1 | |
1 | |
2 | /* |
2 | /* |
3 | * static char *rcs_treasure_c = |
3 | * static char *rcs_treasure_c = |
4 | * "$Id: treasure.C,v 1.14 2006/09/07 09:37:12 pippijn Exp $"; |
4 | * "$Id: treasure.C,v 1.18 2006/09/14 21:16:11 root Exp $"; |
5 | */ |
5 | */ |
6 | |
6 | |
7 | /* |
7 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
8 | CrossFire, A Multiplayer game for X-windows |
9 | |
9 | |
… | |
… | |
35 | * left on |
35 | * left on |
36 | */ |
36 | */ |
37 | #define TREASURE_DEBUG |
37 | #define TREASURE_DEBUG |
38 | |
38 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
|
|
40 | |
40 | /* #define TREASURE_VERBOSE */ |
41 | /* #define TREASURE_VERBOSE */ |
41 | |
42 | |
42 | #include <global.h> |
43 | #include <global.h> |
43 | #include <treasure.h> |
44 | #include <treasure.h> |
44 | #include <funcpoint.h> |
45 | #include <funcpoint.h> |
45 | #include <loader.h> |
46 | #include <loader.h> |
46 | |
47 | |
47 | |
48 | |
48 | static void change_treasure (treasure * t, object * op); /* overrule default values */ |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | extern char *spell_mapping[]; |
50 | extern char *spell_mapping[]; |
50 | |
51 | |
51 | /* |
52 | /* |
52 | * Initialize global archtype pointers: |
53 | * Initialize global archtype pointers: |
53 | */ |
54 | */ |
54 | |
55 | |
55 | void |
56 | void |
56 | init_archetype_pointers () |
57 | init_archetype_pointers () |
57 | { |
58 | { |
58 | int prev_warn = warn_archetypes; |
59 | int prev_warn = warn_archetypes; |
|
|
60 | |
59 | warn_archetypes = 1; |
61 | warn_archetypes = 1; |
60 | if (ring_arch == NULL) |
62 | if (ring_arch == NULL) |
61 | ring_arch = find_archetype ("ring"); |
63 | ring_arch = archetype::find ("ring"); |
62 | if (amulet_arch == NULL) |
64 | if (amulet_arch == NULL) |
63 | amulet_arch = find_archetype ("amulet"); |
65 | amulet_arch = archetype::find ("amulet"); |
64 | if (staff_arch == NULL) |
66 | if (staff_arch == NULL) |
65 | staff_arch = find_archetype ("staff"); |
67 | staff_arch = archetype::find ("staff"); |
66 | if (crown_arch == NULL) |
68 | if (crown_arch == NULL) |
67 | crown_arch = find_archetype ("crown"); |
69 | crown_arch = archetype::find ("crown"); |
68 | warn_archetypes = prev_warn; |
70 | warn_archetypes = prev_warn; |
69 | } |
71 | } |
70 | |
72 | |
71 | /* |
73 | /* |
72 | * Allocate and return the pointer to an empty treasurelist structure. |
74 | * Allocate and return the pointer to an empty treasurelist structure. |
… | |
… | |
108 | while (fgets (buf, MAX_BUF, fp) != NULL) |
110 | while (fgets (buf, MAX_BUF, fp) != NULL) |
109 | { |
111 | { |
110 | (*line)++; |
112 | (*line)++; |
111 | |
113 | |
112 | if (*buf == '#') |
114 | if (*buf == '#') |
113 | continue; |
115 | continue; |
114 | if ((cp = strchr (buf, '\n')) != NULL) |
116 | if ((cp = strchr (buf, '\n')) != NULL) |
115 | *cp = '\0'; |
117 | *cp = '\0'; |
116 | cp = buf; |
118 | cp = buf; |
117 | while (isspace (*cp)) /* Skip blanks */ |
119 | while (isspace (*cp)) /* Skip blanks */ |
118 | cp++; |
120 | cp++; |
119 | |
121 | |
120 | if (sscanf (cp, "arch %s", variable)) |
122 | if (sscanf (cp, "arch %s", variable)) |
121 | { |
123 | { |
122 | if ((t->item = find_archetype (variable)) == NULL) |
124 | if ((t->item = archetype::find (variable)) == NULL) |
123 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
125 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
124 | } |
126 | } |
125 | else if (sscanf (cp, "list %s", variable)) |
127 | else if (sscanf (cp, "list %s", variable)) |
126 | t->name = variable; |
128 | t->name = variable; |
127 | else if (sscanf (cp, "change_name %s", variable)) |
129 | else if (sscanf (cp, "change_name %s", variable)) |
128 | t->change_arch.name = variable; |
130 | t->change_arch.name = variable; |
129 | else if (sscanf (cp, "change_title %s", variable)) |
131 | else if (sscanf (cp, "change_title %s", variable)) |
130 | t->change_arch.title = variable; |
132 | t->change_arch.title = variable; |
131 | else if (sscanf (cp, "change_slaying %s", variable)) |
133 | else if (sscanf (cp, "change_slaying %s", variable)) |
132 | t->change_arch.slaying = variable; |
134 | t->change_arch.slaying = variable; |
133 | else if (sscanf (cp, "chance %d", &value)) |
135 | else if (sscanf (cp, "chance %d", &value)) |
134 | t->chance = (uint8) value; |
136 | t->chance = (uint8) value; |
135 | else if (sscanf (cp, "nrof %d", &value)) |
137 | else if (sscanf (cp, "nrof %d", &value)) |
136 | t->nrof = (uint16) value; |
138 | t->nrof = (uint16) value; |
137 | else if (sscanf (cp, "magic %d", &value)) |
139 | else if (sscanf (cp, "magic %d", &value)) |
138 | t->magic = (uint8) value; |
140 | t->magic = (uint8) value; |
139 | else if (!strcmp (cp, "yes")) |
141 | else if (!strcmp (cp, "yes")) |
140 | t->next_yes = load_treasure (fp, line); |
142 | t->next_yes = load_treasure (fp, line); |
141 | else if (!strcmp (cp, "no")) |
143 | else if (!strcmp (cp, "no")) |
142 | t->next_no = load_treasure (fp, line); |
144 | t->next_no = load_treasure (fp, line); |
143 | else if (!strcmp (cp, "end")) |
145 | else if (!strcmp (cp, "end")) |
144 | return t; |
146 | return t; |
145 | else if (!strcmp (cp, "more")) |
147 | else if (!strcmp (cp, "more")) |
146 | { |
148 | { |
147 | t->next = load_treasure (fp, line); |
149 | t->next = load_treasure (fp, line); |
148 | return t; |
150 | return t; |
149 | } |
151 | } |
150 | else |
152 | else |
151 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
153 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
152 | } |
154 | } |
153 | LOG (llevError, "treasure lacks 'end'.\n"); |
155 | LOG (llevError, "treasure lacks 'end'.\n"); |
154 | return t; |
156 | return t; |
155 | } |
157 | } |
156 | |
158 | |
157 | #ifdef TREASURE_DEBUG |
159 | #ifdef TREASURE_DEBUG |
|
|
160 | |
158 | /* recursived checks the linked list. Treasurelist is passed only |
161 | /* recursived checks the linked list. Treasurelist is passed only |
159 | * so that the treasure name can be printed out |
162 | * so that the treasure name can be printed out |
160 | */ |
163 | */ |
161 | static void |
164 | static void |
162 | check_treasurelist (const treasure * t, const treasurelist * tl) |
165 | check_treasurelist (const treasure *t, const treasurelist * tl) |
163 | { |
166 | { |
164 | if (t->item == NULL && t->name == NULL) |
167 | if (t->item == NULL && t->name == NULL) |
165 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
168 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
166 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
169 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
167 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
170 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
… | |
… | |
199 | } |
202 | } |
200 | while (fgets (buf, MAX_BUF, fp) != NULL) |
203 | while (fgets (buf, MAX_BUF, fp) != NULL) |
201 | { |
204 | { |
202 | line++; |
205 | line++; |
203 | if (*buf == '#') |
206 | if (*buf == '#') |
204 | continue; |
207 | continue; |
205 | |
208 | |
206 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
209 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
207 | { |
210 | { |
208 | treasurelist *tl = get_empty_treasurelist (); |
211 | treasurelist *tl = get_empty_treasurelist (); |
|
|
212 | |
209 | tl->name = name; |
213 | tl->name = name; |
210 | if (previous == NULL) |
214 | if (previous == NULL) |
211 | first_treasurelist = tl; |
215 | first_treasurelist = tl; |
212 | else |
216 | else |
213 | previous->next = tl; |
217 | previous->next = tl; |
214 | previous = tl; |
218 | previous = tl; |
215 | tl->items = load_treasure (fp, &line); |
219 | tl->items = load_treasure (fp, &line); |
216 | |
220 | |
217 | /* This is a one of the many items on the list should be generated. |
221 | /* This is a one of the many items on the list should be generated. |
218 | * Add up the chance total, and check to make sure the yes & no |
222 | * Add up the chance total, and check to make sure the yes & no |
219 | * fields of the treasures are not being used. |
223 | * fields of the treasures are not being used. |
220 | */ |
224 | */ |
221 | if (!strncmp (buf, "treasureone", 11)) |
225 | if (!strncmp (buf, "treasureone", 11)) |
222 | { |
226 | { |
223 | for (t = tl->items; t != NULL; t = t->next) |
227 | for (t = tl->items; t != NULL; t = t->next) |
224 | { |
228 | { |
225 | #ifdef TREASURE_DEBUG |
229 | #ifdef TREASURE_DEBUG |
226 | if (t->next_yes || t->next_no) |
230 | if (t->next_yes || t->next_no) |
227 | { |
231 | { |
228 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
232 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
229 | LOG (llevError, " the next_yes or next_no field is set\n"); |
233 | LOG (llevError, " the next_yes or next_no field is set\n"); |
230 | } |
234 | } |
231 | #endif |
235 | #endif |
232 | tl->total_chance += t->chance; |
236 | tl->total_chance += t->chance; |
233 | } |
237 | } |
234 | } |
238 | } |
235 | } |
239 | } |
236 | else |
240 | else |
237 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
241 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
238 | } |
242 | } |
239 | close_and_delete (fp, comp); |
243 | close_and_delete (fp, comp); |
240 | |
244 | |
241 | #ifdef TREASURE_DEBUG |
245 | #ifdef TREASURE_DEBUG |
242 | /* Perform some checks on how valid the treasure data actually is. |
246 | /* Perform some checks on how valid the treasure data actually is. |
… | |
… | |
255 | */ |
259 | */ |
256 | |
260 | |
257 | treasurelist * |
261 | treasurelist * |
258 | find_treasurelist (const char *name) |
262 | find_treasurelist (const char *name) |
259 | { |
263 | { |
260 | /* Special cases - randomitems of NULL is to override default. If |
264 | shstr_cmp name_ (name); |
261 | * first_treasurelist is null, it means we are on the first pass of |
265 | |
262 | * of loading archetypes, so for now, just return - second pass will |
|
|
263 | * init these values. |
|
|
264 | */ |
|
|
265 | if (!name) |
266 | if (!name_) |
266 | return 0; |
267 | return 0; |
267 | |
268 | |
268 | if (const char *tmp = shstr::find (name)) |
|
|
269 | for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) |
269 | for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) |
270 | if (tmp == tl->name) |
270 | if (name_ == tl->name) |
271 | return tl; |
271 | return tl; |
272 | |
272 | |
273 | if (first_treasurelist) |
273 | if (first_treasurelist) |
274 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
