1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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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 |
… | |
… | |
31 | |
31 | |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
33 | |
33 | |
34 | //#define TREASURE_VERBOSE |
34 | //#define TREASURE_VERBOSE |
35 | |
35 | |
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36 | #include <unordered_map> |
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37 | |
36 | #include <global.h> |
38 | #include <global.h> |
37 | #include <treasure.h> |
39 | #include <treasure.h> |
38 | #include <funcpoint.h> |
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39 | #include <loader.h> |
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40 | |
40 | |
41 | extern char *spell_mapping[]; |
41 | extern char *spell_mapping[]; |
42 | |
42 | |
43 | static treasurelist *first_treasurelist; |
43 | static treasurelist *first_treasurelist; |
44 | |
44 | |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
46 | |
46 | |
47 | typedef std::tr1::unordered_map< |
47 | typedef std::unordered_map< |
48 | const char *, |
48 | const char *, |
49 | treasurelist *, |
49 | treasurelist *, |
50 | str_hash, |
50 | str_hash, |
51 | str_equal, |
51 | str_equal, |
52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
52 | slice_allocator< std::pair<const char *const, treasurelist *> > |
53 | true |
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54 | > tl_map_t; |
53 | > tl_map_t; |
55 | |
54 | |
56 | static tl_map_t tl_map; |
55 | static tl_map_t tl_map; |
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56 | |
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57 | //TODO: class method |
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58 | static void free_treasurestruct (treasure *t); // bleh desu |
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59 | static void |
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60 | clear (treasurelist *tl) |
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61 | { |
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62 | if (tl->items) |
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63 | { |
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64 | free_treasurestruct (tl->items); |
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65 | tl->items = 0; |
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66 | } |
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67 | |
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68 | tl->total_chance = 0; |
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69 | } |
57 | |
70 | |
58 | /* |
71 | /* |
59 | * Searches for the given treasurelist |
72 | * Searches for the given treasurelist |
60 | */ |
73 | */ |
61 | treasurelist * |
74 | treasurelist * |
… | |
… | |
93 | } |
106 | } |
94 | |
107 | |
95 | return tl; |
108 | return tl; |
96 | } |
109 | } |
97 | |
110 | |
98 | //TODO: class method |
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99 | void |
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100 | clear (treasurelist *tl) |
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101 | { |
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102 | if (tl->items) |
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103 | { |
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104 | free_treasurestruct (tl->items); |
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105 | tl->items = 0; |
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106 | } |
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107 | |
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108 | tl->total_chance = 0; |
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109 | } |
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110 | |
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111 | #ifdef TREASURE_DEBUG |
111 | #ifdef TREASURE_DEBUG |
112 | /* recursived checks the linked list. Treasurelist is passed only |
112 | /* recursived checks the linked list. Treasurelist is passed only |
113 | * so that the treasure name can be printed out |
113 | * so that the treasure name can be printed out |
114 | */ |
114 | */ |
115 | static void |
115 | static void |
… | |
… | |
140 | |
140 | |
141 | f.next (); |
141 | f.next (); |
142 | |
142 | |
143 | for (;;) |
143 | for (;;) |
144 | { |
144 | { |
145 | coroapi::cede_to_tick_every (10); |
145 | coroapi::cede_to_tick (); |
146 | |
146 | |
147 | switch (f.kw) |
147 | switch (f.kw) |
148 | { |
148 | { |
149 | case KW_arch: |
149 | case KW_arch: |
150 | t->item = archetype::get (f.get_str ()); |
150 | t->item = archetype::find (f.get_str ()); |
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151 | |
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152 | if (!t->item) |
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153 | { |
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154 | f.parse_warn ("treasure references unknown archetype"); |
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155 | t->item = archetype::empty; |
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156 | } |
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157 | |
151 | break; |
158 | break; |
152 | |
159 | |
153 | case KW_list: f.get (t->name); break; |
160 | case KW_list: f.get (t->name); break; |
154 | case KW_change_name: f.get (t->change_arch.name); break; |
161 | case KW_change_name: f.get (t->change_arch.name); break; |
155 | case KW_change_title: f.get (t->change_arch.title); break; |
162 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
169 | t->next = read_treasure (f); |
176 | t->next = read_treasure (f); |
170 | return t; |
177 | return t; |
171 | |
178 | |
172 | default: |
179 | default: |
173 | if (!f.parse_error ("treasurelist", t->name)) |
180 | if (!f.parse_error ("treasurelist", t->name)) |
174 | return 0; |
181 | goto error; |
175 | |
182 | |
176 | return t; |
183 | return t; |
177 | } |
184 | } |
178 | |
185 | |
179 | f.next (); |
186 | f.next (); |
180 | } |
187 | } |
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188 | |
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189 | // not reached |
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190 | |
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191 | error: |
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192 | delete t; |
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193 | return 0; |
181 | } |
194 | } |
182 | |
195 | |
183 | /* |
196 | /* |
184 | * Each treasure is parsed with the help of load_treasure(). |
197 | * Each treasure is parsed with the help of load_treasure(). |
185 | */ |
198 | */ |
… | |
… | |
197 | |
210 | |
198 | /* This is a one of the many items on the list should be generated. |
211 | /* 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 |
212 | * Add up the chance total, and check to make sure the yes & no |
200 | * fields of the treasures are not being used. |
213 | * fields of the treasures are not being used. |
201 | */ |
214 | */ |
202 | tl->total_chance = 0; |
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203 | |
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204 | if (one) |
215 | if (one) |
205 | { |
216 | { |
206 | for (treasure *t = tl->items; t; t = t->next) |
217 | for (treasure *t = tl->items; t; t = t->next) |
207 | { |
218 | { |
208 | if (t->next_yes || t->next_no) |
219 | if (t->next_yes || t->next_no) |
209 | { |
220 | { |
210 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
221 | 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"); |
222 | LOG (llevError, " the next_yes or next_no field is set\n"); |
212 | } |
223 | } |
213 | |
224 | |
214 | tl->total_chance += t->chance; |
225 | tl->total_chance += t->chance; |
215 | } |
226 | } |
… | |
… | |
230 | * start with equipment, but only their abilities). |
241 | * start with equipment, but only their abilities). |
231 | */ |
242 | */ |
232 | static void |
243 | static void |
233 | put_treasure (object *op, object *creator, int flags) |
244 | put_treasure (object *op, object *creator, int flags) |
234 | { |
245 | { |
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246 | if (flags & GT_ENVIRONMENT) |
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247 | { |
235 | /* Bit of a hack - spells should never be put onto the map. The entire |
248 | /* 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 |
249 | * 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 |
250 | * this is the original object, or if this is an object that should be created |
238 | * by another object. |
251 | * by another object. |
239 | */ |
252 | */ |
240 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
253 | //TODO: flag such as objects... as such (no drop, anybody?) |
241 | { |
254 | if (op->type == SPELL) |
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255 | { |
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256 | op->destroy (); |
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257 | return; |
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258 | } |
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259 | |
242 | op->expand_tail (); |
260 | op->expand_tail (); |
243 | |
261 | |
