1 | |
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2 | /* |
1 | /* |
3 | * static char *rcs_treasure_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: treasure.C,v 1.3 2006/08/28 14:05:24 root Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
14 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
26 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
22 | */ |
29 | |
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30 | #define ALLOWED_COMBINATION |
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31 | |
23 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 | * It is useful for finding bugs in the treasures file. Since it only |
25 | * It is useful for finding bugs in the treasures file. Since it only |
34 | * slows the startup some (and not actual game play), it is by default |
26 | * slows the startup some (and not actual game play), it is by default |
35 | * left on |
27 | * left on |
36 | */ |
28 | */ |
37 | #define TREASURE_DEBUG |
29 | #define TREASURE_DEBUG |
38 | |
30 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
31 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
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32 | |
40 | /* #define TREASURE_VERBOSE */ |
33 | //#define TREASURE_VERBOSE |
41 | |
34 | |
42 | #include <global.h> |
35 | #include <global.h> |
43 | #include <treasure.h> |
36 | #include <treasure.h> |
44 | #include <funcpoint.h> |
37 | #include <funcpoint.h> |
45 | #include <loader.h> |
38 | #include <loader.h> |
46 | |
39 | |
47 | |
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48 | static void change_treasure(treasure *t, object *op); /* overrule default values */ |
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49 | extern char *spell_mapping[]; |
40 | extern char *spell_mapping[]; |
50 | |
41 | |
51 | /* |
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52 | * Initialize global archtype pointers: |
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53 | */ |
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54 | |
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55 | void init_archetype_pointers() { |
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56 | int prev_warn = warn_archetypes; |
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57 | warn_archetypes = 1; |
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58 | if (ring_arch == NULL) |
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59 | ring_arch = find_archetype("ring"); |
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60 | if (amulet_arch == NULL) |
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61 | amulet_arch = find_archetype("amulet"); |
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62 | if (staff_arch == NULL) |
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63 | staff_arch = find_archetype("staff"); |
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64 | if (crown_arch == NULL) |
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65 | crown_arch = find_archetype("crown"); |
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66 | warn_archetypes = prev_warn; |
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67 | } |
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68 | |
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69 | /* |
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70 | * Allocate and return the pointer to an empty treasurelist structure. |
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71 | */ |
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72 | |
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73 | static treasurelist *get_empty_treasurelist(void) { |
42 | static treasurelist *first_treasurelist; |
74 | treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); |
43 | |
75 | if(tl==NULL) |
44 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
76 | fatal(OUT_OF_MEMORY); |
45 | |
77 | memset(tl, 0, sizeof(treasurelist)); |
46 | typedef std::tr1::unordered_map< |
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47 | const char *, |
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48 | treasurelist *, |
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49 | str_hash, |
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50 | str_equal, |
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51 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
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52 | true |
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53 | > tl_map_t; |
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54 | |
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55 | static tl_map_t tl_map; |
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56 | |
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57 | /* |
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58 | * Searches for the given treasurelist |
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59 | */ |
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60 | treasurelist * |
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61 | treasurelist::find (const char *name) |
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62 | { |
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63 | if (!name) |
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64 | return 0; |
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65 | |
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66 | auto (i, tl_map.find (name)); |
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67 | |
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68 | if (i == tl_map.end ()) |
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69 | return 0; |
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70 | |
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71 | return i->second; |
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72 | } |
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73 | |
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74 | /* |
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75 | * Searches for the given treasurelist in the globally linked list |