274 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
275 | |
275 | |
276 | return 0; |
276 | return 0; |
… | |
… | |
289 | * start with equipment, but only their abilities). |
289 | * start with equipment, but only their abilities). |
290 | */ |
290 | */ |
291 | |
291 | |
292 | |
292 | |
293 | static void |
293 | static void |
294 | put_treasure (object * op, object * creator, int flags) |
294 | put_treasure (object *op, object *creator, int flags) |
295 | { |
295 | { |
296 | object *tmp; |
296 | object *tmp; |
297 | |
297 | |
298 | /* Bit of a hack - spells should never be put onto the map. The entire |
298 | /* Bit of a hack - spells should never be put onto the map. The entire |
299 | * treasure stuff is a problem - there is no clear idea of knowing |
299 | * treasure stuff is a problem - there is no clear idea of knowing |
… | |
… | |
309 | } |
309 | } |
310 | else |
310 | else |
311 | { |
311 | { |
312 | op = insert_ob_in_ob (op, creator); |
312 | op = insert_ob_in_ob (op, creator); |
313 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
313 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
314 | monster_check_apply (creator, op); |
314 | monster_check_apply (creator, op); |
315 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
315 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
316 | esrv_send_item (tmp, op); |
316 | esrv_send_item (tmp, op); |
317 | } |
317 | } |
318 | } |
318 | } |
319 | |
319 | |
320 | /* if there are change_xxx commands in the treasure, we include the changes |
320 | /* if there are change_xxx commands in the treasure, we include the changes |
321 | * in the generated object |
321 | * in the generated object |
… | |
… | |
343 | object *tmp; |
343 | object *tmp; |
344 | |
344 | |
345 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
345 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
346 | { |
346 | { |
347 | if (t->name) |
347 | if (t->name) |
348 | { |
348 | { |
349 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
349 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
350 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
350 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
351 | } |
351 | } |
352 | else |
352 | else |
353 | { |
353 | { |
354 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
354 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
355 | { |
355 | { |
356 | tmp = arch_to_object (t->item); |
356 | tmp = arch_to_object (t->item); |
357 | if (t->nrof && tmp->nrof <= 1) |
357 | if (t->nrof && tmp->nrof <= 1) |
358 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
358 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
359 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
359 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
360 | change_treasure (t, tmp); |
360 | change_treasure (t, tmp); |
361 | put_treasure (tmp, op, flag); |
361 | put_treasure (tmp, op, flag); |
362 | } |
362 | } |
363 | } |
363 | } |
364 | |
364 | |
365 | if (t->next_yes != NULL) |
365 | if (t->next_yes != NULL) |
366 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
366 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
367 | } |
367 | } |
368 | else if (t->next_no != NULL) |
368 | else if (t->next_no != NULL) |
369 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
369 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
370 | |
370 | |
371 | if (t->next != NULL) |
371 | if (t->next != NULL) |
372 | create_all_treasures (t->next, op, flag, difficulty, tries); |
372 | create_all_treasures (t->next, op, flag, difficulty, tries); |
373 | } |
373 | } |
374 | |
374 | |
375 | void |
375 | void |
376 | create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) |
376 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
377 | { |
377 | { |
378 | int value = RANDOM () % tl->total_chance; |
378 | int value = RANDOM () % tl->total_chance; |
379 | treasure *t; |
379 | treasure *t; |
380 | |
380 | |
381 | if (tries++ > 100) |
381 | if (tries++ > 100) |
… | |
… | |
387 | for (t = tl->items; t != NULL; t = t->next) |
387 | for (t = tl->items; t != NULL; t = t->next) |
388 | { |
388 | { |
389 | value -= t->chance; |
389 | value -= t->chance; |
390 | |
390 | |
391 | if (value < 0) |
391 | if (value < 0) |
392 | break; |
392 | break; |
393 | } |
393 | } |
394 | |
394 | |
395 | if (!t || value >= 0) |
395 | if (!t || value >= 0) |
396 | { |
396 | { |
397 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
397 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
… | |
… | |
400 | } |
400 | } |
401 | |
401 | |
402 | if (t->name) |
402 | if (t->name) |
403 | { |
403 | { |
404 | if (!strcmp (t->name, "NONE")) |
404 | if (!strcmp (t->name, "NONE")) |
405 | return; |
405 | return; |
406 | |
406 | |
407 | if (difficulty >= t->magic) |
407 | if (difficulty >= t->magic) |
408 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
408 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
409 | else if (t->nrof) |
409 | else if (t->nrof) |
410 | create_one_treasure (tl, op, flag, difficulty, tries); |
410 | create_one_treasure (tl, op, flag, difficulty, tries); |
411 | |
411 | |
412 | return; |
412 | return; |
413 | } |
413 | } |
414 | |
414 | |
415 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
415 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
416 | { |
416 | { |
417 | object *tmp = arch_to_object (t->item); |
417 | object *tmp = arch_to_object (t->item); |
418 | |
418 | |
419 | if (!tmp) |
419 | if (!tmp) |
420 | return; |
420 | return; |
421 | |
421 | |
422 | if (t->nrof && tmp->nrof <= 1) |
422 | if (t->nrof && tmp->nrof <= 1) |
423 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
423 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
424 | |
424 | |
425 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
425 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
426 | change_treasure (t, tmp); |
426 | change_treasure (t, tmp); |
427 | put_treasure (tmp, op, flag); |
427 | put_treasure (tmp, op, flag); |
428 | } |
428 | } |
… | |
… | |
434 | * list transitions, or so that excessively good treasure will not be |
434 | * list transitions, or so that excessively good treasure will not be |
435 | * created on weak maps, because it will exceed the number of allowed tries |
435 | * created on weak maps, because it will exceed the number of allowed tries |
436 | * to do that. |
436 | * to do that. |
437 | */ |
437 | */ |
438 | void |
438 | void |
439 | create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) |
439 | create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) |
440 | { |
440 | { |
441 | |
441 | |
442 | if (tries++ > 100) |
442 | if (tries++ > 100) |
443 | { |
443 | { |
444 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
444 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
… | |
… | |
480 | * The array has two arguments, the difficulty of the level, and the |
480 | * The array has two arguments, the difficulty of the level, and the |
481 | * magical bonus "wanted". |
481 | * magical bonus "wanted". |
482 | */ |
482 | */ |
483 | |
483 | |
484 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
484 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
|
|
485 | |
485 | /*chance of magic difficulty*/ |
486 | /*chance of magic difficulty*/ |
|
|
487 | |
486 | /* +0 +1 +2 +3 +4 */ |
488 | /* +0 +1 +2 +3 +4 */ |
487 | {95, 2, 2, 1, 0}, /*1 */ |
489 | {95, 2, 2, 1, 0}, /*1 */ |
488 | {92, 5, 2, 1, 0}, /*2 */ |
490 | {92, 5, 2, 1, 0}, /*2 */ |
489 | {85, 10, 4, 1, 0}, /*3 */ |
491 | {85, 10, 4, 1, 0}, /*3 */ |
490 | {80, 14, 4, 2, 0}, /*4 */ |
492 | {80, 14, 4, 2, 0}, /*4 */ |
491 | {75, 17, 5, 2, 1}, /*5 */ |
493 | {75, 17, 5, 2, 1}, /*5 */ |
492 | {70, 18, 8, 3, 1}, /*6 */ |
494 | {70, 18, 8, 3, 1}, /*6 */ |
493 | {65, 21, 10, 3, 1}, /*7 */ |
495 | {65, 21, 10, 3, 1}, /*7 */ |
494 | {60, 22, 12, 4, 2}, /*8 */ |
496 | {60, 22, 12, 4, 2}, /*8 */ |
495 | {55, 25, 14, 4, 2}, /*9 */ |
497 | {55, 25, 14, 4, 2}, /*9 */ |
496 | {50, 27, 16, 5, 2}, /*10 */ |
498 | {50, 27, 16, 5, 2}, /*10 */ |
497 | {45, 28, 18, 6, 3}, /*11 */ |
499 | {45, 28, 18, 6, 3}, /*11 */ |
498 | {42, 28, 20, 7, 3}, /*12 */ |
500 | {42, 28, 20, 7, 3}, /*12 */ |
499 | {40, 27, 21, 8, 4}, /*13 */ |
501 | {40, 27, 21, 8, 4}, /*13 */ |
500 | {38, 25, 22, 10, 5}, /*14 */ |
502 | {38, 25, 22, 10, 5}, /*14 */ |
501 | {36, 23, 23, 12, 6}, /*15 */ |
503 | {36, 23, 23, 12, 6}, /*15 */ |
502 | {33, 21, 24, 14, 8}, /*16 */ |
504 | {33, 21, 24, 14, 8}, /*16 */ |
503 | {31, 19, 25, 16, 9}, /*17 */ |
505 | {31, 19, 25, 16, 9}, /*17 */ |
504 | {27, 15, 30, 18, 10}, /*18 */ |
506 | {27, 15, 30, 18, 10}, /*18 */ |
505 | {20, 12, 30, 25, 13}, /*19 */ |
507 | {20, 12, 30, 25, 13}, /*19 */ |
506 | {15, 10, 28, 30, 17}, /*20 */ |
508 | {15, 10, 28, 30, 17}, /*20 */ |
507 | {13, 9, 27, 28, 23}, /*21 */ |
509 | {13, 9, 27, 28, 23}, /*21 */ |
508 | {10, 8, 25, 28, 29}, /*22 */ |
510 | {10, 8, 25, 28, 29}, /*22 */ |
509 | {8, 7, 23, 26, 36}, /*23 */ |
511 | {8, 7, 23, 26, 36}, /*23 */ |
510 | {6, 6, 20, 22, 46}, /*24 */ |
512 | {6, 6, 20, 22, 46}, /*24 */ |
511 | {4, 5, 17, 18, 56}, /*25 */ |
513 | {4, 5, 17, 18, 56}, /*25 */ |
512 | {2, 4, 12, 14, 68}, /*26 */ |
514 | {2, 4, 12, 14, 68}, /*26 */ |
513 | {0, 3, 7, 10, 80}, /*27 */ |
515 | {0, 3, 7, 10, 80}, /*27 */ |
514 | {0, 0, 3, 7, 90}, /*28 */ |
516 | {0, 0, 3, 7, 90}, /*28 */ |
515 | {0, 0, 0, 3, 97}, /*29 */ |
517 | {0, 0, 0, 3, 97}, /*29 */ |
516 | {0, 0, 0, 0, 100}, /*30 */ |
518 | {0, 0, 0, 0, 100}, /*30 */ |
517 | {0, 0, 0, 0, 100}, /*31 */ |
519 | {0, 0, 0, 0, 100}, /*31 */ |
518 | }; |
520 | }; |
519 | |
521 | |
520 | |
522 | |
521 | /* calculate the appropriate level for wands staves and scrolls. |
523 | /* calculate the appropriate level for wands staves and scrolls. |
522 | * This code presumes that op has had its spell object created (in op->inv) |
524 | * This code presumes that op has had its spell object created (in op->inv) |
… | |
… | |
524 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
526 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
525 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
527 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
526 | */ |
528 | */ |
527 | |
529 | |
528 | int |
530 | int |
529 | level_for_item (const object * op, int difficulty) |
531 | level_for_item (const object *op, int difficulty) |
530 | { |
532 | { |
531 | int olevel = 0; |
533 | int olevel = 0; |
532 | |
534 | |
533 | if (!op->inv) |
535 | if (!op->inv) |
