1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
10 |
* the Free Software Foundation, either version 3 of the License, or |
11 |
* (at your option) any later version. |
12 |
* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 |
* |
21 |
* The authors can be reached via e-mail to <support@deliantra.net> |
22 |
*/ |
23 |
|
24 |
/* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 |
* It is useful for finding bugs in the treasures file. Since it only |
26 |
* slows the startup some (and not actual game play), it is by default |
27 |
* left on |
28 |
*/ |
29 |
#define TREASURE_DEBUG |
30 |
|
31 |
/* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 |
|
33 |
//#define TREASURE_VERBOSE |
34 |
|
35 |
#include <global.h> |
36 |
#include <treasure.h> |
37 |
#include <loader.h> |
38 |
|
39 |
extern char *spell_mapping[]; |
40 |
|
41 |
static treasurelist *first_treasurelist; |
42 |
|
43 |
static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 |
|
45 |
typedef std::tr1::unordered_map< |
46 |
const char *, |
47 |
treasurelist *, |
48 |
str_hash, |
49 |
str_equal, |
50 |
slice_allocator< std::pair<const char *const, treasurelist *> > |
51 |
> tl_map_t; |
52 |
|
53 |
static tl_map_t tl_map; |
54 |
|
55 |
/* |
56 |
* Searches for the given treasurelist |
57 |
*/ |
58 |
treasurelist * |
59 |
treasurelist::find (const char *name) |
60 |
{ |
61 |
if (!name) |
62 |
return 0; |
63 |
|
64 |
auto (i, tl_map.find (name)); |
65 |
|
66 |
if (i == tl_map.end ()) |
67 |
return 0; |
68 |
|
69 |
return i->second; |
70 |
} |
71 |
|
72 |
/* |
73 |
* Searches for the given treasurelist in the globally linked list |
74 |
* of treasurelists which has been built by load_treasures(). |
75 |
*/ |
76 |
treasurelist * |
77 |
treasurelist::get (const char *name) |
78 |
{ |
79 |
treasurelist *tl = find (name); |
80 |
|
81 |
if (!tl) |
82 |
{ |
83 |
tl = new treasurelist; |
84 |
|
85 |
tl->name = name; |
86 |
tl->next = first_treasurelist; |
87 |
first_treasurelist = tl; |
88 |
|
89 |
tl_map.insert (std::make_pair (tl->name, tl)); |
90 |
} |
91 |
|
92 |
return tl; |
93 |
} |
94 |
|
95 |
//TODO: class method |
96 |
void |
97 |
clear (treasurelist *tl) |
98 |
{ |
99 |
if (tl->items) |
100 |
{ |
101 |
free_treasurestruct (tl->items); |
102 |
tl->items = 0; |
103 |
} |
104 |
|
105 |
tl->total_chance = 0; |
106 |
} |
107 |
|
108 |
#ifdef TREASURE_DEBUG |
109 |
/* recursived checks the linked list. Treasurelist is passed only |
110 |
* so that the treasure name can be printed out |
111 |
*/ |
112 |
static void |
113 |
check_treasurelist (const treasure *t, const treasurelist * tl) |
114 |
{ |
115 |
if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
116 |
LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
117 |
|
118 |
if (t->next) |
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check_treasurelist (t->next, tl); |
120 |
|
121 |
if (t->next_yes) |
122 |
check_treasurelist (t->next_yes, tl); |
123 |
|
124 |
if (t->next_no) |
125 |
check_treasurelist (t->next_no, tl); |
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} |
127 |
#endif |
128 |
|
129 |
/* |
130 |
* Reads the lib/treasure file from disk, and parses the contents |
131 |
* into an internal treasure structure (very linked lists) |
132 |
*/ |
133 |
static treasure * |
134 |
read_treasure (object_thawer &f) |
135 |
{ |
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treasure *t = new treasure; |
137 |
|
138 |
f.next (); |
139 |
|
140 |
for (;;) |
141 |
{ |
142 |
coroapi::cede_to_tick (); |
143 |
|
144 |
switch (f.kw) |
145 |
{ |
146 |
case KW_arch: |
147 |
t->item = archetype::find (f.get_str ()); |
148 |
|
149 |
if (!t->item) |
150 |
{ |
151 |
f.parse_warn ("treasure references unknown archetype"); |
152 |
t->item = archetype::empty; |
153 |
} |
154 |
|
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break; |
156 |
|
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case KW_list: f.get (t->name); break; |
158 |
case KW_change_name: f.get (t->change_arch.name); break; |
159 |
case KW_change_title: f.get (t->change_arch.title); break; |
160 |
case KW_change_slaying: f.get (t->change_arch.slaying); break; |
161 |
case KW_chance: f.get (t->chance); break; |
162 |
case KW_nrof: f.get (t->nrof); break; |
163 |
case KW_magic: f.get (t->magic); break; |
164 |
|
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case KW_yes: t->next_yes = read_treasure (f); continue; |
166 |
case KW_no: t->next_no = read_treasure (f); continue; |
167 |
|
168 |
case KW_end: |
169 |
f.next (); |
170 |
return t; |
171 |
|
172 |
case KW_more: |
173 |
t->next = read_treasure (f); |
174 |
return t; |
175 |
|
176 |
default: |
177 |
if (!f.parse_error ("treasurelist", t->name)) |
178 |
goto error; |
179 |
|
180 |
return t; |
181 |
} |
182 |
|
183 |
f.next (); |
184 |
} |
185 |
|
186 |
// not reached |
187 |
|
188 |
error: |
189 |
delete t; |
190 |
return 0; |
191 |
} |
192 |
|
193 |
/* |
194 |
* Each treasure is parsed with the help of load_treasure(). |
195 |
*/ |
196 |
treasurelist * |
197 |
treasurelist::read (object_thawer &f) |
198 |
{ |
199 |
assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
200 |
|
201 |
bool one = f.kw == KW_treasureone; |
202 |
treasurelist *tl = treasurelist::get (f.get_str ()); |
203 |
clear (tl); |
204 |
tl->items = read_treasure (f); |
205 |
if (!tl->items) |
206 |
return 0; |
207 |
|
208 |
/* This is a one of the many items on the list should be generated. |
209 |
* Add up the chance total, and check to make sure the yes & no |
210 |
* fields of the treasures are not being used. |
211 |
*/ |
212 |
if (one) |
213 |
{ |
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for (treasure *t = tl->items; t; t = t->next) |
215 |
{ |
216 |
if (t->next_yes || t->next_no) |
217 |
{ |
218 |
LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
219 |
LOG (llevError, " the next_yes or next_no field is set\n"); |
220 |
} |
221 |
|
222 |
tl->total_chance += t->chance; |
223 |
} |
224 |
} |
225 |
|
226 |
return tl; |
227 |
} |
228 |
|
229 |
/* |
230 |
* Generates the objects specified by the given treasure. |
231 |
* It goes recursively through the rest of the linked list. |
232 |
* If there is a certain percental chance for a treasure to be generated, |
233 |
* this is taken into consideration. |