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76 | * of treasurelists which has been built by load_treasures(). |
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77 | */ |
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78 | treasurelist * |
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79 | treasurelist::get (const char *name) |
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80 | { |
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81 | treasurelist *tl = find (name); |
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82 | |
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83 | if (!tl) |
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84 | { |
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85 | tl = new treasurelist; |
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86 | |
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87 | tl->name = name; |
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88 | tl->next = first_treasurelist; |
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89 | first_treasurelist = tl; |
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90 | |
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91 | tl_map.insert (std::make_pair (tl->name, tl)); |
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92 | } |
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93 | |
78 | return tl; |
94 | return tl; |
79 | } |
95 | } |
80 | |
96 | |
81 | /* |
97 | //TODO: class method |
82 | * Allocate and return the pointer to an empty treasure structure. |
98 | void |
83 | */ |
99 | clear (treasurelist *tl) |
84 | |
100 | { |
85 | static treasure *get_empty_treasure(void) { |
101 | if (tl->items) |
86 | treasure *t = (treasure *) calloc(1,sizeof(treasure)); |
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87 | if(t==NULL) |
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88 | fatal(OUT_OF_MEMORY); |
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89 | t->item=NULL; |
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90 | t->name=NULL; |
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91 | t->next=NULL; |
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92 | t->next_yes=NULL; |
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93 | t->next_no=NULL; |
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94 | t->chance=100; |
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95 | t->magic=0; |
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96 | t->nrof=0; |
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97 | return t; |
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98 | } |
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99 | |
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100 | /* |
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101 | * Reads the lib/treasure file from disk, and parses the contents |
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102 | * into an internal treasure structure (very linked lists) |
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103 | */ |
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104 | |
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105 | static treasure *load_treasure(FILE *fp, int *line) { |
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106 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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107 | treasure *t=get_empty_treasure(); |
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108 | int value; |
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109 | |
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110 | nroftreasures++; |
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111 | while(fgets(buf,MAX_BUF,fp)!=NULL) { |
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112 | (*line)++; |
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113 | |
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114 | if(*buf=='#') |
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115 | continue; |
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116 | if((cp=strchr(buf,'\n'))!=NULL) |
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117 | *cp='\0'; |
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118 | cp=buf; |
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119 | while(isspace(*cp)) /* Skip blanks */ |
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120 | cp++; |
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121 | |
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122 | if(sscanf(cp,"arch %s",variable)) { |
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123 | if((t->item=find_archetype(variable))==NULL) |
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124 | LOG(llevError,"Treasure lacks archetype: %s\n",variable); |
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125 | } else if (sscanf(cp, "list %s", variable)) |
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126 | t->name = add_string(variable); |
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127 | else if (sscanf(cp, "change_name %s", variable)) |
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128 | t->change_arch.name = add_string(variable); |
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129 | else if (sscanf(cp, "change_title %s", variable)) |
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130 | t->change_arch.title = add_string(variable); |
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131 | else if (sscanf(cp, "change_slaying %s", variable)) |
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132 | t->change_arch.slaying = add_string(variable); |
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133 | else if(sscanf(cp,"chance %d",&value)) |
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134 | t->chance=(uint8) value; |
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135 | else if(sscanf(cp,"nrof %d",&value)) |
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136 | t->nrof=(uint16) value; |
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137 | else if(sscanf(cp,"magic %d",&value)) |
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138 | t->magic=(uint8) value; |