534 | { |
536 | { |
… | |
… | |
577 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
579 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
578 | { |
580 | { |
579 | percent -= difftomagic_list[scaled_diff][magic]; |
581 | percent -= difftomagic_list[scaled_diff][magic]; |
580 | |
582 | |
581 | if (percent < 0) |
583 | if (percent < 0) |
582 | break; |
584 | break; |
583 | } |
585 | } |
584 | |
586 | |
585 | if (magic == (MAXMAGIC + 1)) |
587 | if (magic == (MAXMAGIC + 1)) |
586 | { |
588 | { |
587 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
589 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
… | |
… | |
600 | * This function doesn't work properly, should add use of archetypes |
602 | * This function doesn't work properly, should add use of archetypes |
601 | * to make it truly absolute. |
603 | * to make it truly absolute. |
602 | */ |
604 | */ |
603 | |
605 | |
604 | void |
606 | void |
605 | set_abs_magic (object * op, int magic) |
607 | set_abs_magic (object *op, int magic) |
606 | { |
608 | { |
607 | if (!magic) |
609 | if (!magic) |
608 | return; |
610 | return; |
609 | |
611 | |
610 | op->magic = magic; |
612 | op->magic = magic; |
611 | if (op->arch) |
613 | if (op->arch) |
612 | { |
614 | { |
613 | if (op->type == ARMOUR) |
615 | if (op->type == ARMOUR) |
614 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
616 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
615 | |
617 | |
616 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
618 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
617 | magic = (-magic); |
619 | magic = (-magic); |
618 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
620 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
619 | } |
621 | } |
620 | else |
622 | else |
621 | { |
623 | { |
622 | if (op->type == ARMOUR) |
624 | if (op->type == ARMOUR) |
623 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
625 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
624 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
626 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
625 | magic = (-magic); |
627 | magic = (-magic); |
626 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
628 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
627 | } |
629 | } |
628 | } |
630 | } |
629 | |
631 | |
630 | /* |
632 | /* |
631 | * Sets a random magical bonus in the given object based upon |
633 | * Sets a random magical bonus in the given object based upon |
632 | * the given difficulty, and the given max possible bonus. |
634 | * the given difficulty, and the given max possible bonus. |
633 | */ |
635 | */ |
634 | |
636 | |
635 | static void |
637 | static void |
636 | set_magic (int difficulty, object * op, int max_magic, int flags) |
638 | set_magic (int difficulty, object *op, int max_magic, int flags) |
637 | { |
639 | { |
638 | int i; |
640 | int i; |
|
|
641 | |
639 | i = magic_from_difficulty (difficulty); |
642 | i = magic_from_difficulty (difficulty); |
640 | if ((flags & GT_ONLY_GOOD) && i < 0) |
643 | if ((flags & GT_ONLY_GOOD) && i < 0) |
641 | i = -i; |
644 | i = -i; |
642 | if (i > max_magic) |
645 | if (i > max_magic) |
643 | i = max_magic; |
646 | i = max_magic; |
… | |
… | |
654 | * other bonuses previously rolled and ones the item might natively have. |
657 | * other bonuses previously rolled and ones the item might natively have. |
655 | * 2) Add code to deal with new PR method. |
658 | * 2) Add code to deal with new PR method. |
656 | */ |
659 | */ |
657 | |
660 | |
658 | void |
661 | void |
659 | set_ring_bonus (object * op, int bonus) |
662 | set_ring_bonus (object *op, int bonus) |
660 | { |
663 | { |
661 | |
664 | |
662 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
665 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
663 | |
666 | |
664 | if (op->type == AMULET) |
667 | if (op->type == AMULET) |
665 | { |
668 | { |
666 | if (!(RANDOM () % 21)) |
669 | if (!(RANDOM () % 21)) |
667 | r = 20 + RANDOM () % 2; |
670 | r = 20 + RANDOM () % 2; |
668 | else |
671 | else |
669 | { |
672 | { |
670 | if (RANDOM () & 2) |
673 | if (RANDOM () & 2) |
671 | r = 10; |
674 | r = 10; |
672 | else |
675 | else |
673 | r = 11 + RANDOM () % 9; |
676 | r = 11 + RANDOM () % 9; |
674 | } |
677 | } |
675 | } |
678 | } |
676 | |
679 | |
677 | switch (r) |
680 | switch (r) |
678 | { |
681 | { |
679 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
682 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
680 | * bonuses and penalties will stack and add to existing values. |
683 | * bonuses and penalties will stack and add to existing values. |
681 | * of the item. |
684 | * of the item. |
682 | */ |
685 | */ |
683 | case 0: |
686 | case 0: |
684 | case 1: |
687 | case 1: |
685 | case 2: |
688 | case 2: |
686 | case 3: |
689 | case 3: |
687 | case 4: |
690 | case 4: |
688 | case 5: |
691 | case 5: |
689 | case 6: |
692 | case 6: |
690 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
693 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
691 | break; |
694 | break; |
692 | |
695 | |
693 | case 7: |
696 | case 7: |
694 | op->stats.dam += bonus; |
697 | op->stats.dam += bonus; |
695 | break; |
698 | break; |
696 | |
699 | |
697 | case 8: |
700 | case 8: |
698 | op->stats.wc += bonus; |
701 | op->stats.wc += bonus; |
699 | break; |
702 | break; |
700 | |
703 | |
701 | case 9: |
704 | case 9: |
702 | op->stats.food += bonus; /* hunger/sustenance */ |
705 | op->stats.food += bonus; /* hunger/sustenance */ |
703 | break; |
706 | break; |
704 | |
707 | |
705 | case 10: |
708 | case 10: |
706 | op->stats.ac += bonus; |
709 | op->stats.ac += bonus; |
707 | break; |
710 | break; |
708 | |
711 | |
709 | /* Item that gives protections/vulnerabilities */ |
712 | /* Item that gives protections/vulnerabilities */ |
710 | case 11: |
713 | case 11: |
711 | case 12: |
714 | case 12: |
712 | case 13: |
715 | case 13: |
713 | case 14: |
716 | case 14: |
714 | case 15: |
717 | case 15: |
715 | case 16: |
718 | case 16: |
716 | case 17: |
719 | case 17: |
717 | case 18: |
720 | case 18: |
718 | case 19: |
721 | case 19: |
719 | { |
722 | { |
720 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
723 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
721 | |
724 | |
722 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
725 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
723 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
726 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
724 | |
727 | |
725 | /* Cursed items need to have higher negative values to equal out with |
728 | /* Cursed items need to have higher negative values to equal out with |
726 | * positive values for how protections work out. Put another |
729 | * positive values for how protections work out. Put another |
727 | * little random element in since that they don't always end up with |
730 | * little random element in since that they don't always end up with |
728 | * even values. |
731 | * even values. |
729 | */ |
732 | */ |
730 | if (bonus < 0) |
733 | if (bonus < 0) |
731 | val = 2 * -val - RANDOM () % b; |
734 | val = 2 * -val - RANDOM () % b; |
732 | if (val > 35) |
735 | if (val > 35) |
733 | val = 35; /* Upper limit */ |
736 | val = 35; /* Upper limit */ |
734 | b = 0; |
737 | b = 0; |
735 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
738 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
736 | { |
739 | { |
737 | resist = RANDOM () % num_resist_table; |
740 | resist = RANDOM () % num_resist_table; |
738 | } |
741 | } |
739 | if (b == 4) |
742 | if (b == 4) |
740 | return; /* Not able to find a free resistance */ |
743 | return; /* Not able to find a free resistance */ |
741 | op->resist[resist_table[resist]] = val; |
744 | op->resist[resist_table[resist]] = val; |
742 | /* We should probably do something more clever here to adjust value |
745 | /* We should probably do something more clever here to adjust value |
743 | * based on how good a resistance we gave. |
746 | * based on how good a resistance we gave. |
744 | */ |
747 | */ |
745 | break; |
748 | break; |
746 | } |
749 | } |
747 | case 20: |
750 | case 20: |
748 | if (op->type == AMULET) |
751 | if (op->type == AMULET) |
749 | { |
752 | { |
750 | SET_FLAG (op, FLAG_REFL_SPELL); |
753 | SET_FLAG (op, FLAG_REFL_SPELL); |
751 | op->value *= 11; |
754 | op->value *= 11; |
752 | } |
755 | } |
753 | else |
756 | else |
754 | { |
757 | { |
755 | op->stats.hp = 1; /* regenerate hit points */ |
758 | op->stats.hp = 1; /* regenerate hit points */ |
756 | op->value *= 4; |
759 | op->value *= 4; |
757 | } |
760 | } |
758 | break; |
761 | break; |
759 | |
762 | |
760 | case 21: |
763 | case 21: |
761 | if (op->type == AMULET) |
764 | if (op->type == AMULET) |
762 | { |
765 | { |
763 | SET_FLAG (op, FLAG_REFL_MISSILE); |
766 | SET_FLAG (op, FLAG_REFL_MISSILE); |
764 | op->value *= 9; |
767 | op->value *= 9; |
765 | } |
768 | } |
766 | else |
769 | else |
767 | { |
770 | { |
768 | op->stats.sp = 1; /* regenerate spell points */ |
771 | op->stats.sp = 1; /* regenerate spell points */ |
769 | op->value *= 3; |
772 | op->value *= 3; |
770 | } |
773 | } |
771 | break; |
774 | break; |
772 | |
775 | |
773 | case 22: |
776 | case 22: |
774 | op->stats.exp += bonus; /* Speed! */ |
777 | op->stats.exp += bonus; /* Speed! */ |
775 | op->value = (op->value * 2) / 3; |
778 | op->value = (op->value * 2) / 3; |
776 | break; |
779 | break; |
777 | } |
780 | } |
778 | if (bonus > 0) |
781 | if (bonus > 0) |
779 | op->value *= 2 * bonus; |
782 | op->value *= 2 * bonus; |
780 | else |
783 | else |
781 | op->value = -(op->value * 2 * bonus) / 3; |
784 | op->value = -(op->value * 2 * bonus) / 3; |
… | |
… | |
792 | |
795 | |
793 | int |
796 | int |
794 | get_magic (int diff) |
797 | get_magic (int diff) |
795 | { |
798 | { |
796 | int i; |
799 | int i; |
|
|
800 | |
797 | if (diff < 3) |
801 | if (diff < 3) |
798 | diff = 3; |
802 | diff = 3; |
799 | for (i = 0; i < 4; i++) |
803 | for (i = 0; i < 4; i++) |
800 | if (RANDOM () % diff) |
804 | if (RANDOM () % diff) |
801 | return i; |
805 | return i; |
… | |
… | |
808 | /* |
812 | /* |
809 | * fix_generated_item(): This is called after an item is generated, in |
813 | * fix_generated_item(): This is called after an item is generated, in |
810 | * order to set it up right. This produced magical bonuses, puts spells |
814 | * order to set it up right. This produced magical bonuses, puts spells |