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262 | if (!creator->is_on_map () |
244 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
263 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
245 | op->destroy (); |
264 | op->destroy (); |
246 | else |
265 | else |
247 | { |
266 | { |
248 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
267 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
249 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
268 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
250 | } |
269 | } |
251 | } |
270 | } |
252 | else |
271 | else |
253 | { |
272 | { |
254 | op = creator->insert (op); |
273 | op = creator->insert (op); |
255 | |
274 | |
256 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
275 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
257 | monster_check_apply (creator, op); |
276 | monster_check_apply (creator, op); |
258 | |
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259 | if (flags & GT_UPDATE_INV) |
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260 | if (object *tmp = creator->in_player ()) |
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261 | esrv_send_item (tmp, op); |
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262 | } |
277 | } |
263 | } |
278 | } |
264 | |
279 | |
265 | /* if there are change_xxx commands in the treasure, we include the changes |
280 | /* if there are change_xxx commands in the treasure, we include the changes |
266 | * in the generated object |
281 | * in the generated object |
… | |
… | |
295 | else |
310 | else |
296 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
311 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
297 | } |
312 | } |
298 | else |
313 | else |
299 | { |
314 | { |
300 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
315 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
301 | { |
316 | { |
302 | object *tmp = arch_to_object (t->item); |
317 | object *tmp = t->item->instance (); |
303 | |
318 | |
304 | if (t->nrof && tmp->nrof <= 1) |
319 | if (t->nrof && tmp->nrof <= 1) |
305 | tmp->nrof = rndm (t->nrof) + 1; |
320 | tmp->nrof = rndm (t->nrof) + 1; |
306 | |
321 | |
307 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
322 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
352 | create_treasure (tl, op, flag, difficulty, tries); |
367 | create_treasure (tl, op, flag, difficulty, tries); |
353 | } |
368 | } |
354 | else if (t->nrof) |
369 | else if (t->nrof) |
355 | create_one_treasure (tl, op, flag, difficulty, tries); |
370 | create_one_treasure (tl, op, flag, difficulty, tries); |
356 | } |
371 | } |
357 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
372 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
358 | { |
373 | { |
359 | if (object *tmp = arch_to_object (t->item)) |
374 | if (object *tmp = t->item->instance ()) |
360 | { |
375 | { |
361 | if (t->nrof && tmp->nrof <= 1) |
376 | if (t->nrof && tmp->nrof <= 1) |
362 | tmp->nrof = rndm (t->nrof) + 1; |
377 | tmp->nrof = rndm (t->nrof) + 1; |
363 | |
378 | |
364 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
379 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
365 | change_treasure (t, tmp); |
380 | change_treasure (t, tmp); |
366 | put_treasure (tmp, op, flag); |
381 | put_treasure (tmp, op, flag); |
367 | } |
382 | } |
368 | } |
383 | } |
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384 | } |
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385 | |
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386 | void |
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387 | object::create_treasure (treasurelist *tl, int flags) |
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388 | { |
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389 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
369 | } |
390 | } |
370 | |
391 | |
371 | /* This calls the appropriate treasure creation function. tries is passed |
392 | /* This calls the appropriate treasure creation function. tries is passed |
372 | * to determine how many list transitions or attempts to create treasure |
393 | * to determine how many list transitions or attempts to create treasure |
373 | * have been made. It is really in place to prevent infinite loops with |
394 | * have been made. It is really in place to prevent infinite loops with |
… | |
… | |
386 | { |
407 | { |
387 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
408 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
388 | return; |
409 | return; |
389 | } |
410 | } |
390 | |
411 | |
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412 | if (op->flag [FLAG_TREASURE_ENV]) |
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413 | { |
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414 | // do not generate items when there already is something above the object |
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415 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
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416 | return; |
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417 | |
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418 | flag |= GT_ENVIRONMENT; |
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419 | } |
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420 | |
391 | if (tl->total_chance) |
421 | if (tl->total_chance) |
392 | create_one_treasure (tl, op, flag, difficulty, tries); |
422 | create_one_treasure (tl, op, flag, difficulty, tries); |
393 | else |
423 | else |
394 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
424 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
395 | } |
425 | } |
… | |
… | |
415 | |
445 | |
416 | if (ob->inv) |
446 | if (ob->inv) |
417 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
447 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
418 | |
448 | |
419 | ob->destroy (); |
449 | ob->destroy (); |
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450 | |
420 | return tmp; |
451 | return tmp; |
421 | } |
452 | } |
422 | |
453 | |
423 | /* |
454 | /* |
424 | * This is a new way of calculating the chance for an item to have |
455 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
461 | { 0, 0, 0, 3, 97}, // 29 |
492 | { 0, 0, 0, 3, 97}, // 29 |
462 | { 0, 0, 0, 0, 100}, // 30 |
493 | { 0, 0, 0, 0, 100}, // 30 |
463 | { 0, 0, 0, 0, 100}, // 31 |
494 | { 0, 0, 0, 0, 100}, // 31 |
464 | }; |
495 | }; |
465 | |
496 | |
466 | /* calculate the appropriate level for wands staves and scrolls. |
497 | /* calculate the appropriate level for wands staves and scrolls. |
467 | * This code presumes that op has had its spell object created (in op->inv) |
498 | * This code presumes that op has had its spell object created (in op->inv) |
468 | * |
499 | * |
469 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
500 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
470 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
501 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
471 | */ |
502 | */ |
472 | int |
503 | static int |
473 | level_for_item (const object *op, int difficulty) |
504 | level_for_item (const object *op, int difficulty) |
474 | { |
505 | { |
475 | int olevel = 0; |
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476 | |
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477 | if (!op->inv) |
506 | if (!op->inv) |
478 | { |
507 | { |
479 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
508 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
480 | return 0; |
509 | return 0; |
481 | } |
510 | } |
482 | |
511 | |
483 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
512 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
484 | |
513 | |
485 | if (olevel <= 0) |
514 | if (olevel <= 0) |
486 | olevel = rndm (1, MIN (op->inv->level, 1)); |
515 | olevel = rndm (1, op->inv->level); |
487 | |
516 | |
488 | if (olevel > MAXLEVEL) |
517 | return min (olevel, MAXLEVEL_TREASURE); |
489 | olevel = MAXLEVEL; |
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490 | |
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491 | return olevel; |
|
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492 | } |
518 | } |
493 | |
519 | |
494 | /* |
520 | /* |
495 | * Based upon the specified difficulty and upon the difftomagic_list array, |
521 | * Based upon the specified difficulty and upon the difftomagic_list array, |
496 | * a random magical bonus is returned. This is used when determine |
522 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
499 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
525 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
500 | * Scaling difficulty by max_level, as difficulty is a level and not some |
526 | * Scaling difficulty by max_level, as difficulty is a level and not some |
501 | * weird integer between 1-31. |
527 | * weird integer between 1-31. |
502 | * |
528 | * |
503 | */ |
529 | */ |
504 | int |
530 | static int |
505 | magic_from_difficulty (int difficulty) |
531 | magic_from_difficulty (int difficulty) |
506 | { |
532 | { |
507 | int percent = 0, magic = 0; |
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508 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
533 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