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* The second argument specifies for which object the treasure is |
235 |
* being generated. |
236 |
* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
237 |
* abilities. This is used by summon spells, thus no summoned monsters |
238 |
* start with equipment, but only their abilities). |
239 |
*/ |
240 |
static void |
241 |
put_treasure (object *op, object *creator, int flags) |
242 |
{ |
243 |
if (flags & GT_ENVIRONMENT) |
244 |
{ |
245 |
/* Bit of a hack - spells should never be put onto the map. The entire |
246 |
* treasure stuff is a problem - there is no clear idea of knowing |
247 |
* this is the original object, or if this is an object that should be created |
248 |
* by another object. |
249 |
*/ |
250 |
//TODO: flag such as objects... as such (no drop, anybody?) |
251 |
if (op->type == SPELL) |
252 |
{ |
253 |
op->destroy (); |
254 |
return; |
255 |
} |
256 |
|
257 |
op->expand_tail (); |
258 |
|
259 |
if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
260 |
op->destroy (); |
261 |
else |
262 |
{ |
263 |
SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
264 |
op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
265 |
} |
266 |
} |
267 |
else |
268 |
{ |
269 |
op = creator->insert (op); |
270 |
|
271 |
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
272 |
monster_check_apply (creator, op); |
273 |
} |
274 |
} |
275 |
|
276 |
/* if there are change_xxx commands in the treasure, we include the changes |
277 |
* in the generated object |
278 |
*/ |
279 |
static void |
280 |
change_treasure (treasure *t, object *op) |
281 |
{ |
282 |
/* CMD: change_name xxxx */ |
283 |
if (t->change_arch.name) |
284 |
{ |
285 |
op->name = t->change_arch.name; |
286 |
op->name_pl = t->change_arch.name; |
287 |
} |
288 |
|
289 |
if (t->change_arch.title) |
290 |
op->title = t->change_arch.title; |
291 |
|
292 |
if (t->change_arch.slaying) |
293 |
op->slaying = t->change_arch.slaying; |
294 |
} |
295 |
|
296 |
static void |
297 |
create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
298 |
{ |
299 |
if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
300 |
{ |
301 |
if (t->name) |
302 |
{ |
303 |
if (difficulty >= t->magic) |
304 |
if (treasurelist *tl = treasurelist::find (t->name)) |
305 |
create_treasure (tl, op, flag, difficulty, tries); |
306 |
else |
307 |
LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
308 |
} |
309 |
else |
310 |
{ |
311 |
if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
312 |
{ |
313 |
object *tmp = arch_to_object (t->item); |
314 |
|
315 |
if (t->nrof && tmp->nrof <= 1) |
316 |
tmp->nrof = rndm (t->nrof) + 1; |
317 |
|
318 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
319 |
change_treasure (t, tmp); |
320 |
put_treasure (tmp, op, flag); |
321 |
} |
322 |
} |
323 |
|
324 |
if (t->next_yes) |
325 |
create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
326 |
} |
327 |
else if (t->next_no) |
328 |
create_all_treasures (t->next_no, op, flag, difficulty, tries); |
329 |
|
330 |
if (t->next) |
331 |
create_all_treasures (t->next, op, flag, difficulty, tries); |
332 |
} |
333 |
|
334 |
static void |
335 |
create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
336 |
{ |
337 |
int value = rndm (tl->total_chance); |
338 |
treasure *t; |
339 |
|
340 |
if (tries++ > 100) |
341 |
{ |
342 |
LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
343 |
return; |
344 |
} |
345 |
|
346 |
for (t = tl->items; t; t = t->next) |
347 |
{ |
348 |
value -= t->chance; |
349 |
|
350 |
if (value < 0) |
351 |
break; |
352 |
} |
353 |
|
354 |
if (!t || value >= 0) |
355 |
cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
356 |
|
357 |
if (t->name) |
358 |
{ |
359 |
if (difficulty >= t->magic) |
360 |
{ |
361 |
treasurelist *tl = treasurelist::find (t->name); |
362 |
if (tl) |
363 |
create_treasure (tl, op, flag, difficulty, tries); |
364 |
} |
365 |
else if (t->nrof) |
366 |
create_one_treasure (tl, op, flag, difficulty, tries); |
367 |
} |
368 |
else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
369 |
{ |
370 |
if (object *tmp = arch_to_object (t->item)) |
371 |
{ |
372 |
if (t->nrof && tmp->nrof <= 1) |
373 |
tmp->nrof = rndm (t->nrof) + 1; |
374 |
|
375 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
376 |
change_treasure (t, tmp); |
377 |
put_treasure (tmp, op, flag); |
378 |
} |
379 |
} |
380 |
} |
381 |
|
382 |
void |
383 |
object::create_treasure (treasurelist *tl, int flags) |
384 |
{ |
385 |
::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
386 |
} |
387 |
|
388 |
/* This calls the appropriate treasure creation function. tries is passed |
389 |
* to determine how many list transitions or attempts to create treasure |
390 |
* have been made. It is really in place to prevent infinite loops with |
391 |
* list transitions, or so that excessively good treasure will not be |
392 |
* created on weak maps, because it will exceed the number of allowed tries |
393 |
* to do that. |
394 |
*/ |
395 |
void |
396 |
create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
397 |
{ |
398 |
// empty treasurelists are legal |
399 |
if (!tl->items) |
400 |
return; |
401 |
|
402 |
if (tries++ > 100) |
403 |
{ |
404 |
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
405 |
return; |
406 |
} |
407 |
|
408 |
if (op->flag [FLAG_TREASURE_ENV]) |
409 |
{ |
410 |
// do not generate items when there already is something above the object |
411 |
if (op->flag [FLAG_IS_FLOOR] && op->above) |
412 |
return; |
413 |
|
414 |
flag |= GT_ENVIRONMENT; |
415 |
} |
416 |
|
417 |
if (tl->total_chance) |
418 |
create_one_treasure (tl, op, flag, difficulty, tries); |
419 |
else |
420 |
create_all_treasures (tl->items, op, flag, difficulty, tries); |
421 |
} |
422 |
|
423 |
/* This is similar to the old generate treasure function. However, |
424 |
* it instead takes a treasurelist. It is really just a wrapper around |
425 |
* create_treasure. We create a dummy object that the treasure gets |
426 |
* inserted into, and then return that treausre |
427 |
*/ |
428 |
object * |
429 |
generate_treasure (treasurelist *tl, int difficulty) |
430 |
{ |
431 |
difficulty = clamp (difficulty, 1, settings.max_level); |
432 |
|
433 |
object *ob = object::create (); |
434 |
|
435 |
create_treasure (tl, ob, 0, difficulty, 0); |
436 |
|
437 |