811 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
815 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
812 | */ |
816 | */ |
|
|
817 | |
813 | /* 4/28/96 added creator object from which op may now inherit properties based on |
818 | /* 4/28/96 added creator object from which op may now inherit properties based on |
814 | * op->type. Right now, which stuff the creator passes on is object type |
819 | * op->type. Right now, which stuff the creator passes on is object type |
815 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
820 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
816 | * way to do this? b.t. */ |
821 | * way to do this? b.t. */ |
|
|
822 | |
817 | /* |
823 | /* |
818 | * ! (flags & GT_ENVIRONMENT): |
824 | * ! (flags & GT_ENVIRONMENT): |
819 | * Automatically calls fix_flesh_item(). |
825 | * Automatically calls fix_flesh_item(). |
820 | * |
826 | * |
821 | * flags: |
827 | * flags: |
… | |
… | |
825 | * a working object - don't change magic, value, etc, but set it material |
831 | * a working object - don't change magic, value, etc, but set it material |
826 | * type as appropriate, for objects that need spell objects, set those, etc |
832 | * type as appropriate, for objects that need spell objects, set those, etc |
827 | */ |
833 | */ |
828 | |
834 | |
829 | void |
835 | void |
830 | fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) |
836 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
831 | { |
837 | { |
832 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
838 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
833 | |
839 | |
834 | if (!creator || creator->type == op->type) |
840 | if (!creator || creator->type == op->type) |
835 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
841 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
836 | |
842 | |
837 | /* If we make an artifact, this information will be destroyed */ |
843 | /* If we make an artifact, this information will be destroyed */ |
838 | save_item_power = op->item_power; |
844 | save_item_power = op->item_power; |
839 | op->item_power = 0; |
845 | op->item_power = 0; |
840 | |
846 | |
841 | if (op->randomitems && op->type != SPELL) |
847 | if (op->randomitems && op->type != SPELL) |
842 | { |
848 | { |
843 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
849 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
844 | if (!op->inv) |
850 | if (!op->inv) |
845 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
851 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
846 | |
852 | |
847 | /* So the treasure doesn't get created again */ |
853 | /* So the treasure doesn't get created again */ |
848 | op->randomitems = NULL; |
854 | op->randomitems = NULL; |
849 | } |
855 | } |
850 | |
856 | |
… | |
… | |
852 | difficulty = 1; |
858 | difficulty = 1; |
853 | |
859 | |
854 | if (!(flags & GT_MINIMAL)) |
860 | if (!(flags & GT_MINIMAL)) |
855 | { |
861 | { |
856 | if (op->arch == crown_arch) |
862 | if (op->arch == crown_arch) |
857 | { |
863 | { |
858 | set_magic (difficulty, op, max_magic, flags); |
864 | set_magic (difficulty, op, max_magic, flags); |
859 | num_enchantments = calc_item_power (op, 1); |
865 | num_enchantments = calc_item_power (op, 1); |
860 | generate_artifact (op, difficulty); |
866 | generate_artifact (op, difficulty); |
861 | } |
867 | } |
862 | else |
868 | else |
863 | { |
869 | { |
864 | if (!op->magic && max_magic) |
870 | if (!op->magic && max_magic) |
865 | set_magic (difficulty, op, max_magic, flags); |
871 | set_magic (difficulty, op, max_magic, flags); |
866 | |
872 | |
867 | num_enchantments = calc_item_power (op, 1); |
873 | num_enchantments = calc_item_power (op, 1); |
868 | |
874 | |
869 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
875 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
870 | * used for shop_floors or treasures */ |
876 | * used for shop_floors or treasures */ |
871 | generate_artifact (op, difficulty); |
877 | generate_artifact (op, difficulty); |
872 | } |
878 | } |
873 | |
879 | |
874 | /* Object was made an artifact. Calculate its item_power rating. |
880 | /* Object was made an artifact. Calculate its item_power rating. |
875 | * the item_power in the object is what the artfiact adds. |
881 | * the item_power in the object is what the artfiact adds. |
876 | */ |
882 | */ |
877 | if (op->title) |
883 | if (op->title) |
878 | { |
884 | { |
879 | /* if save_item_power is set, then most likely we started with an |
885 | /* if save_item_power is set, then most likely we started with an |
880 | * artifact and have added new abilities to it - this is rare, but |
886 | * artifact and have added new abilities to it - this is rare, but |
881 | * but I have seen things like 'strange rings of fire'. So just figure |
887 | * but I have seen things like 'strange rings of fire'. So just figure |
882 | * out the power from the base power plus what this one adds. Note |
888 | * out the power from the base power plus what this one adds. Note |
883 | * that since item_power is not quite linear, this actually ends up |
889 | * that since item_power is not quite linear, this actually ends up |
884 | * being somewhat of a bonus |
890 | * being somewhat of a bonus |
885 | */ |
891 | */ |
886 | if (save_item_power) |
892 | if (save_item_power) |
887 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
893 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
888 | else |
894 | else |
889 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
895 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
890 | } |
896 | } |
891 | else if (save_item_power) |
897 | else if (save_item_power) |
892 | { |
898 | { |
893 | /* restore the item_power field to the object if we haven't changed it. |
899 | /* restore the item_power field to the object if we haven't changed it. |
894 | * we don't care about num_enchantments - that will basically just |
900 | * we don't care about num_enchantments - that will basically just |
895 | * have calculated some value from the base attributes of the archetype. |
901 | * have calculated some value from the base attributes of the archetype. |
896 | */ |
902 | */ |
897 | op->item_power = save_item_power; |
903 | op->item_power = save_item_power; |
898 | } |
904 | } |
899 | else |
905 | else |
900 | { |
906 | { |
901 | /* item_power was zero. This is suspicious, as it may be because it |
907 | /* item_power was zero. This is suspicious, as it may be because it |
902 | * was never previously calculated. Let's compute a value and see if |
908 | * was never previously calculated. Let's compute a value and see if |
903 | * it is non-zero. If it indeed is, then assign it as the new |
909 | * it is non-zero. If it indeed is, then assign it as the new |
904 | * item_power value. |
910 | * item_power value. |
905 | * - gros, 21th of July 2006. |
911 | * - gros, 21th of July 2006. |
906 | */ |
912 | */ |
907 | op->item_power = calc_item_power (op, 0); |
913 | op->item_power = calc_item_power (op, 0); |
908 | save_item_power = op->item_power; /* Just in case it would get used |
914 | save_item_power = op->item_power; /* Just in case it would get used |
909 | * again below */ |
915 | * again below */ |
910 | } |
916 | } |
911 | } |
917 | } |
912 | |
918 | |
913 | /* materialtype modifications. Note we allow this on artifacts. */ |
919 | /* materialtype modifications. Note we allow this on artifacts. */ |
914 | set_materialname (op, difficulty, NULL); |
920 | set_materialname (op, difficulty, NULL); |
915 | |
921 | |
916 | if (flags & GT_MINIMAL) |
922 | if (flags & GT_MINIMAL) |
917 | { |
923 | { |
918 | if (op->type == POTION) |
924 | if (op->type == POTION) |
919 | /* Handle healing and magic power potions */ |
925 | /* Handle healing and magic power potions */ |
920 | if (op->stats.sp && !op->randomitems) |
926 | if (op->stats.sp && !op->randomitems) |
921 | { |
927 | { |
922 | object *tmp; |
928 | object *tmp; |
923 | |
929 | |
924 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
930 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
925 | insert_ob_in_ob (tmp, op); |
931 | insert_ob_in_ob (tmp, op); |
926 | op->stats.sp = 0; |
932 | op->stats.sp = 0; |
927 | } |
933 | } |
928 | } |
934 | } |
929 | else if (!op->title) /* Only modify object if not special */ |
935 | else if (!op->title) /* Only modify object if not special */ |
930 | switch (op->type) |
936 | switch (op->type) |
931 | { |
937 | { |
932 | case WEAPON: |
938 | case WEAPON: |
933 | case ARMOUR: |
939 | case ARMOUR: |
934 | case SHIELD: |
940 | case SHIELD: |
935 | case HELMET: |
941 | case HELMET: |
936 | case CLOAK: |
942 | case CLOAK: |
937 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
943 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
938 | set_ring_bonus (op, -DICE2); |
944 | set_ring_bonus (op, -DICE2); |
939 | break; |
945 | break; |
940 | |
946 | |
941 | case BRACERS: |
947 | case BRACERS: |
942 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
948 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
943 | { |
949 | { |
|
|
950 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
951 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
952 | op->value *= 3; |
|
|
953 | } |
|
|
954 | break; |
|
|
955 | |
|
|
956 | case POTION: |
|
|
957 | { |
|
|
958 | int too_many_tries = 0, is_special = 0; |
|
|
959 | |
|
|
960 | /* Handle healing and magic power potions */ |
|
|
961 | if (op->stats.sp && !op->randomitems) |
|
|
962 | { |
|
|
963 | object *tmp; |
|
|
964 | |
|
|
965 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
966 | insert_ob_in_ob (tmp, op); |
|
|
967 | op->stats.sp = 0; |
|
|
968 | } |
|
|
969 | |
|
|
970 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
971 | { |
|
|
972 | generate_artifact (op, difficulty); |
|
|
973 | if (too_many_tries++ > 10) |
|
|
974 | break; |
|
|
975 | } |
|
|
976 | |
|
|
977 | /* don't want to change value for healing/magic power potions, |
|
|
978 | * since the value set on those is already correct. |
|
|
979 | */ |
|
|
980 | if (op->inv && op->randomitems) |
|
|
981 | { |
|
|
982 | /* value multiplier is same as for scrolls */ |
|
|
983 | op->value = (op->value * op->inv->value); |
|
|
984 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
|
|
985 | } |
|
|
986 | else |
|
|
987 | { |
|
|
988 | op->name = "potion"; |
|
|
989 | op->name_pl = "potions"; |
|
|
990 | } |
|
|
991 | |
|
|
992 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