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534 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
509 | |
535 | |
510 | scaled_diff--; |
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511 | |
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512 | if (scaled_diff < 0) |
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513 | scaled_diff = 0; |
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514 | |
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515 | if (scaled_diff >= DIFFLEVELS) |
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516 | scaled_diff = DIFFLEVELS - 1; |
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517 | |
|
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518 | percent = rndm (100); |
536 | int percent = rndm (100); |
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537 | int magic; |
519 | |
538 | |
520 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
539 | for (magic = 0; magic <= MAXMAGIC; magic++) |
521 | { |
540 | { |
522 | percent -= difftomagic_list[scaled_diff][magic]; |
541 | percent -= difftomagic_list[scaled_diff][magic]; |
523 | |
542 | |
524 | if (percent < 0) |
543 | if (percent < 0) |
525 | break; |
544 | break; |
526 | } |
545 | } |
527 | |
546 | |
528 | if (magic == (MAXMAGIC + 1)) |
547 | if (magic > MAXMAGIC) |
529 | { |
548 | { |
530 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
549 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
531 | magic = 0; |
550 | magic = 0; |
532 | } |
551 | } |
533 | |
552 | |
… | |
… | |
541 | * Sets magical bonus in an object, and recalculates the effect on |
560 | * Sets magical bonus in an object, and recalculates the effect on |
542 | * the armour variable, and the effect on speed of armour. |
561 | * the armour variable, and the effect on speed of armour. |
543 | * This function doesn't work properly, should add use of archetypes |
562 | * This function doesn't work properly, should add use of archetypes |
544 | * to make it truly absolute. |
563 | * to make it truly absolute. |
545 | */ |
564 | */ |
546 | |
|
|
547 | void |
565 | void |
548 | set_abs_magic (object *op, int magic) |
566 | set_abs_magic (object *op, int magic) |
549 | { |
567 | { |
550 | if (!magic) |
568 | if (!magic) |
551 | return; |
569 | return; |
552 | |
570 | |
553 | op->magic = magic; |
571 | op->magic = magic; |
554 | if (op->arch) |
572 | if (op->arch) |
555 | { |
573 | { |
556 | if (op->type == ARMOUR) |
574 | if (op->type == ARMOUR) |
557 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
575 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
558 | |
576 | |
559 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
577 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
560 | magic = (-magic); |
578 | magic = (-magic); |
|
|
579 | |
561 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
580 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
562 | } |
581 | } |
563 | else |
582 | else |
564 | { |
583 | { |
565 | if (op->type == ARMOUR) |
584 | if (op->type == ARMOUR) |
566 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
585 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
586 | |
567 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
587 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
568 | magic = (-magic); |
588 | magic = (-magic); |
|
|
589 | |
569 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
590 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
570 | } |
591 | } |
571 | } |
592 | } |
572 | |
593 | |
573 | /* |
594 | /* |
… | |
… | |
576 | */ |
597 | */ |
577 | |
598 | |
578 | static void |
599 | static void |
579 | set_magic (int difficulty, object *op, int max_magic, int flags) |
600 | set_magic (int difficulty, object *op, int max_magic, int flags) |
580 | { |
601 | { |
581 | int i; |
|
|
582 | |
|
|
583 | i = magic_from_difficulty (difficulty); |
602 | int i = magic_from_difficulty (difficulty); |
|
|
603 | |
584 | if ((flags & GT_ONLY_GOOD) && i < 0) |
604 | if ((flags & GT_ONLY_GOOD) && i < 0) |
585 | i = -i; |
605 | i = -i; |
|
|
606 | |
586 | if (i > max_magic) |
607 | i = min (i, max_magic); |
587 | i = max_magic; |
608 | |
588 | set_abs_magic (op, i); |
609 | set_abs_magic (op, i); |
589 | if (i < 0) |
610 | if (i < 0) |
590 | SET_FLAG (op, FLAG_CURSED); |
611 | op->set_flag (FLAG_CURSED); |
591 | } |
612 | } |
592 | |
613 | |
593 | /* |
614 | /* |
594 | * Randomly adds one magical ability to the given object. |
615 | * Randomly adds one magical ability to the given object. |
595 | * Modified for Partial Resistance in many ways: |
616 | * Modified for Partial Resistance in many ways: |
596 | * 1) Since rings can have multiple bonuses, if the same bonus |
617 | * 1) Since rings can have multiple bonuses, if the same bonus |
597 | * is rolled again, increase it - the bonuses now stack with |
618 | * is rolled again, increase it - the bonuses now stack with |
598 | * other bonuses previously rolled and ones the item might natively have. |
619 | * other bonuses previously rolled and ones the item might natively have. |
599 | * 2) Add code to deal with new PR method. |
620 | * 2) Add code to deal with new PR method. |
600 | */ |
621 | */ |
601 | void |
622 | static void |
602 | set_ring_bonus (object *op, int bonus) |
623 | set_ring_bonus (object *op, int bonus) |
603 | { |
624 | { |
604 | |
|
|
605 | int r = rndm (bonus > 0 ? 25 : 11); |
625 | int r = rndm (bonus > 0 ? 25 : 11); |
606 | |
626 | |
607 | if (op->type == AMULET) |
627 | if (op->type == AMULET) |
608 | { |
|
|
609 | if (!(rndm (21))) |
628 | if (!rndm (21)) |
610 | r = 20 + rndm (2); |
629 | r = 20 + rndm (2); |
|
|
630 | else if (rndm (2)) |
|
|
631 | r = 10; |
611 | else |
632 | else |
612 | { |
|
|
613 | if (rndm (2)) |
|
|
614 | r = 10; |
|
|
615 | else |
|
|
616 | r = 11 + rndm (9); |
633 | r = 11 + rndm (9); |
617 | } |
|
|
618 | } |
|
|
619 | |
634 | |
620 | switch (r) |
635 | switch (r) |
621 | { |
636 | { |
622 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
637 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
623 | * bonuses and penalties will stack and add to existing values. |
638 | * bonuses and penalties will stack and add to existing values. |
624 | * of the item. |
639 | * of the item. |
625 | */ |
640 | */ |
626 | case 0: |
641 | case 0: |
627 | case 1: |
642 | case 1: |
628 | case 2: |
643 | case 2: |
629 | case 3: |
644 | case 3: |
630 | case 4: |
645 | case 4: |
631 | case 5: |
646 | case 5: |
632 | case 6: |
647 | case 6: |
633 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
648 | op->stats.stat (r) += bonus; |
634 | break; |
649 | break; |
635 | |
650 | |
636 | case 7: |
651 | case 7: |
637 | op->stats.dam += bonus; |
652 | op->stats.dam += bonus; |
638 | break; |
653 | break; |
… | |
… | |
670 | * little random element in since that they don't always end up with |
685 | * little random element in since that they don't always end up with |
671 | * even values. |
686 | * even values. |
672 | */ |
687 | */ |
673 | if (bonus < 0) |
688 | if (bonus < 0) |
674 | val = 2 * -val - rndm (b); |
689 | val = 2 * -val - rndm (b); |
675 | if (val > 35) |
690 | |
676 | val = 35; /* Upper limit */ |
691 | val = min (35, val); /* Upper limit */ |
|
|
692 | |
677 | b = 0; |
693 | b = 0; |
678 | |
694 | |
679 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
695 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
680 | resist = rndm (num_resist_table); |
696 | resist = rndm (num_resist_table); |
681 | |
697 | |
… | |
… | |
689 | break; |
705 | break; |
690 | } |
706 | } |
691 | case 20: |
707 | case 20: |
692 | if (op->type == AMULET) |
708 | if (op->type == AMULET) |
693 | { |
709 | { |
694 | SET_FLAG (op, FLAG_REFL_SPELL); |
710 | op->set_flag (FLAG_REFL_SPELL); |
695 | op->value *= 11; |
711 | op->value *= 11; |
696 | } |
712 | } |
697 | else |
713 | else |
698 | { |
714 | { |
699 | op->stats.hp = 1; /* regenerate hit points */ |
715 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
702 | break; |
718 | break; |
703 | |
719 | |
704 | case 21: |
720 | case 21: |
705 | if (op->type == AMULET) |
721 | if (op->type == AMULET) |
706 | { |
722 | { |
707 | SET_FLAG (op, FLAG_REFL_MISSILE); |
723 | op->set_flag (FLAG_REFL_MISSILE); |
708 | op->value *= 9; |
724 | op->value *= 9; |
709 | } |
725 | } |
710 | else |
726 | else |
711 | { |
727 | { |
712 | op->stats.sp = 1; /* regenerate spell points */ |
728 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
714 | } |
730 | } |
715 | break; |
731 | break; |
716 | |
732 | |
717 | case 22: |
733 | case 22: |
718 | op->stats.exp += bonus; /* Speed! */ |
734 | op->stats.exp += bonus; /* Speed! */ |
719 | op->value = (op->value * 2) / 3; |
735 | op->value = op->value * 2 / 3; |
720 | break; |
736 | break; |
721 | } |
737 | } |
722 | |
738 | |
723 | if (bonus > 0) |
739 | if (bonus > 0) |
724 | op->value *= 2 * bonus; |
740 | op->value = 2 * op->value * bonus; |
725 | else |
741 | else |
726 | op->value = -(op->value * 2 * bonus) / 3; |
742 | op->value = -2 * op->value * bonus / 3; |
727 | } |
743 | } |
728 | |
744 | |
729 | /* |
745 | /* |
730 | * get_magic(diff) will return a random number between 0 and 4. |
746 | * get_magic(diff) will return a random number between 0 and 4. |