/* Don't want to free the object we are about to return */ |
438 |
object *tmp = ob->inv; |
439 |
if (tmp) |
440 |
tmp->remove (); |
441 |
|
442 |
if (ob->inv) |
443 |
LOG (llevError, "In generate treasure, created multiple objects.\n"); |
444 |
|
445 |
ob->destroy (); |
446 |
|
447 |
return tmp; |
448 |
} |
449 |
|
450 |
/* |
451 |
* This is a new way of calculating the chance for an item to have |
452 |
* a specific magical bonus. |
453 |
* The array has two arguments, the difficulty of the level, and the |
454 |
* magical bonus "wanted". |
455 |
*/ |
456 |
|
457 |
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
458 |
// chance of magic difficulty |
459 |
// +0 +1 +2 +3 +4 |
460 |
{95, 2, 2, 1, 0}, // 1 |
461 |
{92, 5, 2, 1, 0}, // 2 |
462 |
{85, 10, 4, 1, 0}, // 3 |
463 |
{80, 14, 4, 2, 0}, // 4 |
464 |
{75, 17, 5, 2, 1}, // 5 |
465 |
{70, 18, 8, 3, 1}, // 6 |
466 |
{65, 21, 10, 3, 1}, // 7 |
467 |
{60, 22, 12, 4, 2}, // 8 |
468 |
{55, 25, 14, 4, 2}, // 9 |
469 |
{50, 27, 16, 5, 2}, // 10 |
470 |
{45, 28, 18, 6, 3}, // 11 |
471 |
{42, 28, 20, 7, 3}, // 12 |
472 |
{40, 27, 21, 8, 4}, // 13 |
473 |
{38, 25, 22, 10, 5}, // 14 |
474 |
{36, 23, 23, 12, 6}, // 15 |
475 |
{33, 21, 24, 14, 8}, // 16 |
476 |
{31, 19, 25, 16, 9}, // 17 |
477 |
{27, 15, 30, 18, 10}, // 18 |
478 |
{20, 12, 30, 25, 13}, // 19 |
479 |
{15, 10, 28, 30, 17}, // 20 |
480 |
{13, 9, 27, 28, 23}, // 21 |
481 |
{10, 8, 25, 28, 29}, // 22 |
482 |
{ 8, 7, 23, 26, 36}, // 23 |
483 |
{ 6, 6, 20, 22, 46}, // 24 |
484 |
{ 4, 5, 17, 18, 56}, // 25 |
485 |
{ 2, 4, 12, 14, 68}, // 26 |
486 |
{ 0, 3, 7, 10, 80}, // 27 |
487 |
{ 0, 0, 3, 7, 90}, // 28 |
488 |
{ 0, 0, 0, 3, 97}, // 29 |
489 |
{ 0, 0, 0, 0, 100}, // 30 |
490 |
{ 0, 0, 0, 0, 100}, // 31 |
491 |
}; |
492 |
|
493 |
/* calculate the appropriate level for wands staves and scrolls. |
494 |
* This code presumes that op has had its spell object created (in op->inv) |
495 |
* |
496 |
* elmex Wed Aug 9 17:44:59 CEST 2006: |
497 |
* Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
498 |
*/ |
499 |
int |
500 |
level_for_item (const object *op, int difficulty) |
501 |
{ |
502 |
if (!op->inv) |
503 |
{ |
504 |
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
505 |
return 0; |
506 |
} |
507 |
|
508 |
int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
509 |
|
510 |
if (olevel <= 0) |
511 |
olevel = rndm (1, op->inv->level); |
512 |
|
513 |
return min (olevel, MAXLEVEL); |
514 |
} |
515 |
|
516 |
/* |
517 |
* Based upon the specified difficulty and upon the difftomagic_list array, |
518 |
* a random magical bonus is returned. This is used when determine |
519 |
* the magical bonus created on specific maps. |
520 |
* |
521 |
* elmex Thu Aug 10 18:45:44 CEST 2006: |
522 |
* Scaling difficulty by max_level, as difficulty is a level and not some |
523 |
* weird integer between 1-31. |
524 |
* |
525 |
*/ |
526 |
int |
527 |
magic_from_difficulty (int difficulty) |
528 |
{ |
529 |
int percent = 0, magic = 0; |
530 |
int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
531 |
|
532 |
scaled_diff--; |
533 |
|
534 |
if (scaled_diff < 0) |
535 |
scaled_diff = 0; |
536 |
|
537 |
if (scaled_diff >= DIFFLEVELS) |
538 |
scaled_diff = DIFFLEVELS - 1; |
539 |
|
540 |
percent = rndm (100); |
541 |
|
542 |
for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
543 |
{ |
544 |
percent -= difftomagic_list[scaled_diff][magic]; |
545 |
|
546 |
if (percent < 0) |
547 |
break; |
548 |
} |
549 |
|
550 |
if (magic == (MAXMAGIC + 1)) |
551 |
{ |
552 |
LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
553 |
magic = 0; |
554 |
} |
555 |
|
556 |
magic = (rndm (3)) ? magic : -magic; |
557 |
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
558 |
|
559 |
return magic; |
560 |
} |
561 |
|
562 |
/* |
563 |
* Sets magical bonus in an object, and recalculates the effect on |
564 |
* the armour variable, and the effect on speed of armour. |
565 |
* This function doesn't work properly, should add use of archetypes |
566 |
* to make it truly absolute. |
567 |
*/ |
568 |
|
569 |
void |
570 |
set_abs_magic (object *op, int magic) |
571 |
{ |
572 |
if (!magic) |
573 |
return; |
574 |
|
575 |
op->magic = magic; |
576 |
if (op->arch) |
577 |
{ |
578 |
if (op->type == ARMOUR) |
579 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
580 |
|
581 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
582 |
magic = (-magic); |
583 |
|
584 |
op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
585 |
} |
586 |
else |
587 |
{ |
588 |
if (op->type == ARMOUR) |
589 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
590 |
|
591 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
592 |
magic = (-magic); |
593 |
|
594 |
op->weight = (op->weight * (100 - magic * 10)) / 100; |
595 |
} |
596 |
} |
597 |
|
598 |
/* |
599 |
* Sets a random magical bonus in the given object based upon |
600 |
* the given difficulty, and the given max possible bonus. |
601 |
*/ |
602 |
|
603 |
static void |
604 |
set_magic (int difficulty, object *op, int max_magic, int flags) |
605 |
{ |
606 |
int i; |
607 |
|
608 |
i = magic_from_difficulty (difficulty); |
609 |
if ((flags & GT_ONLY_GOOD) && i < 0) |
610 |
i = -i; |
611 |
if (i > max_magic) |
612 |
i = max_magic; |
613 |
set_abs_magic (op, i); |
614 |
if (i < 0) |
615 |
SET_FLAG (op, FLAG_CURSED); |
616 |
} |
617 |
|
618 |
/* |
619 |
* Randomly adds one magical ability to the given object. |
620 |
* Modified for Partial Resistance in many ways: |
621 |
* 1) Since rings can have multiple bonuses, if the same bonus |
622 |
* is rolled again, increase it - the bonuses now stack with |
623 |
* other bonuses previously rolled and ones the item might natively have. |
624 |
* 2) Add code to deal with new PR method. |
625 |
*/ |
626 |
void |
627 |
set_ring_bonus (object *op, int bonus) |
628 |
{ |
629 |
|
630 |
int r = rndm (bonus > 0 ? 25 : 11); |
631 |
|
632 |
if (op->type == AMULET) |
633 |
{ |
634 |
if (!(rndm (21))) |
635 |
r = 20 + rndm (2); |
636 |
else |
637 |
{ |
638 |
if (rndm (2)) |
639 |
r = 10; |
640 |
else |
641 |
r = 11 + rndm (9); |
642 |
} |
643 |
} |
644 |
|
645 |
switch (r) |
646 |
{ |
647 |
/* Redone by MSW 2000-11-26 to have much less code. Also, |
648 |
* bonuses and penalties will stack and add to existing values. |
649 |
* of the item. |
650 |
*/ |