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139 | else if(!strcmp(cp,"yes")) |
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140 | t->next_yes=load_treasure(fp, line); |
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141 | else if(!strcmp(cp,"no")) |
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142 | t->next_no=load_treasure(fp, line); |
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143 | else if(!strcmp(cp,"end")) |
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144 | return t; |
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145 | else if(!strcmp(cp,"more")) { |
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146 | t->next=load_treasure(fp, line); |
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147 | return t; |
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148 | } else |
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149 | LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", |
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150 | cp,t->name?t->name:"null", *line); |
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151 | } |
102 | { |
152 | LOG(llevError,"treasure lacks 'end'.\n"); |
103 | free_treasurestruct (tl->items); |
153 | return t; |
104 | tl->items = 0; |
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105 | } |
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106 | |
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107 | tl->total_chance = 0; |
154 | } |
108 | } |
155 | |
109 | |
156 | #ifdef TREASURE_DEBUG |
110 | #ifdef TREASURE_DEBUG |
157 | /* recursived checks the linked list. Treasurelist is passed only |
111 | /* recursived checks the linked list. Treasurelist is passed only |
158 | * so that the treasure name can be printed out |
112 | * so that the treasure name can be printed out |
159 | */ |
113 | */ |
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114 | static void |
160 | static void check_treasurelist(const treasure *t, const treasurelist *tl) |
115 | check_treasurelist (const treasure *t, const treasurelist * tl) |
161 | { |
116 | { |
162 | if (t->item==NULL && t->name==NULL) |
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163 | LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); |
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164 | if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) |
117 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
165 | LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", |
118 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
166 | tl->name); |
119 | |
167 | /* find_treasurelist will print out its own error message */ |
120 | if (t->next) |
168 | if (t->name && strcmp(t->name,"NONE")) |
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169 | (void) find_treasurelist(t->name); |
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170 | if (t->next) check_treasurelist(t->next, tl); |
121 | check_treasurelist (t->next, tl); |
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122 | |
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123 | if (t->next_yes) |
171 | if (t->next_yes) check_treasurelist(t->next_yes,tl); |
124 | check_treasurelist (t->next_yes, tl); |
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125 | |
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126 | if (t->next_no) |
172 | if (t->next_no) check_treasurelist(t->next_no, tl); |
127 | check_treasurelist (t->next_no, tl); |
173 | } |
128 | } |
174 | #endif |
129 | #endif |
175 | |
130 | |
176 | /* |
131 | /* |
177 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
132 | * Reads the lib/treasure file from disk, and parses the contents |
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133 | * into an internal treasure structure (very linked lists) |
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134 | */ |
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135 | static treasure * |
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136 | read_treasure (object_thawer &f) |
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137 | { |
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138 | treasure *t = new treasure; |
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139 | |
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140 | f.next (); |
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141 | |
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142 | for (;;) |
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143 | { |
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144 | coroapi::cede_to_tick (); |
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145 | |
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146 | switch (f.kw) |
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147 | { |
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148 | case KW_arch: |
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149 | t->item = archetype::find (f.get_str ()); |
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150 | |
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151 | if (!t->item) |
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152 | { |
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153 | f.parse_warn ("treasure references unknown archetype"); |
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154 | t->item = archetype::empty; |
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155 | } |
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156 | |
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157 | break; |
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158 | |
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159 | case KW_list: f.get (t->name); break; |
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160 | case KW_change_name: f.get (t->change_arch.name); break; |
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161 | case KW_change_title: f.get (t->change_arch.title); break; |
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162 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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163 | case KW_chance: f.get (t->chance); break; |