731 | * diff can be any value above 2. The higher the diff-variable, the |
747 | * diff can be any value above 2. The higher the diff-variable, the |
732 | * higher is the chance of returning a low number. |
748 | * higher is the chance of returning a low number. |
733 | * It is only used in fix_generated_treasure() to set bonuses on |
749 | * It is only used in fix_generated_treasure() to set bonuses on |
734 | * rings and amulets. |
750 | * rings and amulets. |
735 | * Another scheme is used to calculate the magic of weapons and armours. |
751 | * Another scheme is used to calculate the magic of weapons and armours. |
736 | */ |
752 | */ |
737 | int |
753 | static int |
738 | get_magic (int diff) |
754 | get_magic (int diff) |
739 | { |
755 | { |
740 | int i; |
756 | diff = min (3, diff); |
741 | |
757 | |
742 | if (diff < 3) |
|
|
743 | diff = 3; |
|
|
744 | |
|
|
745 | for (i = 0; i < 4; i++) |
758 | for (int i = 0; i < 4; i++) |
746 | if (rndm (diff)) |
759 | if (rndm (diff)) |
747 | return i; |
760 | return i; |
748 | |
761 | |
749 | return 4; |
762 | return 4; |
750 | } |
763 | } |
751 | |
764 | |
|
|
765 | /* special_potion() - so that old potion code is still done right. */ |
|
|
766 | static int |
|
|
767 | special_potion (object *op) |
|
|
768 | { |
|
|
769 | if (op->attacktype) |
|
|
770 | return 1; |
|
|
771 | |
|
|
772 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
773 | return 1; |
|
|
774 | |
|
|
775 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
776 | if (op->resist[i]) |
|
|
777 | return 1; |
|
|
778 | |
|
|
779 | return 0; |
|
|
780 | } |
|
|
781 | |
|
|
782 | static double |
|
|
783 | value_factor_from_spell_item (object *spell, object *item) |
|
|
784 | { |
|
|
785 | double factor = |
|
|
786 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
787 | * spell->level, 1.5); |
|
|
788 | |
|
|
789 | if (item) // this if for: wands/staffs/rods: |
|
|
790 | { |
|
|
791 | /* Old crossfire comment ahead: |
|
|
792 | * Add 50 to both level an divisor to keep prices a little more |
|
|
793 | * reasonable. Otherwise, a high level version of a low level |
|
|
794 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
795 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
796 | */ |
|
|
797 | |
|
|
798 | factor *= item->level + 50; |
|
|
799 | factor /= item->inv->level + 50; |
|
|
800 | } |
|
|
801 | |
|
|
802 | return factor; |
|
|
803 | } |
|
|
804 | |
752 | #define DICE2 (get_magic(2)==2?2:1) |
805 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
753 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
806 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
754 | |
807 | |
755 | /* |
808 | /* |
756 | * fix_generated_item(): This is called after an item is generated, in |
809 | * fix_generated_item(): This is called after an item is generated, in |
757 | * order to set it up right. This produced magical bonuses, puts spells |
810 | * order to set it up right. This produced magical bonuses, puts spells |
758 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
811 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
759 | */ |
812 | */ |
760 | |
813 | |
761 | /* 4/28/96 added creator object from which op may now inherit properties based on |
814 | /* 4/28/96 added creator object from which op may now inherit properties based on |
762 | * op->type. Right now, which stuff the creator passes on is object type |
815 | * op->type. Right now, which stuff the creator passes on is object type |
763 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
816 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
764 | * way to do this? b.t. */ |
817 | * way to do this? b.t. */ |
765 | |
818 | |
766 | /* |
819 | /* |
767 | * ! (flags & GT_ENVIRONMENT): |
820 | * ! (flags & GT_ENVIRONMENT): |
768 | * Automatically calls fix_flesh_item(). |
821 | * Automatically calls fix_flesh_item(). |
… | |
… | |
791 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
844 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
792 | /* So the treasure doesn't get created again */ |
845 | /* So the treasure doesn't get created again */ |
793 | op->randomitems = 0; |
846 | op->randomitems = 0; |
794 | } |
847 | } |
795 | |
848 | |
796 | if (difficulty < 1) |
849 | max_it (difficulty, 1); |
797 | difficulty = 1; |
|
|
798 | |
850 | |
799 | if (INVOKE_OBJECT (ADD_BONUS, op, |
851 | if (INVOKE_OBJECT (ADD_BONUS, op, |
800 | ARG_OBJECT (creator != op ? creator : 0), |
852 | ARG_OBJECT (creator != op ? creator : 0), |
801 | ARG_INT (difficulty), ARG_INT (max_magic), |
853 | ARG_INT (difficulty), ARG_INT (max_magic), |
802 | ARG_INT (flags))) |
854 | ARG_INT (flags))) |
803 | return; |
855 | return; |
804 | |
856 | |
805 | if (!(flags & GT_MINIMAL)) |
857 | if (!(flags & GT_MINIMAL)) |
806 | { |
858 | { |
807 | if (op->arch == crown_arch) |
859 | if (IS_ARCH (op->arch, crown)) |
808 | { |
860 | { |
809 | set_magic (difficulty, op, max_magic, flags); |
861 | set_magic (difficulty, op, max_magic, flags); |
810 | num_enchantments = calc_item_power (op, 1); |
862 | num_enchantments = calc_item_power (op, 1); |
811 | generate_artifact (op, difficulty); |
863 | generate_artifact (op, difficulty); |
812 | } |
864 | } |
… | |
… | |
817 | |
869 | |
818 | num_enchantments = calc_item_power (op, 1); |
870 | num_enchantments = calc_item_power (op, 1); |
819 | |
871 | |
820 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
872 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
821 | || op->type == HORN |
873 | || op->type == HORN |
822 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
874 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
823 | * used for shop_floors or treasures */ |
|
|
824 | generate_artifact (op, difficulty); |
875 | generate_artifact (op, difficulty); |
825 | } |
876 | } |
826 | |
877 | |
827 | /* Object was made an artifact. Calculate its item_power rating. |
878 | /* Object was made an artifact. Calculate its item_power rating. |
828 | * the item_power in the object is what the artfiact adds. |
879 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
862 | * again below */ |
913 | * again below */ |
863 | } |
914 | } |
864 | } |
915 | } |
865 | |
916 | |
866 | /* materialtype modifications. Note we allow this on artifacts. */ |
917 | /* materialtype modifications. Note we allow this on artifacts. */ |
867 | set_materialname (op, difficulty, NULL); |
918 | select_material (op, difficulty); |
868 | |
919 | |
869 | if (flags & GT_MINIMAL) |
920 | if (flags & GT_MINIMAL) |
870 | { |
921 | { |
871 | if (op->type == POTION) |
922 | if (op->type == POTION) |
872 | /* Handle healing and magic power potions */ |
923 | /* Handle healing and magic power potions */ |
873 | if (op->stats.sp && !op->randomitems) |
924 | if (op->stats.sp && !op->randomitems) |
874 | { |
925 | { |
875 | object *tmp; |
|
|
876 | |
|
|
877 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
926 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
878 | insert_ob_in_ob (tmp, op); |
927 | insert_ob_in_ob (tmp, op); |
879 | op->stats.sp = 0; |
928 | op->stats.sp = 0; |
880 | } |
929 | } |
881 | } |
930 | } |
882 | else if (!op->title) /* Only modify object if not special */ |
931 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
885 | case WEAPON: |
934 | case WEAPON: |
886 | case ARMOUR: |
935 | case ARMOUR: |
887 | case SHIELD: |
936 | case SHIELD: |
888 | case HELMET: |
937 | case HELMET: |
889 | case CLOAK: |
938 | case CLOAK: |
890 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
939 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
891 | set_ring_bonus (op, -DICE2); |
940 | set_ring_bonus (op, -DICE2); |
892 | break; |
941 | break; |
893 | |
942 | |
894 | case BRACERS: |
943 | case BRACERS: |
895 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
944 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
896 | { |
945 | { |
897 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
946 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
898 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
947 | if (!op->flag [FLAG_CURSED]) |
899 | op->value *= 3; |
948 | op->value *= 3; |
900 | } |
949 | } |
901 | break; |
950 | break; |
902 | |
951 | |
903 | case POTION: |
952 | case POTION: |
904 | { |
953 | { |
905 | int too_many_tries = 0, is_special = 0; |
954 | int too_many_tries = 0; |
906 | |
955 | |
907 | /* Handle healing and magic power potions */ |
956 | /* Handle healing and magic power potions */ |
908 | if (op->stats.sp && !op->randomitems) |
957 | if (op->stats.sp && !op->randomitems) |
909 | { |
958 | { |
910 | object *tmp; |
|
|
911 | |
|
|
912 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
959 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
913 | insert_ob_in_ob (tmp, op); |
960 | insert_ob_in_ob (tmp, op); |
914 | op->stats.sp = 0; |
961 | op->stats.sp = 0; |
915 | } |
962 | } |
916 | |
963 | |
917 | while (!(is_special = special_potion (op)) && !op->inv) |
964 | while (!special_potion (op) && !op->inv) |
918 | { |
965 | { |
919 | generate_artifact (op, difficulty); |
966 | generate_artifact (op, difficulty); |
920 | if (too_many_tries++ > 10) |
967 | if (too_many_tries++ > 10) |
921 | break; |
968 | break; |