993 | SET_FLAG (op, FLAG_CURSED); |
|
|
994 | break; |
|
|
995 | } |
|
|
996 | |
|
|
997 | case AMULET: |
|
|
998 | if (op->arch == amulet_arch) |
|
|
999 | op->value *= 5; /* Since it's not just decoration */ |
|
|
1000 | |
|
|
1001 | case RING: |
|
|
1002 | if (op->arch == NULL) |
|
|
1003 | { |
|
|
1004 | remove_ob (op); |
|
|
1005 | free_object (op); |
|
|
1006 | op = NULL; |
|
|
1007 | break; |
|
|
1008 | } |
|
|
1009 | |
|
|
1010 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
1011 | break; |
|
|
1012 | |
|
|
1013 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
1014 | SET_FLAG (op, FLAG_CURSED); |
|
|
1015 | |
944 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1016 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
945 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
946 | op->value *= 3; |
|
|
947 | } |
|
|
948 | break; |
|
|
949 | |
1017 | |
950 | case POTION: |
|
|
951 | { |
|
|
952 | int too_many_tries = 0, is_special = 0; |
|
|
953 | |
|
|
954 | /* Handle healing and magic power potions */ |
|
|
955 | if (op->stats.sp && !op->randomitems) |
|
|
956 | { |
|
|
957 | object *tmp; |
|
|
958 | |
|
|
959 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
960 | insert_ob_in_ob (tmp, op); |
|
|
961 | op->stats.sp = 0; |
|
|
962 | } |
|
|
963 | |
|
|
964 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
965 | { |
|
|
966 | generate_artifact (op, difficulty); |
|
|
967 | if (too_many_tries++ > 10) |
|
|
968 | break; |
|
|
969 | } |
|
|
970 | |
|
|
971 | /* don't want to change value for healing/magic power potions, |
|
|
972 | * since the value set on those is already correct. |
|
|
973 | */ |
|
|
974 | if (op->inv && op->randomitems) |
|
|
975 | { |
|
|
976 | /* value multiplier is same as for scrolls */ |
|
|
977 | op->value = (op->value * op->inv->value); |
|
|
978 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
|
|
979 | } |
|
|
980 | else |
|
|
981 | { |
|
|
982 | op->name = "potion"; |
|
|
983 | op->name_pl = "potions"; |
|
|
984 | } |
|
|
985 | |
|
|
986 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
987 | SET_FLAG (op, FLAG_CURSED); |
|
|
988 | break; |
|
|
989 | } |
|
|
990 | |
|
|
991 | case AMULET: |
|
|
992 | if (op->arch == amulet_arch) |
|
|
993 | op->value *= 5; /* Since it's not just decoration */ |
|
|
994 | |
|
|
995 | case RING: |
|
|
996 | if (op->arch == NULL) |
|
|
997 | { |
|
|
998 | remove_ob (op); |
|
|
999 | free_object (op); |
|
|
1000 | op = NULL; |
|
|
1001 | break; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
1005 | break; |
|
|
1006 | |
|
|
1007 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
1008 | SET_FLAG (op, FLAG_CURSED); |
|
|
1009 | |
|
|
1010 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
1011 | |
|
|
1012 | if (op->type != RING) /* Amulets have only one ability */ |
1018 | if (op->type != RING) /* Amulets have only one ability */ |
1013 | break; |
1019 | break; |
1014 | |
1020 | |
1015 | if (!(RANDOM () % 4)) |
1021 | if (!(RANDOM () % 4)) |
1016 | { |
1022 | { |
1017 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1023 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1018 | |
1024 | |
1019 | if (d > 0) |
1025 | if (d > 0) |
1020 | op->value *= 3; |
1026 | op->value *= 3; |
1021 | |
1027 | |
1022 | set_ring_bonus (op, d); |
1028 | set_ring_bonus (op, d); |
1023 | |
1029 | |
1024 | if (!(RANDOM () % 4)) |
1030 | if (!(RANDOM () % 4)) |
1025 | { |
1031 | { |
1026 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1032 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1027 | if (d > 0) |
|
|
1028 | op->value *= 5; |
|
|
1029 | set_ring_bonus (op, d); |
|
|
1030 | } |
|
|
1031 | } |
|
|
1032 | |
1033 | |
|
|
1034 | if (d > 0) |
|
|
1035 | op->value *= 5; |
|
|
1036 | set_ring_bonus (op, d); |
|
|
1037 | } |
|
|
1038 | } |
|
|
1039 | |
1033 | if (GET_ANIM_ID (op)) |
1040 | if (GET_ANIM_ID (op)) |
1034 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1041 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1035 | |
1042 | |
1036 | break; |
1043 | break; |
1037 | |
1044 | |
1038 | case BOOK: |
1045 | case BOOK: |
1039 | /* Is it an empty book?, if yes lets make a special· |
1046 | /* Is it an empty book?, if yes lets make a special· |
1040 | * msg for it, and tailor its properties based on the· |
1047 | * msg for it, and tailor its properties based on the· |
1041 | * creator and/or map level we found it on. |
1048 | * creator and/or map level we found it on. |
1042 | */ |
1049 | */ |
1043 | if (!op->msg && RANDOM () % 10) |
1050 | if (!op->msg && RANDOM () % 10) |
1044 | { |
1051 | { |
1045 | /* set the book level properly */ |
1052 | /* set the book level properly */ |
1046 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1053 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1047 | { |
1054 | { |
1048 | if (op->map && op->map->difficulty) |
1055 | if (op->map && op->map->difficulty) |
1049 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1056 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1050 | else |
1057 | else |
1051 | op->level = RANDOM () % 20 + 1; |
1058 | op->level = RANDOM () % 20 + 1; |
1052 | } |
1059 | } |
1053 | else |
1060 | else |
1054 | op->level = RANDOM () % creator->level; |
1061 | op->level = RANDOM () % creator->level; |
1055 | |
1062 | |
1056 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1063 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1057 | /* books w/ info are worth more! */ |
1064 | /* books w/ info are worth more! */ |
1058 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1065 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1059 | /* creator related stuff */ |
1066 | /* creator related stuff */ |
1060 | |
1067 | |
1061 | /* for library, chained books. Note that some monsters have no_pick |
1068 | /* for library, chained books. Note that some monsters have no_pick |
1062 | * set - we don't want to set no pick in that case. |
1069 | * set - we don't want to set no pick in that case. |
1063 | */ |
1070 | */ |
1064 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1071 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1065 | SET_FLAG (op, FLAG_NO_PICK); |
1072 | SET_FLAG (op, FLAG_NO_PICK); |
1066 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1073 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1067 | op->slaying = creator->slaying; |
1074 | op->slaying = creator->slaying; |
1068 | |
1075 | |
1069 | /* add exp so reading it gives xp (once) */ |
1076 | /* add exp so reading it gives xp (once) */ |
1070 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1077 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1071 | } |
1078 | } |
1072 | break; |
1079 | break; |
1073 | |
1080 | |
1074 | case SPELLBOOK: |
1081 | case SPELLBOOK: |
1075 | op->value = op->value * op->inv->value; |
1082 | op->value = op->value * op->inv->value; |
1076 | /* add exp so learning gives xp */ |
1083 | /* add exp so learning gives xp */ |
1077 | op->level = op->inv->level; |
1084 | op->level = op->inv->level; |
1078 | op->stats.exp = op->value; |
1085 | op->stats.exp = op->value; |
1079 | break; |
1086 | break; |
1080 | |
1087 | |
1081 | case WAND: |
1088 | case WAND: |
1082 | /* nrof in the treasure list is number of charges, |
1089 | /* nrof in the treasure list is number of charges, |
1083 | * not number of wands. So copy that into food (charges), |
1090 | * not number of wands. So copy that into food (charges), |
1084 | * and reset nrof. |
1091 | * and reset nrof. |
1085 | */ |
1092 | */ |
1086 | op->stats.food = op->inv->nrof; |
1093 | op->stats.food = op->inv->nrof; |
1087 | op->nrof = 1; |
1094 | op->nrof = 1; |
1088 | /* If the spell changes by level, choose a random level |
1095 | /* If the spell changes by level, choose a random level |
1089 | * for it, and adjust price. If the spell doesn't |
1096 | * for it, and adjust price. If the spell doesn't |
1090 | * change by level, just set the wand to the level of |
1097 | * change by level, just set the wand to the level of |
1091 | * the spell, and value calculation is simpler. |
1098 | * the spell, and value calculation is simpler. |
1092 | */ |
1099 | */ |
1093 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1100 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1094 | { |
1101 | { |
|
|
1102 | op->level = level_for_item (op, difficulty); |
|
|
1103 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1104 | } |
|
|
1105 | else |
|
|
1106 | { |
|
|
1107 | op->level = op->inv->level; |
|
|
1108 | op->value = op->value * op->inv->value; |
|
|
1109 | } |
|
|
1110 | break; |
|
|
1111 | |
|
|
1112 | case ROD: |
1095 | op->level = level_for_item (op, difficulty); |
1113 | op->level = level_for_item (op, difficulty); |
|
|
1114 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1115 | * reasonable. Otherwise, a high level version of a low level |
|
|
1116 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1117 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1118 | */ |
1096 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1119 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1097 | } |
1120 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1098 | else |
1121 | if (op->stats.maxhp) |
1099 | { |
1122 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1100 | op->level = op->inv->level; |
1123 | else |
1101 | op->value = op->value * op->inv->value; |
1124 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1102 | } |
|
|
1103 | break; |
|
|
1104 | |
1125 | |
|
|
1126 | op->stats.hp = op->stats.maxhp; |
|
|
1127 | break; |
|
|
1128 | |
1105 | case ROD: |
1129 | case SCROLL: |
1106 | op->level = level_for_item (op, difficulty); |
1130 | op->level = level_for_item (op, difficulty); |
1107 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1108 | * reasonable. Otherwise, a high level version of a low level |
|
|
1109 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1110 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1111 | */ |
|
|
1112 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1131 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1113 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
|
|
1114 | if (op->stats.maxhp) |
|
|
1115 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1116 | else |
|
|
1117 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1118 | |
1132 | |
1119 | op->stats.hp = op->stats.maxhp; |
|
|
1120 | break; |
|
|
1121 | |
|
|
1122 | case SCROLL: |
|
|
