 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); |
1095 | |
1103 | |
1096 | op->stats.hp = op->stats.maxhp; |
1104 | op->stats.hp = op->stats.maxhp; |
1097 | break; |
1105 | break; |
1098 | |
1106 | |
1099 | case SCROLL: |
1107 | case SCROLL: |
… | |
… | |
1198 | |
1206 | |
1199 | { |
1207 | { |
1200 | if (!strcmp (f.get_str (), "all")) |
1208 | if (!strcmp (f.get_str (), "all")) |
1201 | break; |
1209 | break; |
1202 | |
1210 | |
1203 | char *next, *cp = f.get_str (); |
1211 | const char *cp = f.get_str (); |
1204 | |
1212 | char *next; |
1205 | do |
1213 | do |
1206 | { |
1214 | { |
1207 | if ((next = strchr (cp, ','))) |
1215 | if ((next = strchr (cp, ','))) |
1208 | *next++ = '\0'; |
1216 | *next++ = '\0'; |
1209 | |
1217 | |
… | |
… | |
1356 | * 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 |
1357 | * this object. |
1365 | * this object. |
1358 | */ |
1366 | */ |
1359 | if (op->type == HORN || op->type == POTION) |
1367 | if (op->type == HORN || op->type == POTION) |
1360 | { |
1368 | { |
1361 | object *tmp_obj; |
|
|
1362 | |
|
|
1363 | /* Remove any spells this object currently has in it */ |
1369 | /* Remove any spells this object currently has in it */ |
1364 | while (op->inv) |
|
|
1365 | op->inv->destroy (); |
1370 | op->destroy_inv (false); |
1366 | |
1371 | |
1367 | tmp_obj = arch_to_object (change->other_arch); |
1372 | object *tmp = arch_to_object (change->other_arch); |
1368 | insert_ob_in_ob (tmp_obj, op); |
1373 | insert_ob_in_ob (tmp, op); |
1369 | } |
1374 | } |
1370 | /* No harm setting this for potions/horns */ |
1375 | /* No harm setting this for potions/horns */ |
1371 | op->other_arch = change->other_arch; |
1376 | op->other_arch = change->other_arch; |
1372 | } |
1377 | } |
1373 | |
1378 | |
… | |
… | |
1458 | op->value *= change->value; |
1463 | op->value *= change->value; |
1459 | |
1464 | |
1460 | if (change->materials) |
1465 | if (change->materials) |
1461 | op->materials = change->materials; |
1466 | op->materials = change->materials; |
1462 | |
1467 | |
1463 | if (change->materialname) |
1468 | if (change->material != MATERIAL_NULL) |
1464 | op->materialname = change->materialname; |
1469 | op->material = change->material; |
1465 | |
1470 | |
1466 | if (change->slaying) |
1471 | if (change->slaying) |
1467 | op->slaying = change->slaying; |
1472 | op->slaying = change->slaying; |
1468 | |
1473 | |
1469 | if (change->race) |
1474 | if (change->race) |
… | |
… | |
1578 | #if 1 |
1583 | #if 1 |
1579 | 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); |
1580 | #endif |
1585 | #endif |
1581 | return; |
1586 | return; |
1582 | } |
1587 | } |
1583 | if (!strcmp (art->item->name, "NONE")) |
1588 | |
|
|
1589 | if (art->item->name == shstr_NONE) |
1584 | return; |
1590 | return; |
|
|
1591 | |
1585 | if (FABS (op->magic) < art->item->magic) |
1592 | if (fabs (op->magic) < art->item->magic) |
1586 | continue; /* Not magic enough to be this item */ |
1593 | continue; /* Not magic enough to be this item */ |
1587 | |
1594 | |
1588 | /* Map difficulty not high enough */ |
1595 | /* Map difficulty not high enough */ |
1589 | if (difficulty < art->difficulty) |
1596 | if (difficulty < art->difficulty) |
1590 | continue; |
1597 | continue; |
… | |
… | |
1641 | item->level = donor->level; |
1648 | item->level = donor->level; |
1642 | |
1649 | |