651 |
case 0: |
652 |
case 1: |
653 |
case 2: |
654 |
case 3: |
655 |
case 4: |
656 |
case 5: |
657 |
case 6: |
658 |
op->stats.stat (r) += bonus; |
659 |
break; |
660 |
|
661 |
case 7: |
662 |
op->stats.dam += bonus; |
663 |
break; |
664 |
|
665 |
case 8: |
666 |
op->stats.wc += bonus; |
667 |
break; |
668 |
|
669 |
case 9: |
670 |
op->stats.food += bonus; /* hunger/sustenance */ |
671 |
break; |
672 |
|
673 |
case 10: |
674 |
op->stats.ac += bonus; |
675 |
break; |
676 |
|
677 |
/* Item that gives protections/vulnerabilities */ |
678 |
case 11: |
679 |
case 12: |
680 |
case 13: |
681 |
case 14: |
682 |
case 15: |
683 |
case 16: |
684 |
case 17: |
685 |
case 18: |
686 |
case 19: |
687 |
{ |
688 |
int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
689 |
|
690 |
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
691 |
val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
692 |
|
693 |
/* Cursed items need to have higher negative values to equal out with |
694 |
* positive values for how protections work out. Put another |
695 |
* little random element in since that they don't always end up with |
696 |
* even values. |
697 |
*/ |
698 |
if (bonus < 0) |
699 |
val = 2 * -val - rndm (b); |
700 |
if (val > 35) |
701 |
val = 35; /* Upper limit */ |
702 |
b = 0; |
703 |
|
704 |
while (op->resist[resist_table[resist]] != 0 && b < 4) |
705 |
resist = rndm (num_resist_table); |
706 |
|
707 |
if (b == 4) |
708 |
return; /* Not able to find a free resistance */ |
709 |
|
710 |
op->resist[resist_table[resist]] = val; |
711 |
/* We should probably do something more clever here to adjust value |
712 |
* based on how good a resistance we gave. |
713 |
*/ |
714 |
break; |
715 |
} |
716 |
case 20: |
717 |
if (op->type == AMULET) |
718 |
{ |
719 |
SET_FLAG (op, FLAG_REFL_SPELL); |
720 |
op->value *= 11; |
721 |
} |
722 |
else |
723 |
{ |
724 |
op->stats.hp = 1; /* regenerate hit points */ |
725 |
op->value *= 4; |
726 |
} |
727 |
break; |
728 |
|
729 |
case 21: |
730 |
if (op->type == AMULET) |
731 |
{ |
732 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
733 |
op->value *= 9; |
734 |
} |
735 |
else |
736 |
{ |
737 |
op->stats.sp = 1; /* regenerate spell points */ |
738 |
op->value *= 3; |
739 |
} |
740 |
break; |
741 |
|
742 |
case 22: |
743 |
op->stats.exp += bonus; /* Speed! */ |
744 |
op->value = (op->value * 2) / 3; |
745 |
break; |
746 |
} |
747 |
|
748 |
if (bonus > 0) |
749 |
op->value *= 2 * bonus; |
750 |
else |
751 |
op->value = -(op->value * 2 * bonus) / 3; |
752 |
} |
753 |
|
754 |
/* |
755 |
* get_magic(diff) will return a random number between 0 and 4. |
756 |
* diff can be any value above 2. The higher the diff-variable, the |
757 |
* higher is the chance of returning a low number. |
758 |
* It is only used in fix_generated_treasure() to set bonuses on |
759 |
* rings and amulets. |
760 |
* Another scheme is used to calculate the magic of weapons and armours. |
761 |
*/ |
762 |
int |
763 |
get_magic (int diff) |
764 |
{ |
765 |
int i; |
766 |
|
767 |
if (diff < 3) |
768 |
diff = 3; |
769 |
|
770 |
for (i = 0; i < 4; i++) |
771 |
if (rndm (diff)) |
772 |
return i; |
773 |
|
774 |
return 4; |
775 |
} |
776 |
|
777 |
#define DICE2 (get_magic(2)==2?2:1) |
778 |
#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
779 |
|
780 |
/* |
781 |
* fix_generated_item(): This is called after an item is generated, in |
782 |
* order to set it up right. This produced magical bonuses, puts spells |
783 |
* into scrolls/books/wands, makes it unidentified, hides the value, etc. |
784 |
*/ |
785 |
|
786 |
/* 4/28/96 added creator object from which op may now inherit properties based on |
787 |
* op->type. Right now, which stuff the creator passes on is object type |
788 |
* dependant. I know this is a spagetti manuever, but is there a cleaner |
789 |
* way to do this? b.t. */ |
790 |
|
791 |
/* |
792 |
* ! (flags & GT_ENVIRONMENT): |
793 |
* Automatically calls fix_flesh_item(). |
794 |
* |
795 |
* flags: |
796 |
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's |
797 |
* value. |
798 |
* GT_MINIMAL: Does minimal processing on the object - just enough to make it |
799 |
* a working object - don't change magic, value, etc, but set it material |
800 |
* type as appropriate, for objects that need spell objects, set those, etc |
801 |
*/ |
802 |
void |
803 |
fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
804 |
{ |
805 |
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
806 |
|
807 |
if (!creator || creator->type == op->type) |
808 |
creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
809 |
|
810 |
/* If we make an artifact, this information will be destroyed */ |
811 |
save_item_power = op->item_power; |
812 |
op->item_power = 0; |
813 |
|
814 |
if (op->randomitems && op->type != SPELL) |
815 |
{ |
816 |
create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
817 |
/* So the treasure doesn't get created again */ |
818 |
op->randomitems = 0; |
819 |
} |
820 |
|
821 |
if (difficulty < 1) |
822 |
difficulty = 1; |
823 |
|
824 |
if (INVOKE_OBJECT (ADD_BONUS, op, |
825 |
ARG_OBJECT (creator != op ? creator : 0), |
826 |
ARG_INT (difficulty), ARG_INT (max_magic), |
827 |
ARG_INT (flags))) |
828 |
return; |
829 |
|
830 |
if (!(flags & GT_MINIMAL)) |
831 |
{ |
832 |
if (IS_ARCH (op->arch, crown)) |
833 |
{ |
834 |
set_magic (difficulty, op, max_magic, flags); |
835 |
num_enchantments = calc_item_power (op, 1); |
836 |
generate_artifact (op, difficulty); |
837 |
} |
838 |
else |
839 |
{ |
840 |
if (!op->magic && max_magic) |
841 |
set_magic (difficulty, op, max_magic, flags); |
842 |
|
843 |
num_enchantments = calc_item_power (op, 1); |
844 |
|
845 |
if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
846 |
|| op->type == HORN |
847 |
|| difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
848 |
generate_artifact (op, difficulty); |
849 |
} |
850 |
|
851 |
/* Object was made an artifact. Calculate its item_power rating. |
852 |
* the item_power in the object is what the artfiact adds. |
853 |
*/ |
854 |
if (op->title) |
855 |
{ |
856 |
/* if save_item_power is set, then most likely we started with an |
857 |
* artifact and have added new abilities to it - this is rare, but |
858 |
* but I have seen things like 'strange rings of fire'. So just figure |
859 |