1123 | op->level = level_for_item (op, difficulty); |
|
|
1124 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1125 | |
|
|
1126 | /* add exp so reading them properly gives xp */ |
1133 | /* add exp so reading them properly gives xp */ |
1127 | op->stats.exp = op->value / 5; |
1134 | op->stats.exp = op->value / 5; |
1128 | op->nrof = op->inv->nrof; |
1135 | op->nrof = op->inv->nrof; |
1129 | break; |
1136 | break; |
1130 | |
1137 | |
1131 | case RUNE: |
1138 | case RUNE: |
1132 | trap_adjust (op, difficulty); |
1139 | trap_adjust (op, difficulty); |
1133 | break; |
1140 | break; |
1134 | |
1141 | |
1135 | case TRAP: |
1142 | case TRAP: |
1136 | trap_adjust (op, difficulty); |
1143 | trap_adjust (op, difficulty); |
1137 | break; |
1144 | break; |
1138 | } /* switch type */ |
1145 | } /* switch type */ |
1139 | |
1146 | |
1140 | if (flags & GT_STARTEQUIP) |
1147 | if (flags & GT_STARTEQUIP) |
1141 | { |
1148 | { |
1142 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1149 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1143 | SET_FLAG (op, FLAG_STARTEQUIP); |
1150 | SET_FLAG (op, FLAG_STARTEQUIP); |
1144 | else if (op->type != MONEY) |
1151 | else if (op->type != MONEY) |
1145 | op->value = 0; |
1152 | op->value = 0; |
1146 | } |
1153 | } |
1147 | |
1154 | |
1148 | if (!(flags & GT_ENVIRONMENT)) |
1155 | if (!(flags & GT_ENVIRONMENT)) |
1149 | fix_flesh_item (op, creator); |
1156 | fix_flesh_item (op, creator); |
1150 | } |
1157 | } |
… | |
… | |
1163 | |
1170 | |
1164 | static artifactlist * |
1171 | static artifactlist * |
1165 | get_empty_artifactlist (void) |
1172 | get_empty_artifactlist (void) |
1166 | { |
1173 | { |
1167 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1174 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
|
|
1175 | |
1168 | if (tl == NULL) |
1176 | if (tl == NULL) |
1169 | fatal (OUT_OF_MEMORY); |
1177 | fatal (OUT_OF_MEMORY); |
1170 | tl->next = NULL; |
1178 | tl->next = NULL; |
1171 | tl->items = NULL; |
1179 | tl->items = NULL; |
1172 | tl->total_chance = 0; |
1180 | tl->total_chance = 0; |
… | |
… | |
1179 | |
1187 | |
1180 | static artifact * |
1188 | static artifact * |
1181 | get_empty_artifact (void) |
1189 | get_empty_artifact (void) |
1182 | { |
1190 | { |
1183 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1191 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
|
|
1192 | |
1184 | if (t == NULL) |
1193 | if (t == NULL) |
1185 | fatal (OUT_OF_MEMORY); |
1194 | fatal (OUT_OF_MEMORY); |
1186 | t->item = NULL; |
1195 | t->item = NULL; |
1187 | t->next = NULL; |
1196 | t->next = NULL; |
1188 | t->chance = 0; |
1197 | t->chance = 0; |
… | |
… | |
1221 | fprintf (logfile, "\n"); |
1230 | fprintf (logfile, "\n"); |
1222 | for (al = first_artifactlist; al != NULL; al = al->next) |
1231 | for (al = first_artifactlist; al != NULL; al = al->next) |
1223 | { |
1232 | { |
1224 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1233 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1225 | for (art = al->items; art != NULL; art = art->next) |
1234 | for (art = al->items; art != NULL; art = art->next) |
1226 | { |
1235 | { |
1227 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1236 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1228 | if (art->allowed != NULL) |
1237 | if (art->allowed != NULL) |
1229 | { |
1238 | { |
1230 | fprintf (logfile, "\tAllowed combinations:"); |
1239 | fprintf (logfile, "\tAllowed combinations:"); |
1231 | for (next = art->allowed; next != NULL; next = next->next) |
1240 | for (next = art->allowed; next != NULL; next = next->next) |
1232 | fprintf (logfile, "%s,", &next->name); |
1241 | fprintf (logfile, "%s,", &next->name); |
1233 | fprintf (logfile, "\n"); |
1242 | fprintf (logfile, "\n"); |
1234 | } |
1243 | } |
1235 | } |
1244 | } |
1236 | } |
1245 | } |
1237 | fprintf (logfile, "\n"); |
1246 | fprintf (logfile, "\n"); |
1238 | } |
1247 | } |
1239 | |
1248 | |
1240 | /* |
1249 | /* |
1241 | * For debugging purposes. Dumps all treasures recursively (see below). |
1250 | * For debugging purposes. Dumps all treasures recursively (see below). |
1242 | */ |
1251 | */ |
1243 | void |
1252 | void |
1244 | dump_monster_treasure_rec (const char *name, treasure * t, int depth) |
1253 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1245 | { |
1254 | { |
1246 | treasurelist *tl; |
1255 | treasurelist *tl; |
1247 | int i; |
1256 | int i; |
1248 | |
1257 | |
1249 | if (depth > 100) |
1258 | if (depth > 100) |
1250 | return; |
1259 | return; |
1251 | while (t != NULL) |
1260 | while (t != NULL) |
1252 | { |
1261 | { |
1253 | if (t->name != NULL) |
1262 | if (t->name != NULL) |
1254 | { |
1263 | { |
1255 | for (i = 0; i < depth; i++) |
1264 | for (i = 0; i < depth; i++) |
1256 | fprintf (logfile, " "); |
1265 | fprintf (logfile, " "); |
1257 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1266 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1258 | tl = find_treasurelist (t->name); |
1267 | tl = find_treasurelist (t->name); |
1259 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1268 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1260 | for (i = 0; i < depth; i++) |
1269 | for (i = 0; i < depth; i++) |
1261 | fprintf (logfile, " "); |
1270 | fprintf (logfile, " "); |
1262 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1271 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1263 | } |
1272 | } |
1264 | else |
1273 | else |
1265 | { |
1274 | { |
1266 | for (i = 0; i < depth; i++) |
1275 | for (i = 0; i < depth; i++) |
1267 | fprintf (logfile, " "); |
1276 | fprintf (logfile, " "); |
1268 | if (t->item->clone.type == FLESH) |
1277 | if (t->item->clone.type == FLESH) |
1269 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1278 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1270 | else |
1279 | else |
1271 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1280 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1272 | } |
1281 | } |
1273 | if (t->next_yes != NULL) |
1282 | if (t->next_yes != NULL) |
1274 | { |
1283 | { |
1275 | for (i = 0; i < depth; i++) |
1284 | for (i = 0; i < depth; i++) |
1276 | fprintf (logfile, " "); |
1285 | fprintf (logfile, " "); |
1277 | fprintf (logfile, " (if yes)\n"); |
1286 | fprintf (logfile, " (if yes)\n"); |
1278 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1287 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1279 | } |
1288 | } |
1280 | if (t->next_no != NULL) |
1289 | if (t->next_no != NULL) |
1281 | { |
1290 | { |
1282 | for (i = 0; i < depth; i++) |
1291 | for (i = 0; i < depth; i++) |
1283 | fprintf (logfile, " "); |
1292 | fprintf (logfile, " "); |
1284 | fprintf (logfile, " (if no)\n"); |
1293 | fprintf (logfile, " (if no)\n"); |
1285 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1294 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1286 | } |
1295 | } |
1287 | t = t->next; |
1296 | t = t->next; |
1288 | } |
1297 | } |
1289 | } |
1298 | } |
1290 | |
1299 | |
1291 | /* |
1300 | /* |
… | |
… | |
1302 | found = 0; |
1311 | found = 0; |
1303 | fprintf (logfile, "\n"); |
1312 | fprintf (logfile, "\n"); |
1304 | for (at = first_archetype; at != NULL; at = at->next) |
1313 | for (at = first_archetype; at != NULL; at = at->next) |
1305 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1314 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1306 | { |
1315 | { |
1307 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1316 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1308 | if (at->clone.randomitems != NULL) |
1317 | if (at->clone.randomitems != NULL) |
1309 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1318 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1310 | else |
1319 | else |
1311 | fprintf (logfile, "(nothing)\n"); |
1320 | fprintf (logfile, "(nothing)\n"); |
1312 | fprintf (logfile, "\n"); |
1321 | fprintf (logfile, "\n"); |
1313 | found++; |
1322 | found++; |
1314 | } |
1323 | } |
1315 | if (found == 0) |
1324 | if (found == 0) |
1316 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1325 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1317 | } |
1326 | } |
1318 | |
1327 | |
… | |
… | |
1342 | return; |
1351 | return; |
1343 | |
1352 | |
1344 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1353 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1345 | { |
1354 | { |
1346 | if (*buf == '#') |
1355 | if (*buf == '#') |
1347 | continue; |
1356 | continue; |
1348 | if ((cp = strchr (buf, '\n')) != NULL) |
1357 | if ((cp = strchr (buf, '\n')) != NULL) |
1349 | *cp = '\0'; |
1358 | *cp = '\0'; |
1350 | cp = buf; |
1359 | cp = buf; |
1351 | while (*cp == ' ') /* Skip blanks */ |
1360 | while (*cp == ' ') /* Skip blanks */ |
1352 | cp++; |
1361 | cp++; |
1353 | if (*cp == '\0') |
1362 | if (*cp == '\0') |
1354 | continue; |
1363 | continue; |
1355 | |
1364 | |
1356 | if (!strncmp (cp, "Allowed", 7)) |
1365 | if (!strncmp (cp, "Allowed", 7)) |
1357 | { |
1366 | { |
1358 | if (art == NULL) |
1367 | if (art == NULL) |
1359 | { |
1368 | { |
1360 | art = get_empty_artifact (); |
1369 | art = get_empty_artifact (); |
1361 | nrofartifacts++; |
1370 | nrofartifacts++; |
1362 | } |
1371 | } |
1363 | cp = strchr (cp, ' ') + 1; |
1372 | cp = strchr (cp, ' ') + 1; |
1364 | if (!strcmp (cp, "all")) |
1373 | if (!strcmp (cp, "all")) |
1365 | continue; |
1374 | continue; |
1366 | |
1375 | |
1367 | do |
1376 | do |
1368 | { |
1377 | { |
1369 | nrofallowedstr++; |
1378 | nrofallowedstr++; |
1370 | if ((next = strchr (cp, ',')) != NULL) |
1379 | if ((next = strchr (cp, ',')) != NULL) |
1371 | *(next++) = '\0'; |
1380 | *(next++) = '\0'; |
1372 | tmp = new linked_char; |
1381 | tmp = new linked_char; |
|
|
1382 | |
1373 | tmp->name = cp; |
1383 | tmp->name = cp; |
1374 | tmp->next = art->allowed; |
1384 | tmp->next = art->allowed; |
1375 | art->allowed = tmp; |
1385 | art->allowed = tmp; |
1376 | } |
1386 | } |
1377 | while ((cp = next) != NULL); |
1387 | while ((cp = next) != NULL); |
1378 | } |
1388 | } |
1379 | else if (sscanf (cp, "chance %d", &value)) |
1389 | else if (sscanf (cp, "chance %d", &value)) |
1380 | art->chance = (uint16) value; |
1390 | art->chance = (uint16) value; |
1381 | else if (sscanf (cp, "difficulty %d", &value)) |
1391 | else if (sscanf (cp, "difficulty %d", &value)) |
1382 | art->difficulty = (uint8) value; |
1392 | art->difficulty = (uint8) value; |
1383 | else if (!strncmp (cp, "Object", 6)) |
1393 | else if (!strncmp (cp, "Object", 6)) |