922 | } |
969 | } |
… | |
… | |
925 | * since the value set on those is already correct. |
972 | * since the value set on those is already correct. |
926 | */ |
973 | */ |
927 | if (op->inv && op->randomitems) |
974 | if (op->inv && op->randomitems) |
928 | { |
975 | { |
929 | /* value multiplier is same as for scrolls */ |
976 | /* value multiplier is same as for scrolls */ |
930 | op->value = (op->value * op->inv->value); |
977 | op->value *= op->inv->value; |
931 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
978 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
932 | } |
979 | } |
933 | else |
980 | else |
934 | { |
981 | { |
935 | op->name = "potion"; |
982 | op->name = shstr_potion; |
936 | op->name_pl = "potions"; |
983 | op->name_pl = shstr_potions; |
937 | } |
984 | } |
938 | |
985 | |
939 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
986 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
940 | SET_FLAG (op, FLAG_CURSED); |
987 | op->set_flag (FLAG_CURSED); |
|
|
988 | |
941 | break; |
989 | break; |
942 | } |
990 | } |
943 | |
991 | |
944 | case AMULET: |
992 | case AMULET: |
945 | if (op->arch == amulet_arch) |
993 | if (IS_ARCH (op->arch, amulet)) |
946 | op->value *= 5; /* Since it's not just decoration */ |
994 | op->value *= 5; /* Since it's not just decoration */ |
947 | |
995 | |
948 | case RING: |
996 | case RING: |
949 | if (op->arch == NULL) |
|
|
950 | { |
|
|
951 | op->destroy (); |
|
|
952 | op = 0; |
|
|
953 | break; |
|
|
954 | } |
|
|
955 | |
|
|
956 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
997 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
957 | break; |
998 | break; |
958 | |
999 | |
959 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1000 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
960 | SET_FLAG (op, FLAG_CURSED); |
1001 | op->set_flag (FLAG_CURSED); |
961 | |
1002 | |
962 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1003 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
963 | |
1004 | |
964 | if (op->type != RING) /* Amulets have only one ability */ |
1005 | if (op->type != RING) /* Amulets have only one ability */ |
965 | break; |
1006 | break; |
966 | |
1007 | |
967 | if (!(rndm (4))) |
1008 | if (!rndm (4)) |
968 | { |
1009 | { |
969 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1010 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
970 | |
1011 | |
971 | if (d > 0) |
1012 | if (d > 0) |
972 | op->value *= 3; |
1013 | op->value *= 3; |
973 | |
1014 | |
974 | set_ring_bonus (op, d); |
1015 | set_ring_bonus (op, d); |
975 | |
1016 | |
976 | if (!(rndm (4))) |
1017 | if (!rndm (4)) |
977 | { |
1018 | { |
978 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1019 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
979 | |
1020 | |
980 | if (d > 0) |
1021 | if (d > 0) |
981 | op->value *= 5; |
1022 | op->value *= 5; |
|
|
1023 | |
982 | set_ring_bonus (op, d); |
1024 | set_ring_bonus (op, d); |
983 | } |
1025 | } |
984 | } |
1026 | } |
985 | |
1027 | |
986 | if (GET_ANIM_ID (op)) |
1028 | if (op->animation_id) |
987 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1029 | op->set_anim_frame (rndm (op->anim_frames ())); |
988 | |
1030 | |
989 | break; |
1031 | break; |
990 | |
1032 | |
991 | case BOOK: |
1033 | case BOOK: |
992 | /* Is it an empty book?, if yes lets make a special· |
1034 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
994 | * creator and/or map level we found it on. |
1036 | * creator and/or map level we found it on. |
995 | */ |
1037 | */ |
996 | if (!op->msg && rndm (10)) |
1038 | if (!op->msg && rndm (10)) |
997 | { |
1039 | { |
998 | /* set the book level properly */ |
1040 | /* set the book level properly */ |
999 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1041 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1000 | { |
1042 | { |
1001 | if (op->map && op->map->difficulty) |
1043 | if (op->map && op->map->difficulty) |
1002 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1044 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1003 | else |
1045 | else |
1004 | op->level = rndm (20) + 1; |
1046 | op->level = rndm (20) + 1; |
… | |
… | |
1007 | op->level = rndm (creator->level); |
1049 | op->level = rndm (creator->level); |
1008 | |
1050 | |
1009 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1051 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1010 | /* books w/ info are worth more! */ |
1052 | /* books w/ info are worth more! */ |
1011 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1053 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1012 | /* creator related stuff */ |
|
|
1013 | |
|
|
1014 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1015 | * set - we don't want to set no pick in that case. |
|
|
1016 | */ |
|
|
1017 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1018 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1019 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1020 | op->slaying = creator->slaying; |
|
|
1021 | |
1054 | |
1022 | /* add exp so reading it gives xp (once) */ |
1055 | /* add exp so reading it gives xp (once) */ |
1023 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1056 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1024 | } |
1057 | } |
|
|
1058 | |
|
|
1059 | /* creator related stuff */ |
|
|
1060 | |
|
|
1061 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1062 | * set - we don't want to set no pick in that case. |
|
|
1063 | */ |
|
|
1064 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1065 | op->set_flag (FLAG_NO_PICK); |
|
|
1066 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1067 | op->slaying = creator->slaying; |
1025 | break; |
1068 | break; |
1026 | |
1069 | |
1027 | case SPELLBOOK: |
1070 | case SPELLBOOK: |
1028 | op->value = op->value * op->inv->value; |
1071 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1072 | |
1029 | /* add exp so learning gives xp */ |
1073 | /* add exp so learning gives xp */ |
1030 | op->level = op->inv->level; |
1074 | op->level = op->inv->level; |
1031 | op->stats.exp = op->value; |
1075 | op->stats.exp = op->value; |
1032 | break; |
1076 | break; |
1033 | |
1077 | |
… | |
… | |
1037 | * and reset nrof. |
1081 | * and reset nrof. |
1038 | */ |
1082 | */ |
1039 | op->stats.food = op->inv->nrof; |
1083 | op->stats.food = op->inv->nrof; |
1040 | op->nrof = 1; |
1084 | op->nrof = 1; |
1041 | /* If the spell changes by level, choose a random level |
1085 | /* If the spell changes by level, choose a random level |
1042 | * for it, and adjust price. If the spell doesn't |
1086 | * for it. |
1043 | * change by level, just set the wand to the level of |
|
|
1044 | * the spell, and value calculation is simpler. |
|
|
1045 | */ |
1087 | */ |
1046 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1088 | if (op->inv->duration_modifier |
1047 | { |
1089 | || op->inv->dam_modifier |
|
|
1090 | || op->inv->range_modifier) |
1048 | op->level = level_for_item (op, difficulty); |
1091 | op->level = level_for_item (op, difficulty); |
1049 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1050 | } |
|
|
1051 | else |
1092 | else |
1052 | { |
|
|
1053 | op->level = op->inv->level; |
1093 | op->level = op->inv->level; |
1054 | op->value = op->value * op->inv->value; |
1094 | |
1055 | } |
1095 | op->value *= value_factor_from_spell_item (op->inv, op); |
1056 | break; |
1096 | break; |
1057 | |
1097 | |
1058 | case ROD: |
1098 | case ROD: |
1059 | op->level = level_for_item (op, difficulty); |
1099 | op->level = level_for_item (op, difficulty); |
1060 | /* Add 50 to both level an divisor to keep prices a little more |
1100 | op->value *= value_factor_from_spell_item (op->inv, op); |
1061 | * reasonable. Otherwise, a high level version of a low level |
1101 | |
1062 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1063 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1064 | */ |
|
|
1065 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1066 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1102 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1067 | if (op->stats.maxhp) |
1103 | if (op->stats.maxhp) |
1068 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1104 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1069 | else |
1105 | else |
1070 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1106 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1071 | |
1107 | |
1072 | op->stats.hp = op->stats.maxhp; |
1108 | op->stats.hp = op->stats.maxhp; |
1073 | break; |
1109 | break; |
1074 | |
1110 | |
1075 | case SCROLL: |
1111 | case SCROLL: |
1076 | op->level = level_for_item (op, difficulty); |
1112 | op->level = level_for_item (op, difficulty); |
1077 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1113 | op->value *= value_factor_from_spell_item (op->inv, op); |
1078 | |
1114 | |
1079 | /* add exp so reading them properly gives xp */ |
1115 | /* add exp so reading them properly gives xp */ |
1080 | op->stats.exp = op->value / 5; |
1116 | op->stats.exp = op->value / 5; |
1081 | op->nrof = op->inv->nrof; |
1117 | op->nrof = op->inv->nrof; |
1082 | break; |
1118 | break; |
… | |
… | |
1090 | break; |
1126 | break; |
1091 | } /* switch type */ |
1127 | } /* switch type */ |