* out the power from the base power plus what this one adds. Note |
860 |
* that since item_power is not quite linear, this actually ends up |
861 |
* being somewhat of a bonus |
862 |
*/ |
863 |
if (save_item_power) |
864 |
op->item_power = save_item_power + get_power_from_ench (op->item_power); |
865 |
else |
866 |
op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
867 |
} |
868 |
else if (save_item_power) |
869 |
{ |
870 |
/* restore the item_power field to the object if we haven't changed it. |
871 |
* we don't care about num_enchantments - that will basically just |
872 |
* have calculated some value from the base attributes of the archetype. |
873 |
*/ |
874 |
op->item_power = save_item_power; |
875 |
} |
876 |
else |
877 |
{ |
878 |
/* item_power was zero. This is suspicious, as it may be because it |
879 |
* was never previously calculated. Let's compute a value and see if |
880 |
* it is non-zero. If it indeed is, then assign it as the new |
881 |
* item_power value. |
882 |
* - gros, 21th of July 2006. |
883 |
*/ |
884 |
op->item_power = calc_item_power (op, 0); |
885 |
save_item_power = op->item_power; /* Just in case it would get used |
886 |
* again below */ |
887 |
} |
888 |
} |
889 |
|
890 |
/* materialtype modifications. Note we allow this on artifacts. */ |
891 |
set_materialname (op, difficulty, NULL); |
892 |
|
893 |
if (flags & GT_MINIMAL) |
894 |
{ |
895 |
if (op->type == POTION) |
896 |
/* Handle healing and magic power potions */ |
897 |
if (op->stats.sp && !op->randomitems) |
898 |
{ |
899 |
object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
900 |
insert_ob_in_ob (tmp, op); |
901 |
op->stats.sp = 0; |
902 |
} |
903 |
} |
904 |
else if (!op->title) /* Only modify object if not special */ |
905 |
switch (op->type) |
906 |
{ |
907 |
case WEAPON: |
908 |
case ARMOUR: |
909 |
case SHIELD: |
910 |
case HELMET: |
911 |
case CLOAK: |
912 |
if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
913 |
set_ring_bonus (op, -DICE2); |
914 |
break; |
915 |
|
916 |
case BRACERS: |
917 |
if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
918 |
{ |
919 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
920 |
if (!QUERY_FLAG (op, FLAG_CURSED)) |
921 |
op->value *= 3; |
922 |
} |
923 |
break; |
924 |
|
925 |
case POTION: |
926 |
{ |
927 |
int too_many_tries = 0, is_special = 0; |
928 |
|
929 |
/* Handle healing and magic power potions */ |
930 |
if (op->stats.sp && !op->randomitems) |
931 |
{ |
932 |
object *tmp; |
933 |
|
934 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
935 |
insert_ob_in_ob (tmp, op); |
936 |
op->stats.sp = 0; |
937 |
} |
938 |
|
939 |
while (!(is_special = special_potion (op)) && !op->inv) |
940 |
{ |
941 |
generate_artifact (op, difficulty); |
942 |
if (too_many_tries++ > 10) |
943 |
break; |
944 |
} |
945 |
|
946 |
/* don't want to change value for healing/magic power potions, |
947 |
* since the value set on those is already correct. |
948 |
*/ |
949 |
if (op->inv && op->randomitems) |
950 |
{ |
951 |
/* value multiplier is same as for scrolls */ |
952 |
op->value = (op->value * op->inv->value); |
953 |
op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
954 |
} |
955 |
else |
956 |
{ |
957 |
op->name = "potion"; |
958 |
op->name_pl = "potions"; |
959 |
} |
960 |
|
961 |
if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
962 |
SET_FLAG (op, FLAG_CURSED); |
963 |
break; |
964 |
} |
965 |
|
966 |
case AMULET: |
967 |
if (IS_ARCH (op->arch, amulet)) |
968 |
op->value *= 5; /* Since it's not just decoration */ |
969 |
|
970 |
case RING: |
971 |
if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
972 |
break; |
973 |
|
974 |
if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
975 |
SET_FLAG (op, FLAG_CURSED); |
976 |
|
977 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
978 |
|
979 |
if (op->type != RING) /* Amulets have only one ability */ |
980 |
break; |
981 |
|
982 |
if (!(rndm (4))) |
983 |
{ |
984 |
int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
985 |
|
986 |
if (d > 0) |
987 |
op->value *= 3; |
988 |
|
989 |
set_ring_bonus (op, d); |
990 |
|
991 |
if (!(rndm (4))) |
992 |
{ |
993 |
int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
994 |
|
995 |
if (d > 0) |
996 |
op->value *= 5; |
997 |
set_ring_bonus (op, d); |
998 |
} |
999 |
} |
1000 |
|
1001 |
if (GET_ANIM_ID (op)) |
1002 |
SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1003 |
|
1004 |
break; |
1005 |
|
1006 |
case BOOK: |
1007 |
/* Is it an empty book?, if yes lets make a special· |
1008 |
* msg for it, and tailor its properties based on the· |
1009 |
* creator and/or map level we found it on. |
1010 |
*/ |
1011 |
if (!op->msg && rndm (10)) |
1012 |
{ |
1013 |
/* set the book level properly */ |
1014 |
if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1015 |
{ |
1016 |
if (op->map && op->map->difficulty) |
1017 |
op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1018 |
else |
1019 |
op->level = rndm (20) + 1; |
1020 |
} |
1021 |
else |
1022 |
op->level = rndm (creator->level); |
1023 |
|
1024 |
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1025 |
/* books w/ info are worth more! */ |
1026 |
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1027 |
/* creator related stuff */ |
1028 |
|
1029 |
/* for library, chained books. Note that some monsters have no_pick |
1030 |
* set - we don't want to set no pick in that case. |
1031 |
*/ |
1032 |
if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1033 |
SET_FLAG (op, FLAG_NO_PICK); |
1034 |
if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1035 |
op->slaying = creator->slaying; |
1036 |
|
1037 |
/* add exp so reading it gives xp (once) */ |
1038 |
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1039 |
} |
1040 |
break; |
1041 |
|
1042 |
case SPELLBOOK: |
1043 |
op->value = op->value * op->inv->value; |
1044 |
/* add exp so learning gives xp */ |
1045 |
op->level = op->inv->level; |
1046 |
op->stats.exp = op->value; |
1047 |
break; |
1048 |
|
1049 |
case WAND: |
1050 |
/* nrof in the treasure list is number of charges, |
1051 |
* not number of wands. So copy that into food (charges), |
1052 |
* and reset nrof. |
1053 |
*/ |
1054 |
op->stats.food = op->inv->nrof; |
1055 |
op->nrof = 1; |
1056 |
/* If the spell changes by level, choose a random level |
1057 |