1643 | /* if donor has some attacktypes, the flesh is poisonous */ |
1650 | /* if donor has some attacktypes, the flesh is poisonous */ |
1644 | if (donor->attacktype & AT_POISON) |
1651 | if (donor->attacktype & AT_POISON) |
1645 | item->type = POISON; |
1652 | item->type = POISON; |
|
|
1653 | |
1646 | if (donor->attacktype & AT_ACID) |
1654 | if (donor->attacktype & AT_ACID) |
1647 | item->stats.hp = -1 * item->stats.food; |
1655 | item->stats.hp = -1 * item->stats.food; |
|
|
1656 | |
1648 | SET_FLAG (item, FLAG_NO_STEAL); |
1657 | SET_FLAG (item, FLAG_NO_STEAL); |
1649 | } |
1658 | } |
1650 | } |
1659 | } |
1651 | |
1660 | |
1652 | /* special_potion() - so that old potion code is still done right. */ |
1661 | static void |
1653 | int |
|
|
1654 | special_potion (object *op) |
|
|
1655 | { |
|
|
1656 | if (op->attacktype) |
|
|
1657 | return 1; |
|
|
1658 | |
|
|
1659 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1660 | return 1; |
|
|
1661 | |
|
|
1662 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1663 | if (op->resist[i]) |
|
|
1664 | return 1; |
|
|
1665 | |
|
|
1666 | return 0; |
|
|
1667 | } |
|
|
1668 | |
|
|
1669 | void |
|
|
1670 | free_treasurestruct (treasure *t) |
1662 | free_treasurestruct (treasure *t) |
1671 | { |
1663 | { |
1672 | if (t->next) free_treasurestruct (t->next); |
1664 | if (t->next) free_treasurestruct (t->next); |
1673 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1665 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1674 | if (t->next_no) free_treasurestruct (t->next_no); |
1666 | if (t->next_no) free_treasurestruct (t->next_no); |
1675 | |
1667 | |
1676 | delete t; |
1668 | delete t; |
1677 | } |
1669 | } |
1678 | |
1670 | |
1679 | void |
1671 | static void |
1680 | free_charlinks (linked_char *lc) |
1672 | free_charlinks (linked_char *lc) |
1681 | { |
1673 | { |
1682 | if (lc->next) |
1674 | if (lc->next) |
1683 | free_charlinks (lc->next); |
1675 | free_charlinks (lc->next); |
1684 | |
1676 | |
1685 | delete lc; |
1677 | delete lc; |
1686 | } |
1678 | } |
1687 | |
1679 | |
1688 | void |
1680 | static void |
1689 | free_artifact (artifact *at) |
1681 | free_artifact (artifact *at) |
1690 | { |
1682 | { |
1691 | if (at->next) free_artifact (at->next); |
1683 | if (at->next) free_artifact (at->next); |
1692 | if (at->allowed) free_charlinks (at->allowed); |
1684 | if (at->allowed) free_charlinks (at->allowed); |
1693 | |
1685 | |
1694 | at->item->destroy (1); |
1686 | at->item->destroy (); |
1695 | |
1687 | |
1696 | sfree (at); |
1688 | sfree (at); |
1697 | } |
1689 | } |
1698 | |
1690 | |
1699 | void |
|
|
1700 | free_artifactlist (artifactlist *al) |
|
|
1701 | { |
|
|
1702 | artifactlist *nextal; |
|
|
1703 | |
|
|
1704 | for (al = first_artifactlist; al; al = nextal) |
|
|
1705 | { |
|
|
1706 | nextal = al->next; |
|
|
1707 | |
|
|
1708 | if (al->items) |
|
|
1709 | free_artifact (al->items); |
|
|
1710 | |
|
|
1711 | sfree (al); |
|
|
1712 | } |
|
|
1713 | } |
|
|
1714 | |
|
|
1715 | void |
|
|
1716 | free_all_treasures (void) |
|
|
1717 | { |
|
|
1718 | treasurelist *tl, *next; |
|
|
1719 | |
|
|
1720 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1721 | { |
|
|
1722 | clear (tl); |
|
|
1723 | |
|
|
1724 | next = tl->next; |
|
|
1725 | delete tl; |
|
|
1726 | } |
|
|
1727 | |
|
|
1728 | free_artifactlist (first_artifactlist); |
|
|
1729 | } |
|
|