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164 | case KW_nrof: f.get (t->nrof); break; |
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165 | case KW_magic: f.get (t->magic); break; |
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166 | |
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167 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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168 | case KW_no: t->next_no = read_treasure (f); continue; |
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169 | |
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170 | case KW_end: |
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171 | f.next (); |
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172 | return t; |
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173 | |
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174 | case KW_more: |
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175 | t->next = read_treasure (f); |
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176 | return t; |
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177 | |
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178 | default: |
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179 | if (!f.parse_error ("treasurelist", t->name)) |
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180 | goto error; |
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181 | |
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182 | return t; |
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183 | } |
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184 | |
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185 | f.next (); |
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186 | } |
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187 | |
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188 | // not reached |
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189 | |
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190 | error: |
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191 | delete t; |
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192 | return 0; |
|
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193 | } |
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194 | |
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195 | /* |
178 | * Each treasure is parsed with the help of load_treasure(). |
196 | * Each treasure is parsed with the help of load_treasure(). |
179 | */ |
197 | */ |
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198 | treasurelist * |
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199 | treasurelist::read (object_thawer &f) |
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200 | { |
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201 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
180 | |
202 | |
181 | void load_treasures(void) { |
203 | bool one = f.kw == KW_treasureone; |
182 | FILE *fp; |
204 | treasurelist *tl = treasurelist::get (f.get_str ()); |
183 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
205 | clear (tl); |
184 | treasurelist *previous=NULL; |
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185 | treasure *t; |
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186 | int comp, line=0; |
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187 | |
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188 | sprintf(filename,"%s/%s",settings.datadir,settings.treasures); |
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189 | if((fp=open_and_uncompress(filename,0,&comp))==NULL) { |
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190 | LOG(llevError,"Can't open treasure file.\n"); |
|
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191 | return; |
|
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192 | } |
|
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193 | while(fgets(buf,MAX_BUF,fp)!=NULL) { |
|
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194 | line++; |
|
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195 | if(*buf=='#') |
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196 | continue; |
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197 | |
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198 | if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { |
|
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199 | treasurelist *tl=get_empty_treasurelist(); |
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200 | tl->name=add_string(name); |
|
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201 | if(previous==NULL) |
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202 | first_treasurelist=tl; |
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203 | else |
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204 | previous->next=tl; |
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205 | previous=tl; |
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206 | tl->items=load_treasure(fp, &line); |
206 | tl->items = read_treasure (f); |
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207 | if (!tl->items) |
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208 | return 0; |
207 | |
209 | |
208 | /* This is a one of the many items on the list should be generated. |
210 | /* This is a one of the many items on the list should be generated. |
209 | * Add up the chance total, and check to make sure the yes & no |
211 | * Add up the chance total, and check to make sure the yes & no |
210 | * fields of the treasures are not being used. |
212 | * fields of the treasures are not being used. |
211 | */ |
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212 | if (!strncmp(buf,"treasureone",11)) { |
|
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213 | for (t=tl->items; t!=NULL; t=t->next) { |
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214 | #ifdef TREASURE_DEBUG |
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215 | if (t->next_yes || t->next_no) { |
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216 | LOG(llevError,"Treasure %s is one item, but on treasure %s\n", |
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217 | tl->name, t->item ? t->item->name : t->name); |