* for it, and adjust price. If the spell doesn't |
1058 |
* change by level, just set the wand to the level of |
1059 |
* the spell, and value calculation is simpler. |
1060 |
*/ |
1061 |
if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1062 |
{ |
1063 |
op->level = level_for_item (op, difficulty); |
1064 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1065 |
} |
1066 |
else |
1067 |
{ |
1068 |
op->level = op->inv->level; |
1069 |
op->value = op->value * op->inv->value; |
1070 |
} |
1071 |
break; |
1072 |
|
1073 |
case ROD: |
1074 |
op->level = level_for_item (op, difficulty); |
1075 |
/* Add 50 to both level an divisor to keep prices a little more |
1076 |
* reasonable. Otherwise, a high level version of a low level |
1077 |
* spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
1078 |
* 10 time multiplier). This way, the value are a bit more reasonable. |
1079 |
*/ |
1080 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1081 |
/* maxhp is used to denote how many 'charges' the rod holds before */ |
1082 |
if (op->stats.maxhp) |
1083 |
op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1084 |
else |
1085 |
op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1086 |
|
1087 |
op->stats.hp = op->stats.maxhp; |
1088 |
break; |
1089 |
|
1090 |
case SCROLL: |
1091 |
op->level = level_for_item (op, difficulty); |
1092 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1093 |
|
1094 |
/* add exp so reading them properly gives xp */ |
1095 |
op->stats.exp = op->value / 5; |
1096 |
op->nrof = op->inv->nrof; |
1097 |
break; |
1098 |
|
1099 |
case RUNE: |
1100 |
trap_adjust (op, difficulty); |
1101 |
break; |
1102 |
|
1103 |
case TRAP: |
1104 |
trap_adjust (op, difficulty); |
1105 |
break; |
1106 |
} /* switch type */ |
1107 |
|
1108 |
if (flags & GT_STARTEQUIP) |
1109 |
{ |
1110 |
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1111 |
SET_FLAG (op, FLAG_STARTEQUIP); |
1112 |
else if (op->type != MONEY) |
1113 |
op->value = 0; |
1114 |
} |
1115 |
|
1116 |
if (!(flags & GT_ENVIRONMENT)) |
1117 |
fix_flesh_item (op, creator); |
1118 |
} |
1119 |
|
1120 |
/* |
1121 |
* |
1122 |
* |
1123 |
* CODE DEALING WITH ARTIFACTS STARTS HERE |
1124 |
* |
1125 |
* |
1126 |
*/ |
1127 |
|
1128 |
/* |
1129 |
* Allocate and return the pointer to an empty artifactlist structure. |
1130 |
*/ |
1131 |
static artifactlist * |
1132 |
get_empty_artifactlist (void) |
1133 |
{ |
1134 |
return salloc0<artifactlist> (); |
1135 |
} |
1136 |
|
1137 |
/* |
1138 |
* Allocate and return the pointer to an empty artifact structure. |
1139 |
*/ |
1140 |
static artifact * |
1141 |
get_empty_artifact (void) |
1142 |
{ |
1143 |
return salloc0<artifact> (); |
1144 |
} |
1145 |
|
1146 |
/* |
1147 |
* Searches the artifact lists and returns one that has the same type |
1148 |
* of objects on it. |
1149 |
*/ |
1150 |
artifactlist * |
1151 |
find_artifactlist (int type) |
1152 |
{ |
1153 |
for (artifactlist *al = first_artifactlist; al; al = al->next) |
1154 |
if (al->type == type) |
1155 |
return al; |
1156 |
|
1157 |
return 0; |
1158 |
} |
1159 |
|
1160 |
/* |
1161 |
* Builds up the lists of artifacts from the file in the libdir. |
1162 |
*/ |
1163 |
void |
1164 |
init_artifacts (void) |
1165 |
{ |
1166 |
static int has_been_inited = 0; |
1167 |
char filename[MAX_BUF]; |
1168 |
artifact *art = NULL; |
1169 |
artifactlist *al; |
1170 |
|
1171 |
if (has_been_inited) |
1172 |
return; |
1173 |
else |
1174 |
has_been_inited = 1; |
1175 |
|
1176 |
sprintf (filename, "%s/artifacts", settings.datadir); |
1177 |
object_thawer f (filename); |
1178 |
|
1179 |
if (!f) |
1180 |
return; |
1181 |
|
1182 |
for (;;) |
1183 |
{ |
1184 |
switch (f.kw) |
1185 |
{ |
1186 |
case KW_allowed: |
1187 |
if (!art) |
1188 |
art = get_empty_artifact (); |
1189 |
|
1190 |
{ |
1191 |
if (!strcmp (f.get_str (), "all")) |
1192 |
break; |
1193 |
|
1194 |
char *next, *cp = f.get_str (); |
1195 |
|
1196 |
do |
1197 |
{ |
1198 |
if ((next = strchr (cp, ','))) |
1199 |
*next++ = '\0'; |
1200 |
|
1201 |
linked_char *tmp = new linked_char; |
1202 |
|
1203 |
tmp->name = cp; |
1204 |
tmp->next = art->allowed; |
1205 |
art->allowed = tmp; |
1206 |
} |
1207 |
while ((cp = next)); |
1208 |
} |
1209 |
break; |
1210 |
|
1211 |
case KW_chance: |
1212 |
f.get (art->chance); |
1213 |
break; |
1214 |
|
1215 |
case KW_difficulty: |
1216 |
f.get (art->difficulty); |
1217 |
break; |
1218 |
|
1219 |
case KW_object: |
1220 |
{ |
1221 |
art->item = object::create (); |
1222 |
f.get (art->item->name); |
1223 |
f.next (); |
1224 |
|
1225 |
if (!art->item->parse_kv (f)) |
1226 |
LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1227 |
|
1228 |
al = find_artifactlist (art->item->type); |
1229 |
|
1230 |
if (!al) |
1231 |
{ |
1232 |
al = get_empty_artifactlist (); |
1233 |
al->type = art->item->type; |
1234 |
al->next = first_artifactlist; |
1235 |
first_artifactlist = al; |
1236 |
} |
1237 |
|
1238 |
art->next = al->items; |
1239 |
al->items = art; |
1240 |
art = 0; |
1241 |
} |
1242 |
continue; |
1243 |
|
1244 |
case KW_EOF: |
1245 |
goto done; |
1246 |
|
1247 |
default: |
1248 |
if (!f.parse_error ("artifacts file")) |
1249 |
cleanup ("artifacts file required"); |
1250 |
break; |
1251 |
} |
1252 |
|
1253 |
f.next (); |
1254 |
} |
1255 |
|
1256 |
done: |
1257 |
for (al = first_artifactlist; al; al = al->next) |
1258 |
{ |
1259 |
al->total_chance = 0; |
1260 |
|
1261 |
for (art = al->items; art; art = art->next) |
1262 |
{ |
1263 |
if (!art->chance) |
1264 |
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1265 |
else |
1266 |
al->total_chance += art->chance; |
1267 |
} |
1268 |
#if 0 |
1269 |
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1270 |
#endif |
1271 |
} |
1272 |
|
1273 |
LOG (llevDebug, "done.\n"); |
1274 |
} |
1275 |
|
1276 |
/* |
1277 |
* Used in artifact generation. The bonuses of the first object |
1278 |
* is modified by the bonuses of the second object. |
1279 |
*/ |
1280 |
void |
1281 |
add_abilities (object *op, object *change) |
1282 |
{ |
1283 |
int i, tmp; |
1284 |
|
1285 |
if (change->face != blank_face) |
1286 |
{ |
1287 |
#ifdef TREASURE_VERBOSE |
1288 |
LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1289 |
#endif |
1290 |
op->face = change->face; |
1291 |
} |
1292 |
|
1293 |
for (i = 0; i < NUM_STATS; i++) |
1294 |