1384 | { |
1394 | { |
1385 | art->item = get_object (); |
1395 | art->item = get_object (); |
1386 | |
1396 | |
1387 | if (!load_object (thawer, art->item, 0)) |
1397 | if (!load_object (thawer, art->item, 0)) |
1388 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1398 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1389 | |
1399 | |
1390 | art->item->name = strchr (cp, ' ') + 1; |
1400 | art->item->name = strchr (cp, ' ') + 1; |
1391 | al = find_artifactlist (art->item->type); |
1401 | al = find_artifactlist (art->item->type); |
1392 | if (al == NULL) |
1402 | if (al == NULL) |
1393 | { |
1403 | { |
1394 | al = get_empty_artifactlist (); |
1404 | al = get_empty_artifactlist (); |
1395 | al->type = art->item->type; |
1405 | al->type = art->item->type; |
1396 | al->next = first_artifactlist; |
1406 | al->next = first_artifactlist; |
1397 | first_artifactlist = al; |
1407 | first_artifactlist = al; |
1398 | } |
1408 | } |
1399 | art->next = al->items; |
1409 | art->next = al->items; |
1400 | al->items = art; |
1410 | al->items = art; |
1401 | art = NULL; |
1411 | art = NULL; |
1402 | } |
1412 | } |
1403 | else |
1413 | else |
1404 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
1414 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
1405 | } |
1415 | } |
1406 | |
1416 | |
1407 | for (al = first_artifactlist; al != NULL; al = al->next) |
1417 | for (al = first_artifactlist; al != NULL; al = al->next) |
1408 | { |
1418 | { |
1409 | for (art = al->items; art != NULL; art = art->next) |
1419 | for (art = al->items; art != NULL; art = art->next) |
1410 | { |
1420 | { |
1411 | if (!art->chance) |
1421 | if (!art->chance) |
1412 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1422 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1413 | else |
1423 | else |
1414 | al->total_chance += art->chance; |
1424 | al->total_chance += art->chance; |
1415 | } |
1425 | } |
1416 | #if 0 |
1426 | #if 0 |
1417 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1427 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1418 | #endif |
1428 | #endif |
1419 | } |
1429 | } |
1420 | |
1430 | |
… | |
… | |
1426 | * Used in artifact generation. The bonuses of the first object |
1436 | * Used in artifact generation. The bonuses of the first object |
1427 | * is modified by the bonuses of the second object. |
1437 | * is modified by the bonuses of the second object. |
1428 | */ |
1438 | */ |
1429 | |
1439 | |
1430 | void |
1440 | void |
1431 | add_abilities (object * op, object * change) |
1441 | add_abilities (object *op, object *change) |
1432 | { |
1442 | { |
1433 | int i, tmp; |
1443 | int i, tmp; |
1434 | |
1444 | |
1435 | if (change->face != blank_face) |
1445 | if (change->face != blank_face) |
1436 | { |
1446 | { |
… | |
… | |
1477 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1487 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1478 | { |
1488 | { |
1479 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1489 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1480 | /* so artifacts will join */ |
1490 | /* so artifacts will join */ |
1481 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1491 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1482 | op->speed = 0.0; |
1492 | op->speed = 0.0; |
1483 | |
1493 | |
1484 | update_ob_speed (op); |
1494 | update_ob_speed (op); |
1485 | } |
1495 | } |
1486 | |
1496 | |
1487 | if (change->nrof) |
1497 | if (change->nrof) |
1488 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1498 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1489 | |
1499 | |
1490 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1500 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1491 | op->stats.wc += change->stats.wc; |
1501 | op->stats.wc += change->stats.wc; |
1492 | op->stats.ac += change->stats.ac; |
1502 | op->stats.ac += change->stats.ac; |
1493 | |
1503 | |
1494 | if (change->other_arch) |
1504 | if (change->other_arch) |
1495 | { |
1505 | { |
1496 | /* Basically, for horns & potions, the other_arch field is the spell |
1506 | /* Basically, for horns & potions, the other_arch field is the spell |
1497 | * to cast. So convert that to into a spell and put it into |
1507 | * to cast. So convert that to into a spell and put it into |
1498 | * this object. |
1508 | * this object. |
1499 | */ |
1509 | */ |
1500 | if (op->type == HORN || op->type == POTION) |
1510 | if (op->type == HORN || op->type == POTION) |
1501 | { |
1511 | { |
1502 | object *tmp_obj; |
1512 | object *tmp_obj; |
|
|
1513 | |
1503 | /* Remove any spells this object currently has in it */ |
1514 | /* Remove any spells this object currently has in it */ |
1504 | while (op->inv) |
1515 | while (op->inv) |
1505 | { |
1516 | { |
1506 | tmp_obj = op->inv; |
1517 | tmp_obj = op->inv; |
1507 | remove_ob (tmp_obj); |
1518 | remove_ob (tmp_obj); |
1508 | free_object (tmp_obj); |
1519 | free_object (tmp_obj); |
1509 | } |
1520 | } |
1510 | |
1521 | |
1511 | tmp_obj = arch_to_object (change->other_arch); |
1522 | tmp_obj = arch_to_object (change->other_arch); |
1512 | insert_ob_in_ob (tmp_obj, op); |
1523 | insert_ob_in_ob (tmp_obj, op); |
1513 | } |
1524 | } |
1514 | /* No harm setting this for potions/horns */ |
1525 | /* No harm setting this for potions/horns */ |
1515 | op->other_arch = change->other_arch; |
1526 | op->other_arch = change->other_arch; |
1516 | } |
1527 | } |
1517 | |
1528 | |
1518 | if (change->stats.hp < 0) |
1529 | if (change->stats.hp < 0) |
… | |
… | |
1553 | op->item_power = change->item_power; |
1564 | op->item_power = change->item_power; |
1554 | |
1565 | |
1555 | for (i = 0; i < NROFATTACKS; i++) |
1566 | for (i = 0; i < NROFATTACKS; i++) |
1556 | { |
1567 | { |
1557 | if (change->resist[i]) |
1568 | if (change->resist[i]) |
1558 | { |
1569 | { |
1559 | op->resist[i] += change->resist[i]; |
1570 | op->resist[i] += change->resist[i]; |
1560 | } |
1571 | } |
1561 | } |
1572 | } |
1562 | |
1573 | |
1563 | if (change->stats.dam) |
1574 | if (change->stats.dam) |
1564 | { |
1575 | { |
1565 | if (change->stats.dam < 0) |
1576 | if (change->stats.dam < 0) |
1566 | op->stats.dam = (-change->stats.dam); |
1577 | op->stats.dam = (-change->stats.dam); |
1567 | else if (op->stats.dam) |
1578 | else if (op->stats.dam) |
1568 | { |
1579 | { |
1569 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1580 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1570 | if (tmp == op->stats.dam) |
1581 | if (tmp == op->stats.dam) |
1571 | { |
1582 | { |
1572 | if (change->stats.dam < 10) |
1583 | if (change->stats.dam < 10) |
1573 | op->stats.dam--; |
1584 | op->stats.dam--; |
|
|
1585 | else |
|
|
1586 | op->stats.dam++; |
|
|
1587 | } |
1574 | else |
1588 | else |
1575 | op->stats.dam++; |
|
|
1576 | } |
|
|
1577 | else |
|
|
1578 | op->stats.dam = tmp; |
1589 | op->stats.dam = tmp; |
1579 | } |
1590 | } |
1580 | } |
1591 | } |
1581 | |
1592 | |
1582 | if (change->weight) |
1593 | if (change->weight) |
1583 | { |
1594 | { |
1584 | if (change->weight < 0) |
1595 | if (change->weight < 0) |
1585 | op->weight = (-change->weight); |
1596 | op->weight = (-change->weight); |
1586 | else |
1597 | else |
1587 | op->weight = (op->weight * (change->weight)) / 100; |
1598 | op->weight = (op->weight * (change->weight)) / 100; |
1588 | } |
1599 | } |
1589 | |
1600 | |
1590 | if (change->last_sp) |
1601 | if (change->last_sp) |
1591 | { |
1602 | { |
1592 | if (change->last_sp < 0) |
1603 | if (change->last_sp < 0) |
1593 | op->last_sp = (-change->last_sp); |
1604 | op->last_sp = (-change->last_sp); |
1594 | else |
1605 | else |
1595 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1606 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1596 | } |
1607 | } |
1597 | |
1608 | |
1598 | if (change->gen_sp_armour) |
1609 | if (change->gen_sp_armour) |
1599 | { |
1610 | { |
1600 | if (change->gen_sp_armour < 0) |
1611 | if (change->gen_sp_armour < 0) |
1601 | op->gen_sp_armour = (-change->gen_sp_armour); |
1612 | op->gen_sp_armour = (-change->gen_sp_armour); |
1602 | else |
1613 | else |
1603 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1614 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1604 | } |
1615 | } |
1605 | |
1616 | |
1606 | op->value *= change->value; |
1617 | op->value *= change->value; |
1607 | |
1618 | |
1608 | if (change->material) |
1619 | if (change->material) |
… | |
… | |
1620 | if (change->msg) |
1631 | if (change->msg) |
1621 | op->msg = change->msg; |
1632 | op->msg = change->msg; |
1622 | } |
1633 | } |
1623 | |
1634 | |
1624 | static int |
1635 | static int |
1625 | legal_artifact_combination (object * op, artifact * art) |
1636 | legal_artifact_combination (object *op, artifact * art) |
1626 | { |
1637 | { |
1627 | int neg, success = 0; |
1638 | int neg, success = 0; |
1628 | linked_char *tmp; |
1639 | linked_char *tmp; |
1629 | const char *name; |
1640 | const char *name; |
1630 | |
1641 | |
1631 | if (art->allowed == (linked_char *) NULL) |
1642 | if (art->allowed == (linked_char *) NULL) |
1632 | return 1; /* Ie, "all" */ |
1643 | return 1; /* Ie, "all" */ |
1633 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1644 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1634 | { |
1645 | { |
1635 | #ifdef TREASURE_VERBOSE |
1646 | #ifdef TREASURE_VERBOSE |
1636 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1647 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1637 | #endif |
1648 | #endif |
1638 | if (*tmp->name == '!') |
1649 | if (*tmp->name == '!') |
1639 | name = tmp->name + 1, neg = 1; |
1650 | name = tmp->name + 1, neg = 1; |
1640 | else |
1651 | else |
1641 | name = tmp->name, neg = 0; |
1652 | name = tmp->name, neg = 0; |
1642 | |
1653 | |
1643 | /* If we match name, then return the opposite of 'neg' */ |
1654 | /* If we match name, then return the opposite of 'neg' */ |
1644 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1655 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1645 | return !neg; |
1656 | return !neg; |
1646 | |
1657 | |
1647 | /* Set success as true, since if the match was an inverse, it means |
1658 | /* Set success as true, since if the match was an inverse, it means |
1648 | * everything is allowed except what we match |
1659 | * everything is allowed except what we match |
1649 | */ |
1660 | */ |
1650 | else if (neg) |
1661 | else if (neg) |
1651 | success = 1; |
1662 | success = 1; |
1652 | } |
1663 | } |
1653 | return success; |
1664 | return success; |