1092 | |
1128 | |
1093 | if (flags & GT_STARTEQUIP) |
1129 | if (flags & GT_STARTEQUIP) |
1094 | { |
1130 | { |
1095 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1131 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1096 | SET_FLAG (op, FLAG_STARTEQUIP); |
1132 | op->set_flag (FLAG_STARTEQUIP); |
1097 | else if (op->type != MONEY) |
1133 | else if (op->type != MONEY) |
1098 | op->value = 0; |
1134 | op->value = 0; |
1099 | } |
1135 | } |
1100 | |
1136 | |
1101 | if (!(flags & GT_ENVIRONMENT)) |
1137 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1112 | |
1148 | |
1113 | /* |
1149 | /* |
1114 | * Allocate and return the pointer to an empty artifactlist structure. |
1150 | * Allocate and return the pointer to an empty artifactlist structure. |
1115 | */ |
1151 | */ |
1116 | static artifactlist * |
1152 | static artifactlist * |
1117 | get_empty_artifactlist (void) |
1153 | get_empty_artifactlist () |
1118 | { |
1154 | { |
1119 | return salloc0 <artifactlist> (); |
1155 | return salloc0<artifactlist> (); |
1120 | } |
1156 | } |
1121 | |
1157 | |
1122 | /* |
1158 | /* |
1123 | * Allocate and return the pointer to an empty artifact structure. |
1159 | * Allocate and return the pointer to an empty artifact structure. |
1124 | */ |
1160 | */ |
1125 | static artifact * |
1161 | static artifact * |
1126 | get_empty_artifact (void) |
1162 | get_empty_artifact () |
1127 | { |
1163 | { |
1128 | return salloc0 <artifact> (); |
1164 | return salloc0<artifact> (); |
1129 | } |
1165 | } |
1130 | |
1166 | |
1131 | /* |
1167 | /* |
1132 | * Searches the artifact lists and returns one that has the same type |
1168 | * Searches the artifact lists and returns one that has the same type |
1133 | * of objects on it. |
1169 | * of objects on it. |
… | |
… | |
1141 | |
1177 | |
1142 | return 0; |
1178 | return 0; |
1143 | } |
1179 | } |
1144 | |
1180 | |
1145 | /* |
1181 | /* |
1146 | * For debugging purposes. Dumps all tables. |
1182 | * Builds up the lists of artifacts from the file in the libdir. |
1147 | */ |
1183 | */ |
1148 | void |
1184 | void |
1149 | dump_artifacts (void) |
|
|
1150 | { |
|
|
1151 | artifactlist *al; |
|
|
1152 | artifact *art; |
|
|
1153 | linked_char *next; |
|
|
1154 | |
|
|
1155 | fprintf (logfile, "\n"); |
|
|
1156 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1157 | { |
|
|
1158 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1159 | for (art = al->items; art != NULL; art = art->next) |
|
|
1160 | { |
|
|
1161 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1162 | if (art->allowed != NULL) |
|
|
1163 | { |
|
|
1164 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1165 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1166 | fprintf (logfile, "%s,", &next->name); |
|
|
1167 | fprintf (logfile, "\n"); |
|
|
1168 | } |
|
|
1169 | } |
|
|
1170 | } |
|
|
1171 | fprintf (logfile, "\n"); |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | /* |
|
|
1175 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1176 | */ |
|
|
1177 | void |
|
|
1178 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1179 | { |
|
|
1180 | treasurelist *tl; |
|
|
1181 | int i; |
|
|
1182 | |
|
|
1183 | if (depth > 100) |
|
|
1184 | return; |
|
|
1185 | |
|
|
1186 | while (t) |
|
|
1187 | { |
|
|
1188 | if (t->name) |
|
|
1189 | { |
|
|
1190 | for (i = 0; i < depth; i++) |
|
|
1191 | fprintf (logfile, " "); |
|
|
1192 | |
|
|
1193 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1194 | |
|
|
1195 | tl = treasurelist::find (t->name); |
|
|
1196 | if (tl) |
|
|
1197 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1198 | |
|
|
1199 | for (i = 0; i < depth; i++) |
|
|
1200 | fprintf (logfile, " "); |
|
|
1201 | |
|
|
1202 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1203 | } |
|
|
1204 | else |
|
|
1205 | { |
|
|
1206 | for (i = 0; i < depth; i++) |
|
|
1207 | fprintf (logfile, " "); |
|
|
1208 | |
|
|
1209 | if (t->item && t->item->clone.type == FLESH) |
|
|
1210 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1211 | else |
|
|
1212 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (t->next_yes) |
|
|
1216 | { |
|
|
1217 | for (i = 0; i < depth; i++) |
|
|
1218 | fprintf (logfile, " "); |
|
|
1219 | |
|
|
1220 | fprintf (logfile, " (if yes)\n"); |
|
|
1221 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1222 | } |
|
|
1223 | |
|
|
1224 | if (t->next_no) |
|
|
1225 | { |
|
|
1226 | for (i = 0; i < depth; i++) |
|
|
1227 | fprintf (logfile, " "); |
|
|
1228 | |
|
|
1229 | fprintf (logfile, " (if no)\n"); |
|
|
1230 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1231 | } |
|
|
1232 | |
|
|
1233 | t = t->next; |
|
|
1234 | } |
|
|
1235 | } |
|
|
1236 | |
|
|
1237 | /* |
|
|
1238 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1239 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1240 | */ |
|
|
1241 | void |
|
|
1242 | dump_monster_treasure (const char *name) |
|
|
1243 | { |
|
|
1244 | archetype *at; |
|
|
1245 | int found; |
|
|
1246 | |
|
|
1247 | found = 0; |
|
|
1248 | fprintf (logfile, "\n"); |
|
|
1249 | |
|
|
1250 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1251 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1252 | { |
|
|
1253 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1254 | if (at->clone.randomitems != NULL) |
|
|
1255 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1256 | else |
|
|
1257 | fprintf (logfile, "(nothing)\n"); |
|
|
1258 | |
|
|
1259 | fprintf (logfile, "\n"); |
|
|
1260 | found++; |
|
|
1261 | } |
|
|
1262 | |
|
|
1263 | if (found == 0) |
|
|
1264 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1265 | } |
|
|
1266 | |
|
|
1267 | /* |
|
|
1268 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1269 | */ |
|
|
1270 | void |
|
|
1271 | init_artifacts (void) |
1185 | init_artifacts () |
1272 | { |
1186 | { |
1273 | static int has_been_inited = 0; |
1187 | static int has_been_inited = 0; |
1274 | char filename[MAX_BUF]; |
|
|
1275 | artifact *art = NULL; |
1188 | artifact *art = NULL; |
1276 | artifactlist *al; |
1189 | artifactlist *al; |
1277 | |
1190 | |
1278 | if (has_been_inited) |
1191 | if (has_been_inited) |
1279 | return; |
1192 | return; |
1280 | else |
1193 | else |
1281 | has_been_inited = 1; |
1194 | has_been_inited = 1; |
1282 | |
1195 | |
1283 | sprintf (filename, "%s/artifacts", settings.datadir); |
1196 | object_thawer f (settings.datadir, "artifacts"); |
1284 | object_thawer f (filename); |
|
|
1285 | |
1197 | |
1286 | if (!f) |
1198 | if (!f) |
1287 | return; |
1199 | return; |
1288 | |
|
|
1289 | f.next (); |
|
|
1290 | |
1200 | |
1291 | for (;;) |
1201 | for (;;) |
1292 | { |
1202 | { |
1293 | switch (f.kw) |
1203 | switch (f.kw) |
1294 | { |
1204 | { |
… | |
… | |
1298 | |
1208 | |
1299 | { |
1209 | { |
1300 | if (!strcmp (f.get_str (), "all")) |
1210 | if (!strcmp (f.get_str (), "all")) |
1301 | break; |
1211 | break; |
1302 | |
1212 | |
1303 | char *next, *cp = f.get_str (); |
1213 | const char *cp = f.get_str (); |
1304 | |
1214 | char *next; |
1305 | do |
1215 | do |
1306 | { |
1216 | { |
1307 | if ((next = strchr (cp, ','))) |
1217 | if ((next = (char *)strchr (cp, ','))) |
1308 | *next++ = '\0'; |
1218 | *next++ = '\0'; |
1309 | |
1219 | |
1310 | linked_char *tmp = new linked_char; |
1220 | linked_char *tmp = new linked_char; |
1311 | |
1221 | |
1312 | tmp->name = cp; |
1222 | tmp->name = cp; |
… | |
… | |
1376 | } |
1286 | } |
1377 | #if 0 |
1287 | #if 0 |
1378 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1288 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1379 | #endif |
1289 | #endif |
1380 | } |
1290 | } |
1381 | |
|
|
1382 | LOG (llevDebug, "done.\n"); |
|
|
1383 | } |
1291 | } |
1384 | |
1292 | |
1385 | /* |
1293 | /* |
1386 | * Used in artifact generation. The bonuses of the first object |
1294 | * Used in artifact generation. The bonuses of the first object |
1387 | * is modified by the bonuses of the second object. |
1295 | * is modified by the bonuses of the second object. |
1388 | */ |
1296 | */ |
1389 | void |
1297 | void |
1390 | add_abilities (object *op, object *change) |
1298 | add_abilities (object *op, object *change) |
1391 | { |
1299 | { |
1392 | int i, tmp; |
|
|
1393 | |
|
|
1394 | if (change->face != blank_face) |
1300 | if (change->face != blank_face) |
1395 | { |
|
|
1396 | #ifdef TREASURE_VERBOSE |
|
|
1397 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1398 | #endif |
|
|
1399 | op->face = change->face; |
1301 | op->face = change->face; |
1400 | } |
|
|
1401 | |
1302 | |
1402 | for (i = 0; i < NUM_STATS; i++) |
1303 | for (int i = 0; i < NUM_STATS; i++) |
1403 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1304 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1404 | |
1305 | |
1405 | op->attacktype |= change->attacktype; |
1306 | op->attacktype |= change->attacktype; |
1406 | op->path_attuned |= change->path_attuned; |
1307 | op->path_attuned |= change->path_attuned; |
1407 | op->path_repelled |= change->path_repelled; |
1308 | op->path_repelled |= change->path_repelled; |
1408 | op->path_denied |= change->path_denied; |
1309 | op->path_denied |= change->path_denied; |
1409 | op->move_type |= change->move_type; |
1310 | op->move_type |= change->move_type; |