|
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218 | LOG(llevError," the next_yes or next_no field is set\n"); |
|
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219 | } |
|
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220 | #endif |
|
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221 | tl->total_chance += t->chance; |
|
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222 | } |
|
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223 | } |
|
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224 | } else |
|
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225 | LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
|
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226 | } |
|
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227 | close_and_delete(fp, comp); |
|
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228 | |
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229 | #ifdef TREASURE_DEBUG |
|
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230 | /* Perform some checks on how valid the treasure data actually is. |
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231 | * verify that list transitions work (ie, the list that it is supposed |
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232 | * to transition to exists). Also, verify that at least the name |
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233 | * or archetype is set for each treasure element. |
|
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234 | */ |
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235 | for (previous=first_treasurelist; previous!=NULL; previous=previous->next) |
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236 | check_treasurelist(previous->items, previous); |
|
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237 | #endif |
|
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238 | } |
|
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239 | |
|
|
240 | /* |
|
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241 | * Searches for the given treasurelist in the globally linked list |
|
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242 | * of treasurelists which has been built by load_treasures(). |
|
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243 | */ |
|
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244 | |
|
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245 | treasurelist *find_treasurelist(const char *name) { |
|
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246 | const char *tmp=find_string(name); |
|
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247 | treasurelist *tl; |
|
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248 | |
|
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249 | /* Special cases - randomitems of none is to override default. If |
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250 | * first_treasurelist is null, it means we are on the first pass of |
|
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251 | * of loading archetyps, so for now, just return - second pass will |
|
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252 | * init these values. |
|
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253 | */ |
213 | */ |
254 | if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; |
214 | if (one) |
255 | if(tmp!=NULL) |
215 | { |
256 | for(tl=first_treasurelist;tl!=NULL;tl=tl->next) |
216 | for (treasure *t = tl->items; t; t = t->next) |
257 | if(tmp==tl->name) |
217 | { |
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218 | if (t->next_yes || t->next_no) |
|
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219 | { |
|
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220 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
|
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221 | LOG (llevError, " the next_yes or next_no field is set\n"); |
|
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222 | } |
|
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223 | |
|
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224 | tl->total_chance += t->chance; |
|
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225 | } |
|
|
226 | } |
|
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227 | |
258 | return tl; |
228 | return tl; |
259 | LOG(llevError,"Couldn't find treasurelist %s\n",name); |
|
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260 | return NULL; |
|
|
261 | } |
229 | } |
262 | |
|
|
263 | |
230 | |
264 | /* |
231 | /* |
265 | * Generates the objects specified by the given treasure. |
232 | * Generates the objects specified by the given treasure. |
266 | * It goes recursively through the rest of the linked list. |
233 | * It goes recursively through the rest of the linked list. |
267 | * If there is a certain percental chance for a treasure to be generated, |
234 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
270 | * being generated. |
237 | * being generated. |
271 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
238 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
272 | * abilities. This is used by summon spells, thus no summoned monsters |
239 | * abilities. This is used by summon spells, thus no summoned monsters |
273 | * start with equipment, but only their abilities). |
240 | * start with equipment, but only their abilities). |
274 | */ |
241 | */ |
275 | |
242 | static void |
276 | |
|
|
277 | static void put_treasure (object *op, object *creator, int flags) |
243 | put_treasure (object *op, object *creator, int flags) |
278 | { |
244 | { |
279 | object *tmp; |
245 | if (flags & GT_ENVIRONMENT) |
280 | |
246 | { |
281 | /* Bit of a hack - spells should never be put onto the map. The entire |
247 | /* Bit of a hack - spells should never be put onto the map. The entire |
282 | * treasure stuff is a problem - there is no clear idea of knowing |
248 | * treasure stuff is a problem - there is no clear idea of knowing |
283 | * this is the original object, or if this is an object that should be created |
249 | * this is the original object, or if this is an object that should be created |