1654 | } |
1665 | } |
1655 | |
1666 | |
1656 | /* |
1667 | /* |
… | |
… | |
1663 | { |
1674 | { |
1664 | char new_name[MAX_BUF]; |
1675 | char new_name[MAX_BUF]; |
1665 | |
1676 | |
1666 | sprintf (new_name, "of %s", &artifct->name); |
1677 | sprintf (new_name, "of %s", &artifct->name); |
1667 | op->title = new_name; |
1678 | op->title = new_name; |
1668 | add_abilities (op, artifct); /* Give out the bonuses */ |
1679 | add_abilities (op, artifct); /* Give out the bonuses */ |
1669 | |
1680 | |
1670 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1681 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1671 | { |
1682 | { |
1672 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1683 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1684 | |
1673 | SET_FLAG (op, FLAG_IDENTIFIED); |
1685 | SET_FLAG (op, FLAG_IDENTIFIED); |
1674 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1686 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1675 | if (!identified) |
1687 | if (!identified) |
1676 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1688 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1677 | } |
1689 | } |
… | |
… | |
1689 | |
1701 | |
1690 | /* Give 1 re-roll attempt per artifact */ |
1702 | /* Give 1 re-roll attempt per artifact */ |
1691 | #define ARTIFACT_TRIES 2 |
1703 | #define ARTIFACT_TRIES 2 |
1692 | |
1704 | |
1693 | void |
1705 | void |
1694 | generate_artifact (object * op, int difficulty) |
1706 | generate_artifact (object *op, int difficulty) |
1695 | { |
1707 | { |
1696 | artifactlist *al; |
1708 | artifactlist *al; |
1697 | artifact *art; |
1709 | artifact *art; |
1698 | int i; |
1710 | int i; |
1699 | |
1711 | |
1700 | al = find_artifactlist (op->type); |
1712 | al = find_artifactlist (op->type); |
1701 | |
1713 | |
1702 | if (al == NULL) |
1714 | if (al == NULL) |
1703 | { |
1715 | { |
1704 | #if 0 /* This is too verbose, usually */ |
1716 | #if 0 /* This is too verbose, usually */ |
1705 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1717 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1706 | #endif |
1718 | #endif |
1707 | return; |
1719 | return; |
1708 | } |
1720 | } |
1709 | |
1721 | |
1710 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1722 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1711 | { |
1723 | { |
1712 | int roll = RANDOM () % al->total_chance; |
1724 | int roll = RANDOM () % al->total_chance; |
1713 | |
1725 | |
1714 | for (art = al->items; art != NULL; art = art->next) |
1726 | for (art = al->items; art != NULL; art = art->next) |
1715 | { |
1727 | { |
1716 | roll -= art->chance; |
1728 | roll -= art->chance; |
1717 | if (roll < 0) |
1729 | if (roll < 0) |
1718 | break; |
1730 | break; |
1719 | } |
1731 | } |
1720 | |
1732 | |
1721 | if (art == NULL || roll >= 0) |
1733 | if (art == NULL || roll >= 0) |
1722 | { |
1734 | { |
1723 | #if 1 |
1735 | #if 1 |
1724 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1736 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1725 | #endif |
1737 | #endif |
1726 | return; |
1738 | return; |
1727 | } |
1739 | } |
1728 | if (!strcmp (art->item->name, "NONE")) |
1740 | if (!strcmp (art->item->name, "NONE")) |
1729 | return; |
1741 | return; |
1730 | if (FABS (op->magic) < art->item->magic) |
1742 | if (FABS (op->magic) < art->item->magic) |
1731 | continue; /* Not magic enough to be this item */ |
1743 | continue; /* Not magic enough to be this item */ |
1732 | |
1744 | |
1733 | /* Map difficulty not high enough */ |
1745 | /* Map difficulty not high enough */ |
1734 | if (difficulty < art->difficulty) |
1746 | if (difficulty < art->difficulty) |
1735 | continue; |
1747 | continue; |
1736 | |
1748 | |
1737 | if (!legal_artifact_combination (op, art)) |
1749 | if (!legal_artifact_combination (op, art)) |
1738 | { |
1750 | { |
1739 | #ifdef TREASURE_VERBOSE |
1751 | #ifdef TREASURE_VERBOSE |
1740 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1752 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1741 | #endif |
1753 | #endif |
1742 | continue; |
1754 | continue; |
1743 | } |
1755 | } |
1744 | give_artifact_abilities (op, art->item); |
1756 | give_artifact_abilities (op, art->item); |
1745 | return; |
1757 | return; |
1746 | } |
1758 | } |
1747 | } |
1759 | } |
1748 | |
1760 | |
… | |
… | |
1750 | * FOOD, except they inherit properties (name, food value, etc). |
1762 | * FOOD, except they inherit properties (name, food value, etc). |
1751 | * based on the original owner (or 'donor' if you like). -b.t. |
1763 | * based on the original owner (or 'donor' if you like). -b.t. |
1752 | */ |
1764 | */ |
1753 | |
1765 | |
1754 | void |
1766 | void |
1755 | fix_flesh_item (object * item, object * donor) |
1767 | fix_flesh_item (object *item, object *donor) |
1756 | { |
1768 | { |
1757 | char tmpbuf[MAX_BUF]; |
1769 | char tmpbuf[MAX_BUF]; |
1758 | int i; |
1770 | int i; |
1759 | |
1771 | |
1760 | if (item->type == FLESH && donor) |
1772 | if (item->type == FLESH && donor) |
1761 | { |
1773 | { |
1762 | /* change the name */ |
1774 | /* change the name */ |
1763 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; |
1775 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
|
|
1776 | item->name = tmpbuf; |
1764 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; |
1777 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
|
|
1778 | item->name_pl = tmpbuf; |
1765 | |
1779 | |
1766 | /* weight is FLESH weight/100 * donor */ |
1780 | /* weight is FLESH weight/100 * donor */ |
1767 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1781 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1768 | item->weight = 1; |
1782 | item->weight = 1; |
1769 | |
1783 | |
1770 | /* value is multiplied by level of donor */ |
1784 | /* value is multiplied by level of donor */ |
1771 | item->value *= isqrt (donor->level * 2); |
1785 | item->value *= isqrt (donor->level * 2); |
1772 | |
1786 | |
1773 | /* food value */ |
1787 | /* food value */ |
… | |
… | |
1775 | |
1789 | |
1776 | /* flesh items inherit some abilities of donor, but not |
1790 | /* flesh items inherit some abilities of donor, but not |
1777 | * full effect. |
1791 | * full effect. |
1778 | */ |
1792 | */ |
1779 | for (i = 0; i < NROFATTACKS; i++) |
1793 | for (i = 0; i < NROFATTACKS; i++) |
1780 | item->resist[i] = donor->resist[i] / 2; |
1794 | item->resist[i] = donor->resist[i] / 2; |
1781 | |
1795 | |
1782 | /* item inherits donor's level (important for quezals) */ |
1796 | /* item inherits donor's level (important for quezals) */ |
1783 | item->level = donor->level; |
1797 | item->level = donor->level; |
1784 | |
1798 | |
1785 | /* if donor has some attacktypes, the flesh is poisonous */ |
1799 | /* if donor has some attacktypes, the flesh is poisonous */ |
1786 | if (donor->attacktype & AT_POISON) |
1800 | if (donor->attacktype & AT_POISON) |
1787 | item->type = POISON; |
1801 | item->type = POISON; |
1788 | if (donor->attacktype & AT_ACID) |
1802 | if (donor->attacktype & AT_ACID) |
1789 | item->stats.hp = -1 * item->stats.food; |
1803 | item->stats.hp = -1 * item->stats.food; |
1790 | SET_FLAG (item, FLAG_NO_STEAL); |
1804 | SET_FLAG (item, FLAG_NO_STEAL); |
1791 | } |
1805 | } |
1792 | } |
1806 | } |
1793 | |
1807 | |
1794 | /* special_potion() - so that old potion code is still done right. */ |
1808 | /* special_potion() - so that old potion code is still done right. */ |
1795 | |
1809 | |
1796 | int |
1810 | int |
1797 | special_potion (object * op) |
1811 | special_potion (object *op) |
1798 | { |
1812 | { |
1799 | |
1813 | |
1800 | int i; |
1814 | int i; |
1801 | |
1815 | |
1802 | if (op->attacktype) |
1816 | if (op->attacktype) |
… | |
… | |
1811 | |
1825 | |
1812 | return 0; |
1826 | return 0; |
1813 | } |
1827 | } |
1814 | |
1828 | |
1815 | void |
1829 | void |
1816 | free_treasurestruct (treasure * t) |
1830 | free_treasurestruct (treasure *t) |
1817 | { |
1831 | { |
1818 | if (t->next) |
1832 | if (t->next) |
1819 | free_treasurestruct (t->next); |
1833 | free_treasurestruct (t->next); |
1820 | if (t->next_yes) |
1834 | if (t->next_yes) |
1821 | free_treasurestruct (t->next_yes); |
1835 | free_treasurestruct (t->next_yes); |
… | |
… | |
1824 | |
1838 | |
1825 | delete t; |
1839 | delete t; |
1826 | } |
1840 | } |
1827 | |
1841 | |
1828 | void |
1842 | void |
1829 | free_charlinks (linked_char * lc) |
1843 | free_charlinks (linked_char *lc) |
1830 | { |
1844 | { |
1831 | if (lc->next) |
1845 | if (lc->next) |
1832 | free_charlinks (lc->next); |
1846 | free_charlinks (lc->next); |
1833 | |
1847 | |
1834 | delete lc; |
1848 | delete lc; |
1835 | } |
1849 | } |
1836 | |
1850 | |
1837 | void |
1851 | void |
1838 | free_artifact (artifact * at) |
1852 | free_artifact (artifact * at) |
1839 | { |
1853 | { |
1840 | |
|
|
1841 | if (at->next) |
1854 | if (at->next) |
1842 | free_artifact (at->next); |
1855 | free_artifact (at->next); |
|
|
1856 | |
1843 | if (at->allowed) |
1857 | if (at->allowed) |
1844 | free_charlinks (at->allowed); |
1858 | free_charlinks (at->allowed); |
1845 | |
1859 | |
1846 | delete at->item; |
1860 | at->item->free (1); |
1847 | |
1861 | |
1848 | delete at; |
1862 | delete at; |
1849 | } |
1863 | } |
1850 | |
1864 | |
1851 | void |
1865 | void |
1852 | free_artifactlist (artifactlist * al) |
1866 | free_artifactlist (artifactlist * al) |
1853 | { |
1867 | { |
1854 | artifactlist *nextal; |
1868 | artifactlist *nextal; |
|
|
1869 | |
1855 | for (al = first_artifactlist; al != NULL; al = nextal) |
1870 | for (al = first_artifactlist; al != NULL; al = nextal) |
1856 | { |
1871 | { |
1857 | nextal = al->next; |
1872 | nextal = al->next; |
|
|
1873 | |
1858 | if (al->items) |
1874 | if (al->items) |
1859 | { |
|
|
1860 | free_artifact (al->items); |
1875 | free_artifact (al->items); |
1861 | } |
1876 | |
1862 | free (al); |
1877 | free (al); |
1863 | } |
1878 | } |
1864 | } |
1879 | } |
1865 | |
1880 | |
1866 | void |
1881 | void |
… | |
… | |
1871 | |
1886 | |
1872 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1887 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1873 | { |
1888 | { |
1874 | next = tl->next; |
1889 | next = tl->next; |
1875 | if (tl->items) |
1890 | if (tl->items) |
1876 | free_treasurestruct (tl->items); |
1891 | free_treasurestruct (tl->items); |
1877 | delete tl; |
1892 | delete tl; |
1878 | } |
1893 | } |
1879 | free_artifactlist (first_artifactlist); |
1894 | free_artifactlist (first_artifactlist); |
1880 | } |
1895 | } |