1410 | op->stats.luck += change->stats.luck; |
1311 | op->stats.luck += change->stats.luck; |
1411 | |
1312 | |
1412 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1313 | static const struct copyflags : object::flags_t |
1413 | SET_FLAG (op, FLAG_CURSED); |
1314 | { |
1414 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1315 | copyflags () |
1415 | SET_FLAG (op, FLAG_DAMNED); |
1316 | { |
1416 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1317 | set (FLAG_CURSED); |
|
|
1318 | set (FLAG_DAMNED); |
|
|
1319 | set (FLAG_LIFESAVE); |
|
|
1320 | set (FLAG_REFL_SPELL); |
|
|
1321 | set (FLAG_STEALTH); |
|
|
1322 | set (FLAG_XRAYS); |
|
|
1323 | set (FLAG_BLIND); |
|
|
1324 | set (FLAG_SEE_IN_DARK); |
|
|
1325 | set (FLAG_REFL_MISSILE); |
|
|
1326 | set (FLAG_MAKE_INVIS); |
|
|
1327 | } |
|
|
1328 | } copyflags; |
|
|
1329 | |
|
|
1330 | // we might want to just copy, but or'ing is what the original code did |
|
|
1331 | op->flag |= change->flag & copyflags; |
|
|
1332 | |
|
|
1333 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1417 | set_abs_magic (op, -op->magic); |
1334 | set_abs_magic (op, -op->magic); |
1418 | |
1335 | |
1419 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1336 | if (change->flag [FLAG_STAND_STILL]) |
1420 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1421 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1422 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1423 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1424 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1425 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1426 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1427 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1428 | SET_FLAG (op, FLAG_BLIND); |
|
|
1429 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1430 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1431 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1432 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1433 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1434 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1435 | |
|
|
1436 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1437 | { |
1337 | { |
1438 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1338 | op->clr_flag (FLAG_ANIMATE); |
|
|
1339 | |
1439 | /* so artifacts will join */ |
1340 | /* so artifacts will join */ |
1440 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1341 | if (!op->flag [FLAG_ALIVE]) |
1441 | op->speed = 0.0; |
1342 | op->speed = 0.; |
1442 | |
1343 | |
1443 | op->set_speed (op->speed); |
1344 | op->set_speed (op->speed); |
1444 | } |
1345 | } |
1445 | |
1346 | |
1446 | if (change->nrof) |
1347 | if (change->nrof) |
1447 | op->nrof = rndm (change->nrof) + 1; |
1348 | op->nrof = rndm (change->nrof) + 1; |
1448 | |
1349 | |
1449 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1350 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1450 | op->stats.wc += change->stats.wc; |
1351 | op->stats.wc += change->stats.wc; |
1451 | op->stats.ac += change->stats.ac; |
1352 | op->stats.ac += change->stats.ac; |
1452 | |
1353 | |
1453 | if (change->other_arch) |
1354 | if (change->other_arch) |
1454 | { |
1355 | { |
1455 | /* Basically, for horns & potions, the other_arch field is the spell |
1356 | /* Basically, for horns & potions, the other_arch field is the spell |
1456 | * to cast. So convert that to into a spell and put it into |
1357 | * to cast. So convert that to into a spell and put it into |
1457 | * this object. |
1358 | * this object. |
1458 | */ |
1359 | */ |
1459 | if (op->type == HORN || op->type == POTION) |
1360 | if (op->type == HORN || op->type == POTION) |
1460 | { |
1361 | { |
1461 | object *tmp_obj; |
|
|
1462 | |
|
|
1463 | /* Remove any spells this object currently has in it */ |
1362 | /* Remove any spells this object currently has in it */ |
1464 | while (op->inv) |
|
|
1465 | op->inv->destroy (); |
1363 | op->destroy_inv (false); |
1466 | |
1364 | |
1467 | tmp_obj = arch_to_object (change->other_arch); |
1365 | object *tmp = change->other_arch->instance (); |
1468 | insert_ob_in_ob (tmp_obj, op); |
1366 | insert_ob_in_ob (tmp, op); |
1469 | } |
1367 | } |
|
|
1368 | |
1470 | /* No harm setting this for potions/horns */ |
1369 | /* No harm setting this for potions/horns */ |
1471 | op->other_arch = change->other_arch; |
1370 | op->other_arch = change->other_arch; |
1472 | } |
1371 | } |
1473 | |
1372 | |
1474 | if (change->stats.hp < 0) |
1373 | if (change->stats.hp < 0) |
… | |
… | |
1490 | op->stats.maxsp = -change->stats.maxsp; |
1389 | op->stats.maxsp = -change->stats.maxsp; |
1491 | else |
1390 | else |
1492 | op->stats.maxsp += change->stats.maxsp; |
1391 | op->stats.maxsp += change->stats.maxsp; |
1493 | |
1392 | |
1494 | if (change->stats.food < 0) |
1393 | if (change->stats.food < 0) |
1495 | op->stats.food = -(change->stats.food); |
1394 | op->stats.food = -change->stats.food; |
1496 | else |
1395 | else |
1497 | op->stats.food += change->stats.food; |
1396 | op->stats.food += change->stats.food; |
1498 | |
1397 | |
1499 | if (change->level < 0) |
1398 | if (change->level < 0) |
1500 | op->level = -(change->level); |
1399 | op->level = -change->level; |
1501 | else |
1400 | else |
1502 | op->level += change->level; |
1401 | op->level += change->level; |
1503 | |
1402 | |
1504 | if (change->gen_sp_armour < 0) |
1403 | if (change->gen_sp_armour < 0) |
1505 | op->gen_sp_armour = -(change->gen_sp_armour); |
1404 | op->gen_sp_armour = -change->gen_sp_armour; |
1506 | else |
1405 | else |
1507 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1406 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1508 | |
1407 | |
1509 | op->item_power = change->item_power; |
1408 | op->item_power = change->item_power; |
1510 | |
1409 | |
1511 | for (i = 0; i < NROFATTACKS; i++) |
1410 | for (int i = 0; i < NROFATTACKS; i++) |
1512 | if (change->resist[i]) |
|
|
1513 | op->resist[i] += change->resist[i]; |
1411 | op->resist[i] += change->resist[i]; |
1514 | |
1412 | |
1515 | if (change->stats.dam) |
1413 | if (change->stats.dam) |
1516 | { |
1414 | { |
1517 | if (change->stats.dam < 0) |
1415 | if (change->stats.dam < 0) |
1518 | op->stats.dam = (-change->stats.dam); |
1416 | op->stats.dam = -change->stats.dam; |
1519 | else if (op->stats.dam) |
1417 | else if (op->stats.dam) |
1520 | { |
1418 | { |
1521 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1419 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1420 | |
1522 | if (tmp == op->stats.dam) |
1421 | if (tmp == op->stats.dam) |
1523 | { |
1422 | { |
1524 | if (change->stats.dam < 10) |
1423 | if (change->stats.dam < 10) |
1525 | op->stats.dam--; |
1424 | op->stats.dam--; |
1526 | else |
1425 | else |
… | |
… | |
1532 | } |
1431 | } |
1533 | |
1432 | |
1534 | if (change->weight) |
1433 | if (change->weight) |
1535 | { |
1434 | { |
1536 | if (change->weight < 0) |
1435 | if (change->weight < 0) |
1537 | op->weight = (-change->weight); |
1436 | op->weight = -change->weight; |
1538 | else |
1437 | else |
1539 | op->weight = (op->weight * (change->weight)) / 100; |
1438 | op->weight = op->weight * change->weight / 100; |
1540 | } |
1439 | } |
1541 | |
1440 | |
1542 | if (change->last_sp) |
1441 | if (change->last_sp) |
1543 | { |
1442 | { |
1544 | if (change->last_sp < 0) |
1443 | if (change->last_sp < 0) |
1545 | op->last_sp = (-change->last_sp); |
1444 | op->last_sp = -change->last_sp; |
1546 | else |
1445 | else |
1547 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1446 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1548 | } |
1447 | } |
1549 | |
1448 | |
1550 | if (change->gen_sp_armour) |
1449 | if (change->gen_sp_armour) |
1551 | { |
1450 | { |
1552 | if (change->gen_sp_armour < 0) |
1451 | if (change->gen_sp_armour < 0) |
1553 | op->gen_sp_armour = (-change->gen_sp_armour); |
1452 | op->gen_sp_armour = -change->gen_sp_armour; |
1554 | else |
1453 | else |
1555 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1454 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1556 | } |
1455 | } |
1557 | |
1456 | |
1558 | op->value *= change->value; |
1457 | op->value *= change->value; |
1559 | |
1458 | |
1560 | if (change->materials) |
1459 | if (change->materials) |
1561 | op->materials = change->materials; |
1460 | op->materials = change->materials; |
1562 | |
1461 | |
1563 | if (change->materialname) |
1462 | if (change->material != MATERIAL_NULL) |
1564 | op->materialname = change->materialname; |
1463 | op->material = change->material; |
1565 | |
1464 | |
1566 | if (change->slaying) |
1465 | if (change->slaying) |
1567 | op->slaying = change->slaying; |
1466 | op->slaying = change->slaying; |
1568 | |
1467 | |
1569 | if (change->race) |
1468 | if (change->race) |
… | |
… | |
1592 | name = tmp->name + 1, neg = 1; |
1491 | name = tmp->name + 1, neg = 1; |
1593 | else |
1492 | else |
1594 | name = tmp->name, neg = 0; |
1493 | name = tmp->name, neg = 0; |
1595 | |
1494 | |
1596 | /* If we match name, then return the opposite of 'neg' */ |
1495 | /* If we match name, then return the opposite of 'neg' */ |
1597 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1496 | if (!strcmp (name, op->arch->archname)) |
1598 | return !neg; |