change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1295 |
|
1296 |
op->attacktype |= change->attacktype; |
1297 |
op->path_attuned |= change->path_attuned; |
1298 |
op->path_repelled |= change->path_repelled; |
1299 |
op->path_denied |= change->path_denied; |
1300 |
op->move_type |= change->move_type; |
1301 |
op->stats.luck += change->stats.luck; |
1302 |
|
1303 |
if (QUERY_FLAG (change, FLAG_CURSED)) |
1304 |
SET_FLAG (op, FLAG_CURSED); |
1305 |
if (QUERY_FLAG (change, FLAG_DAMNED)) |
1306 |
SET_FLAG (op, FLAG_DAMNED); |
1307 |
if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1308 |
set_abs_magic (op, -op->magic); |
1309 |
|
1310 |
if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1311 |
SET_FLAG (op, FLAG_LIFESAVE); |
1312 |
if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1313 |
SET_FLAG (op, FLAG_REFL_SPELL); |
1314 |
if (QUERY_FLAG (change, FLAG_STEALTH)) |
1315 |
SET_FLAG (op, FLAG_STEALTH); |
1316 |
if (QUERY_FLAG (change, FLAG_XRAYS)) |
1317 |
SET_FLAG (op, FLAG_XRAYS); |
1318 |
if (QUERY_FLAG (change, FLAG_BLIND)) |
1319 |
SET_FLAG (op, FLAG_BLIND); |
1320 |
if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
1321 |
SET_FLAG (op, FLAG_SEE_IN_DARK); |
1322 |
if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
1323 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
1324 |
if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
1325 |
SET_FLAG (op, FLAG_MAKE_INVIS); |
1326 |
|
1327 |
if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1328 |
{ |
1329 |
CLEAR_FLAG (op, FLAG_ANIMATE); |
1330 |
/* so artifacts will join */ |
1331 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1332 |
op->speed = 0.0; |
1333 |
|
1334 |
op->set_speed (op->speed); |
1335 |
} |
1336 |
|
1337 |
if (change->nrof) |
1338 |
op->nrof = rndm (change->nrof) + 1; |
1339 |
|
1340 |
op->stats.exp += change->stats.exp; /* Speed modifier */ |
1341 |
op->stats.wc += change->stats.wc; |
1342 |
op->stats.ac += change->stats.ac; |
1343 |
|
1344 |
if (change->other_arch) |
1345 |
{ |
1346 |
/* Basically, for horns & potions, the other_arch field is the spell |
1347 |
* to cast. So convert that to into a spell and put it into |
1348 |
* this object. |
1349 |
*/ |
1350 |
if (op->type == HORN || op->type == POTION) |
1351 |
{ |
1352 |
/* Remove any spells this object currently has in it */ |
1353 |
op->destroy_inv (false); |
1354 |
|
1355 |
object *tmp = arch_to_object (change->other_arch); |
1356 |
insert_ob_in_ob (tmp, op); |
1357 |
} |
1358 |
/* No harm setting this for potions/horns */ |
1359 |
op->other_arch = change->other_arch; |
1360 |
} |
1361 |
|
1362 |
if (change->stats.hp < 0) |
1363 |
op->stats.hp = -change->stats.hp; |
1364 |
else |
1365 |
op->stats.hp += change->stats.hp; |
1366 |
|
1367 |
if (change->stats.maxhp < 0) |
1368 |
op->stats.maxhp = -change->stats.maxhp; |
1369 |
else |
1370 |
op->stats.maxhp += change->stats.maxhp; |
1371 |
|
1372 |
if (change->stats.sp < 0) |
1373 |
op->stats.sp = -change->stats.sp; |
1374 |
else |
1375 |
op->stats.sp += change->stats.sp; |
1376 |
|
1377 |
if (change->stats.maxsp < 0) |
1378 |
op->stats.maxsp = -change->stats.maxsp; |
1379 |
else |
1380 |
op->stats.maxsp += change->stats.maxsp; |
1381 |
|
1382 |
if (change->stats.food < 0) |
1383 |
op->stats.food = -(change->stats.food); |
1384 |
else |
1385 |
op->stats.food += change->stats.food; |
1386 |
|
1387 |
if (change->level < 0) |
1388 |
op->level = -(change->level); |
1389 |
else |
1390 |
op->level += change->level; |
1391 |
|
1392 |
if (change->gen_sp_armour < 0) |
1393 |
op->gen_sp_armour = -(change->gen_sp_armour); |
1394 |
else |
1395 |
op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1396 |
|
1397 |
op->item_power = change->item_power; |
1398 |
|
1399 |
for (i = 0; i < NROFATTACKS; i++) |
1400 |
if (change->resist[i]) |
1401 |
op->resist[i] += change->resist[i]; |
1402 |
|
1403 |
if (change->stats.dam) |
1404 |
{ |
1405 |
if (change->stats.dam < 0) |
1406 |
op->stats.dam = (-change->stats.dam); |
1407 |
else if (op->stats.dam) |
1408 |
{ |
1409 |
tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1410 |
if (tmp == op->stats.dam) |
1411 |
{ |
1412 |
if (change->stats.dam < 10) |
1413 |
op->stats.dam--; |
1414 |
else |
1415 |
op->stats.dam++; |
1416 |
} |
1417 |
else |
1418 |
op->stats.dam = tmp; |
1419 |
} |
1420 |
} |
1421 |
|
1422 |
if (change->weight) |
1423 |
{ |
1424 |
if (change->weight < 0) |
1425 |
op->weight = (-change->weight); |
1426 |
else |
1427 |
op->weight = (op->weight * (change->weight)) / 100; |
1428 |
} |
1429 |
|
1430 |
if (change->last_sp) |
1431 |
{ |
1432 |
if (change->last_sp < 0) |
1433 |
op->last_sp = (-change->last_sp); |
1434 |
else |
1435 |
op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1436 |
} |
1437 |
|
1438 |
if (change->gen_sp_armour) |
1439 |
{ |
1440 |
if (change->gen_sp_armour < 0) |
1441 |
op->gen_sp_armour = (-change->gen_sp_armour); |
1442 |
else |
1443 |
op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1444 |
} |
1445 |
|
1446 |
op->value *= change->value; |
1447 |
|
1448 |
if (change->materials) |
1449 |
op->materials = change->materials; |
1450 |
|
1451 |
if (change->materialname) |
1452 |
op->materialname = change->materialname; |
1453 |
|
1454 |
if (change->slaying) |
1455 |
op->slaying = change->slaying; |
1456 |
|
1457 |
if (change->race) |
1458 |
op->race = change->race; |
1459 |
|
1460 |
if (change->msg) |
1461 |
op->msg = change->msg; |
1462 |
} |
1463 |
|
1464 |
static int |
1465 |
legal_artifact_combination (object *op, artifact *art) |
1466 |
{ |
1467 |
int neg, success = 0; |
1468 |
linked_char *tmp; |
1469 |
const char *name; |
1470 |
|
1471 |
if (!art->allowed) |
1472 |
return 1; /* Ie, "all" */ |
1473 |
|
1474 |
for (tmp = art->allowed; tmp; tmp = tmp->next) |
1475 |
{ |
1476 |
#ifdef TREASURE_VERBOSE |
1477 |
LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1478 |
#endif |
1479 |
if (*tmp->name == '!') |
1480 |
name = tmp->name + 1, neg = 1; |
1481 |
else |
1482 |
name = tmp->name, neg = 0; |
1483 |
|
1484 |
/* If we match name, then return the opposite of 'neg' */ |
1485 |
if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1486 |
return !neg; |
1487 |
|
1488 |
/* Set success as true, since if the match was an inverse, it means |
1489 |
* everything is allowed except what we match |
1490 |