1497 | return !neg; |
1599 | |
1498 | |
1600 | /* Set success as true, since if the match was an inverse, it means |
1499 | /* Set success as true, since if the match was an inverse, it means |
1601 | * everything is allowed except what we match |
1500 | * everything is allowed except what we match |
1602 | */ |
1501 | */ |
… | |
… | |
1613 | */ |
1512 | */ |
1614 | |
1513 | |
1615 | void |
1514 | void |
1616 | give_artifact_abilities (object *op, object *artifct) |
1515 | give_artifact_abilities (object *op, object *artifct) |
1617 | { |
1516 | { |
1618 | char new_name[MAX_BUF]; |
1517 | op->title = format ("of %s", &artifct->name); |
1619 | |
1518 | |
1620 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1621 | op->title = new_name; |
|
|
1622 | add_abilities (op, artifct); /* Give out the bonuses */ |
1519 | add_abilities (op, artifct); /* Give out the bonuses */ |
1623 | |
1520 | |
1624 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1521 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1625 | { |
1522 | { |
1626 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1523 | char identified = op->flag [FLAG_IDENTIFIED]; |
1627 | |
1524 | |
1628 | SET_FLAG (op, FLAG_IDENTIFIED); |
1525 | op->set_flag (FLAG_IDENTIFIED); |
1629 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1526 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1630 | if (!identified) |
1527 | if (!identified) |
1631 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1528 | op->clr_flag (FLAG_IDENTIFIED); |
1632 | } |
1529 | } |
1633 | #endif |
1530 | #endif |
1634 | return; |
1531 | return; |
1635 | } |
1532 | } |
1636 | |
1533 | |
… | |
… | |
1646 | #define ARTIFACT_TRIES 2 |
1543 | #define ARTIFACT_TRIES 2 |
1647 | |
1544 | |
1648 | void |
1545 | void |
1649 | generate_artifact (object *op, int difficulty) |
1546 | generate_artifact (object *op, int difficulty) |
1650 | { |
1547 | { |
1651 | artifactlist *al; |
|
|
1652 | artifact *art; |
1548 | artifact *art; |
1653 | int i; |
|
|
1654 | |
1549 | |
1655 | al = find_artifactlist (op->type); |
1550 | artifactlist *al = find_artifactlist (op->type); |
1656 | |
1551 | |
1657 | if (al == NULL) |
1552 | if (al == NULL) |
1658 | { |
1553 | { |
1659 | #if 0 /* This is too verbose, usually */ |
1554 | #if 0 /* This is too verbose, usually */ |
1660 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1555 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1661 | #endif |
1556 | #endif |
1662 | return; |
1557 | return; |
1663 | } |
1558 | } |
1664 | |
1559 | |
1665 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1560 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1666 | { |
1561 | { |
1667 | int roll = rndm (al->total_chance); |
1562 | int roll = rndm (al->total_chance); |
1668 | |
1563 | |
1669 | for (art = al->items; art; art = art->next) |
1564 | for (art = al->items; art; art = art->next) |
1670 | { |
1565 | { |
… | |
… | |
1678 | #if 1 |
1573 | #if 1 |
1679 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1574 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1680 | #endif |
1575 | #endif |
1681 | return; |
1576 | return; |
1682 | } |
1577 | } |
1683 | if (!strcmp (art->item->name, "NONE")) |
1578 | |
|
|
1579 | if (art->item->name == shstr_NONE) |
1684 | return; |
1580 | return; |
|
|
1581 | |
1685 | if (FABS (op->magic) < art->item->magic) |
1582 | if (fabs (op->magic) < art->item->magic) |
1686 | continue; /* Not magic enough to be this item */ |
1583 | continue; /* Not magic enough to be this item */ |
1687 | |
1584 | |
1688 | /* Map difficulty not high enough */ |
1585 | /* Map difficulty not high enough */ |
1689 | if (difficulty < art->difficulty) |
1586 | if (difficulty < art->difficulty) |
1690 | continue; |
1587 | continue; |
… | |
… | |
1708 | */ |
1605 | */ |
1709 | |
1606 | |
1710 | void |
1607 | void |
1711 | fix_flesh_item (object *item, object *donor) |
1608 | fix_flesh_item (object *item, object *donor) |
1712 | { |
1609 | { |
1713 | char tmpbuf[MAX_BUF]; |
|
|
1714 | int i; |
|
|
1715 | |
|
|
1716 | if (item->type == FLESH && donor) |
1610 | if (item->type == FLESH && donor) |
1717 | { |
1611 | { |
1718 | /* change the name */ |
1612 | /* change the name */ |
1719 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1613 | item->name = format ("%s's %s", &donor->name, &item->name); |
1720 | item->name = tmpbuf; |
|
|
1721 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1614 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1722 | item->name_pl = tmpbuf; |
|
|
1723 | |
1615 | |
1724 | /* weight is FLESH weight/100 * donor */ |
1616 | /* weight is FLESH weight/100 * donor */ |
1725 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1617 | item->weight = max (1, item->weight * donor->weight / 100); |
1726 | item->weight = 1; |
|
|
1727 | |
1618 | |
1728 | /* value is multiplied by level of donor */ |
1619 | /* value is multiplied by level of donor */ |
1729 | item->value *= isqrt (donor->level * 2); |
1620 | item->value *= isqrt (donor->level * 2); |
1730 | |
1621 | |
1731 | /* food value */ |
1622 | /* food value */ |
1732 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1623 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1733 | |
1624 | |
1734 | /* flesh items inherit some abilities of donor, but not |
1625 | /* flesh items inherit some abilities of donor, but not |
1735 | * full effect. |
1626 | * full effect. |
1736 | */ |
1627 | */ |
1737 | for (i = 0; i < NROFATTACKS; i++) |
1628 | for (int i = 0; i < NROFATTACKS; i++) |
1738 | item->resist[i] = donor->resist[i] / 2; |
1629 | item->resist[i] = donor->resist[i] / 2; |
1739 | |
1630 | |
1740 | /* item inherits donor's level (important for quezals) */ |
1631 | /* item inherits donor's level (important for quezals) */ |
1741 | item->level = donor->level; |
1632 | item->level = donor->level; |
1742 | |
1633 | |
1743 | /* if donor has some attacktypes, the flesh is poisonous */ |
1634 | /* if donor has some attacktypes, the flesh is poisonous */ |
1744 | if (donor->attacktype & AT_POISON) |
1635 | if (donor->attacktype & AT_POISON) |
1745 | item->type = POISON; |
1636 | item->type = POISON; |
|
|
1637 | |
1746 | if (donor->attacktype & AT_ACID) |
1638 | if (donor->attacktype & AT_ACID) |
1747 | item->stats.hp = -1 * item->stats.food; |
1639 | item->stats.hp = -item->stats.food; |
1748 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1749 | } |
|
|
1750 | } |
|
|
1751 | |
1640 | |
1752 | /* special_potion() - so that old potion code is still done right. */ |
1641 | item->set_flag (FLAG_NO_STEAL); |
1753 | int |
1642 | } |
1754 | special_potion (object *op) |
|
|
1755 | { |
|
|
1756 | if (op->attacktype) |
|
|
1757 | return 1; |
|
|
1758 | |
|
|
1759 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1760 | return 1; |
|
|
1761 | |
|
|
1762 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1763 | if (op->resist[i]) |
|
|
1764 | return 1; |
|
|
1765 | |
|
|
1766 | return 0; |
|
|
1767 | } |
1643 | } |
1768 | |
1644 | |
1769 | void |
1645 | static void |
1770 | free_treasurestruct (treasure *t) |
1646 | free_treasurestruct (treasure *t) |
1771 | { |
1647 | { |
1772 | if (t->next) free_treasurestruct (t->next); |
1648 | if (t->next) free_treasurestruct (t->next); |
1773 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1649 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1774 | if (t->next_no) free_treasurestruct (t->next_no); |
1650 | if (t->next_no) free_treasurestruct (t->next_no); |
1775 | |
1651 | |
1776 | delete t; |
1652 | delete t; |
1777 | } |
1653 | } |
1778 | |
1654 | |
1779 | void |
1655 | static void |
1780 | free_charlinks (linked_char *lc) |
1656 | free_charlinks (linked_char *lc) |
1781 | { |
1657 | { |
1782 | if (lc->next) |
1658 | if (lc->next) |
1783 | free_charlinks (lc->next); |
1659 | free_charlinks (lc->next); |
1784 | |
1660 | |
1785 | delete lc; |
1661 | delete lc; |
1786 | } |
1662 | } |
1787 | |
1663 | |
1788 | void |
1664 | static void |
1789 | free_artifact (artifact *at) |
1665 | free_artifact (artifact *at) |
1790 | { |
1666 | { |
1791 | if (at->next) free_artifact (at->next); |
1667 | if (at->next) free_artifact (at->next); |
1792 | if (at->allowed) free_charlinks (at->allowed); |
1668 | if (at->allowed) free_charlinks (at->allowed); |
1793 | |
1669 | |
1794 | at->item->destroy (1); |
1670 | at->item->destroy (); |
1795 | |
1671 | |
1796 | sfree (at); |
1672 | sfree (at); |
1797 | } |
1673 | } |
1798 | |
1674 | |
1799 | void |
|
|
1800 | free_artifactlist (artifactlist *al) |
|
|
1801 | { |
|
|
1802 | artifactlist *nextal; |
|
|
1803 | |
|
|
1804 | for (al = first_artifactlist; al; al = nextal) |
|
|
1805 | { |
|
|
1806 | nextal = al->next; |
|
|
1807 | |
|
|
1808 | if (al->items) |
|
|
1809 | free_artifact (al->items); |
|
|
1810 | |
|
|
1811 | sfree (al); |
|
|
1812 | } |
|
|
1813 | } |
|
|
1814 | |
|
|
1815 | void |
|
|
1816 | free_all_treasures (void) |
|
|
1817 | { |
|
|
1818 | treasurelist *tl, *next; |
|
|
1819 | |
|
|
1820 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1821 | { |
|
|
1822 | clear (tl); |
|
|
1823 | |
|
|
1824 | next = tl->next; |
|
|
1825 | delete tl; |
|
|
1826 | } |
|
|
1827 | |
|
|
1828 | free_artifactlist (first_artifactlist); |
|
|
1829 | } |
|
|