*/ |
1491 |
else if (neg) |
1492 |
success = 1; |
1493 |
} |
1494 |
|
1495 |
return success; |
1496 |
} |
1497 |
|
1498 |
/* |
1499 |
* Fixes the given object, giving it the abilities and titles |
1500 |
* it should have due to the second artifact-template. |
1501 |
*/ |
1502 |
|
1503 |
void |
1504 |
give_artifact_abilities (object *op, object *artifct) |
1505 |
{ |
1506 |
char new_name[MAX_BUF]; |
1507 |
|
1508 |
sprintf (new_name, "of %s", &artifct->name); |
1509 |
op->title = new_name; |
1510 |
add_abilities (op, artifct); /* Give out the bonuses */ |
1511 |
|
1512 |
#if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1513 |
{ |
1514 |
char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1515 |
|
1516 |
SET_FLAG (op, FLAG_IDENTIFIED); |
1517 |
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1518 |
if (!identified) |
1519 |
CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1520 |
} |
1521 |
#endif |
1522 |
return; |
1523 |
} |
1524 |
|
1525 |
/* |
1526 |
* Decides randomly which artifact the object should be |
1527 |
* turned into. Makes sure that the item can become that |
1528 |
* artifact (means magic, difficulty, and Allowed fields properly). |
1529 |
* Then calls give_artifact_abilities in order to actually create |
1530 |
* the artifact. |
1531 |
*/ |
1532 |
|
1533 |
/* Give 1 re-roll attempt per artifact */ |
1534 |
#define ARTIFACT_TRIES 2 |
1535 |
|
1536 |
void |
1537 |
generate_artifact (object *op, int difficulty) |
1538 |
{ |
1539 |
artifactlist *al; |
1540 |
artifact *art; |
1541 |
int i; |
1542 |
|
1543 |
al = find_artifactlist (op->type); |
1544 |
|
1545 |
if (al == NULL) |
1546 |
{ |
1547 |
#if 0 /* This is too verbose, usually */ |
1548 |
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1549 |
#endif |
1550 |
return; |
1551 |
} |
1552 |
|
1553 |
for (i = 0; i < ARTIFACT_TRIES; i++) |
1554 |
{ |
1555 |
int roll = rndm (al->total_chance); |
1556 |
|
1557 |
for (art = al->items; art; art = art->next) |
1558 |
{ |
1559 |
roll -= art->chance; |
1560 |
if (roll < 0) |
1561 |
break; |
1562 |
} |
1563 |
|
1564 |
if (art == NULL || roll >= 0) |
1565 |
{ |
1566 |
#if 1 |
1567 |
LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1568 |
#endif |
1569 |
return; |
1570 |
} |
1571 |
if (!strcmp (art->item->name, "NONE")) |
1572 |
return; |
1573 |
if (FABS (op->magic) < art->item->magic) |
1574 |
continue; /* Not magic enough to be this item */ |
1575 |
|
1576 |
/* Map difficulty not high enough */ |
1577 |
if (difficulty < art->difficulty) |
1578 |
continue; |
1579 |
|
1580 |
if (!legal_artifact_combination (op, art)) |
1581 |
{ |
1582 |
#ifdef TREASURE_VERBOSE |
1583 |
LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1584 |
#endif |
1585 |
continue; |
1586 |
} |
1587 |
|
1588 |
give_artifact_abilities (op, art->item); |
1589 |
return; |
1590 |
} |
1591 |
} |
1592 |
|
1593 |
/* fix_flesh_item() - objects of type FLESH are similar to type |
1594 |
* FOOD, except they inherit properties (name, food value, etc). |
1595 |
* based on the original owner (or 'donor' if you like). -b.t. |
1596 |
*/ |
1597 |
|
1598 |
void |
1599 |
fix_flesh_item (object *item, object *donor) |
1600 |
{ |
1601 |
char tmpbuf[MAX_BUF]; |
1602 |
int i; |
1603 |
|
1604 |
if (item->type == FLESH && donor) |
1605 |
{ |
1606 |
/* change the name */ |
1607 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1608 |
item->name = tmpbuf; |
1609 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1610 |
item->name_pl = tmpbuf; |
1611 |
|
1612 |
/* weight is FLESH weight/100 * donor */ |
1613 |
if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1614 |
item->weight = 1; |
1615 |
|
1616 |
/* value is multiplied by level of donor */ |
1617 |
item->value *= isqrt (donor->level * 2); |
1618 |
|
1619 |
/* food value */ |
1620 |
item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1621 |
|
1622 |
/* flesh items inherit some abilities of donor, but not |
1623 |
* full effect. |
1624 |
*/ |
1625 |
for (i = 0; i < NROFATTACKS; i++) |
1626 |
item->resist[i] = donor->resist[i] / 2; |
1627 |
|
1628 |
/* item inherits donor's level (important for quezals) */ |
1629 |
item->level = donor->level; |
1630 |
|
1631 |
/* if donor has some attacktypes, the flesh is poisonous */ |
1632 |
if (donor->attacktype & AT_POISON) |
1633 |
item->type = POISON; |
1634 |
|
1635 |
if (donor->attacktype & AT_ACID) |
1636 |
item->stats.hp = -1 * item->stats.food; |
1637 |
|
1638 |
SET_FLAG (item, FLAG_NO_STEAL); |
1639 |
} |
1640 |
} |
1641 |
|
1642 |
/* special_potion() - so that old potion code is still done right. */ |
1643 |
int |
1644 |
special_potion (object *op) |
1645 |
{ |
1646 |
if (op->attacktype) |
1647 |
return 1; |
1648 |
|
1649 |
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1650 |
return 1; |
1651 |
|
1652 |
for (int i = 0; i < NROFATTACKS; i++) |
1653 |
if (op->resist[i]) |
1654 |
return 1; |
1655 |
|
1656 |
return 0; |
1657 |
} |
1658 |
|
1659 |
void |
1660 |
free_treasurestruct (treasure *t) |
1661 |
{ |
1662 |
if (t->next) free_treasurestruct (t->next); |
1663 |
if (t->next_yes) free_treasurestruct (t->next_yes); |
1664 |
if (t->next_no) free_treasurestruct (t->next_no); |
1665 |
|
1666 |
delete t; |
1667 |
} |
1668 |
|
1669 |
void |
1670 |
free_charlinks (linked_char *lc) |
1671 |
{ |
1672 |
if (lc->next) |
1673 |
free_charlinks (lc->next); |
1674 |
|
1675 |
delete lc; |
1676 |
} |
1677 |
|
1678 |
void |
1679 |
free_artifact (artifact *at) |
1680 |
{ |
1681 |
if (at->next) free_artifact (at->next); |
1682 |
if (at->allowed) free_charlinks (at->allowed); |
1683 |
|
1684 |
at->item->destroy (); |
1685 |
|
1686 |
sfree (at); |
1687 |
} |
1688 |
|
1689 |
void |
1690 |
free_artifactlist (artifactlist *al) |
1691 |
{ |
1692 |
artifactlist *nextal; |
1693 |
|
1694 |
for (al = first_artifactlist; al; al = nextal) |
1695 |
{ |
1696 |
nextal = al->next; |
1697 |
|
1698 |
if (al->items) |
1699 |
free_artifact (al->items); |
1700 |
|
1701 |
sfree (al); |
1702 |
} |
1703 |
} |
1704 |
|
1705 |
void |
1706 |
free_all_treasures (void) |
1707 |
{ |
1708 |
treasurelist *tl, *next; |
1709 |
|
1710 |
for (tl = first_treasurelist; tl; tl = next) |
1711 |
{ |
1712 |
clear (tl); |
1713 |
|
1714 |
next = tl->next; |
1715 |
delete tl; |
1716 |
} |
1717 |
|
1718 |
free_artifactlist (first_artifactlist); |
1719 |
} |