284 | * by another object. |
250 | * by another object. |
285 | */ |
251 | */ |
286 | if (flags & GT_ENVIRONMENT && op->type != SPELL) { |
252 | //TODO: flag such as objects... as such (no drop, anybody?) |
287 | op->x = creator->x; |
253 | if (op->type == SPELL) |
288 | op->y = creator->y; |
254 | { |
|
|
255 | op->destroy (); |
|
|
256 | return; |
|
|
257 | } |
|
|
258 | |
|
|
259 | op->expand_tail (); |
|
|
260 | |
|
|
261 | if (op->blocked (creator->map, creator->x, creator->y)) |
|
|
262 | op->destroy (); |
|
|
263 | else |
|
|
264 | { |
289 | SET_FLAG(op, FLAG_OBJ_ORIGINAL); |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
290 | insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); |
266 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
291 | } else { |
267 | } |
292 | op = insert_ob_in_ob (op, creator); |
268 | } |
|
|
269 | else |
|
|
270 | { |
|
|
271 | op = creator->insert (op); |
|
|
272 | |
293 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
294 | monster_check_apply(creator, op); |
274 | monster_check_apply (creator, op); |
295 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
275 | |
|
|
276 | if (flags & GT_UPDATE_INV) |
|
|
277 | if (object *tmp = creator->in_player ()) |
296 | esrv_send_item(tmp, op); |
278 | esrv_send_item (tmp, op); |
297 | } |
279 | } |
298 | } |
280 | } |
299 | |
281 | |
300 | /* if there are change_xxx commands in the treasure, we include the changes |
282 | /* if there are change_xxx commands in the treasure, we include the changes |
301 | * in the generated object |
283 | * in the generated object |
302 | */ |
284 | */ |
|
|
285 | static void |
303 | static void change_treasure(treasure *t, object *op) |
286 | change_treasure (treasure *t, object *op) |
304 | { |
287 | { |
305 | /* CMD: change_name xxxx */ |
288 | /* CMD: change_name xxxx */ |
306 | if(t->change_arch.name) |
289 | if (t->change_arch.name) |
307 | { |
|
|
308 | FREE_AND_COPY(op->name, t->change_arch.name); |
|
|
309 | /* not great, but better than something that is completely wrong */ |
|
|
310 | FREE_AND_COPY(op->name_pl, t->change_arch.name); |
|
|
311 | } |
|
|
312 | |
290 | { |
|
|
291 | op->name = t->change_arch.name; |
|
|
292 | op->name_pl = t->change_arch.name; |
|
|
293 | } |
|
|
294 | |
313 | if(t->change_arch.title) |
295 | if (t->change_arch.title) |
314 | { |
|
|
315 | if(op->title) |
|
|
316 | free_string(op->title); |
|
|
317 | op->title = add_string(t->change_arch.title); |
296 | op->title = t->change_arch.title; |
318 | } |
|
|
319 | |
297 | |
320 | if(t->change_arch.slaying) |
298 | if (t->change_arch.slaying) |
321 | { |
|
|
322 | if(op->slaying) |
|
|
323 | free_string(op->slaying); |
|
|
324 | op->slaying = add_string(t->change_arch.slaying); |
299 | op->slaying = t->change_arch.slaying; |
325 | } |
|
|
326 | |
|
|
327 | } |
300 | } |
328 | |
301 | |
|
|
302 | static void |
329 | void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { |
303 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
330 | object *tmp; |
304 | { |
331 | |
|
|
332 | |
|
|
333 | if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { |
305 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
|
|
306 | { |
334 | if (t->name) { |
307 | if (t->name) |
335 | if (strcmp(t->name,"NONE") && difficulty>=t->magic) |
308 | { |
336 | create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); |
309 | if (difficulty >= t->magic) |
337 | } |
310 | if (treasurelist *tl = treasurelist::find (t->name)) |
|
|
311 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
312 | else |
|
|
313 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
314 | } |
338 | else { |
315 | else |
|
|
316 | { |
339 | if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { |
317 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
|
|
318 | { |
340 | tmp=arch_to_object(t->item); |
319 | object *tmp = arch_to_object (t->item); |
|
|
320 | |
|
|
321 | if (t->nrof && tmp->nrof <= 1) |
|
|
322 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
323 | |
|
|
324 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
|
|
325 | change_treasure (t, tmp); |
|
|
326 | put_treasure (tmp, op, flag); |
|
|
327 | } |
|
|
328 | } |
|
|
329 | |
|
|
330 | if (t->next_yes) |
|
|
331 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
|
|
332 | } |
|
|
333 | else if (t->next_no) |
|
|
334 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
|
|
335 | |
|
|
336 | if (t->next) |
|
|
337 | create_all_treasures (t->next, op, flag, difficulty, tries); |
|
|
338 | } |
|
|
339 | |
|
|
340 | static void |
|
|
341 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
|
|
342 | { |
|
|
343 | int value = rndm (tl->total_chance); |
|
|
344 | treasure *t; |
|
|
345 | |
|
|
346 | if (tries++ > 100) |
|
|
347 | { |
|
|
348 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
|
|
349 | return; |
|
|
350 | } |
|
|
351 | |
|
|
352 | for (t = tl->items; t; t = t->next) |
|
|
353 | { |
|
|
354 | value -= t->chance; |
|
|
355 | |
|
|
356 | if (value < 0) |
|
|
357 | break; |
|
|
358 | } |
|
|
359 | |
|
|
360 | if (!t || value >= 0) |
|
|
361 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
|
|
362 | |
|
|
363 | if (t->name) |
|
|
364 | { |
|
|
365 | if (difficulty >= t->magic) |
|
|
366 | { |
|
|
367 | treasurelist *tl = treasurelist::find (t->name); |
|
|
368 | if (tl) |
|
|
369 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
370 | } |
|
|
371 | else if (t->nrof) |
|
|
372 | create_one_treasure (tl, op, flag, difficulty, tries); |
|
|
373 | } |
|
|
374 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
|
|
375 | { |
|
|
376 | if (object *tmp = arch_to_object (t->item)) |
|
|
377 | { |
341 | if(t->nrof&&tmp->nrof<=1) |
378 | if (t->nrof && tmp->nrof <= 1) |
342 | tmp->nrof = RANDOM()%((int) t->nrof) + 1; |
379 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
380 | |
343 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
381 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
344 | change_treasure(t, tmp); |
382 | change_treasure (t, tmp); |
345 | put_treasure (tmp, op, flag); |
383 | put_treasure (tmp, op, flag); |
346 | } |
384 | } |
347 | } |
385 | } |
348 | if(t->next_yes!=NULL) |
|
|
349 | create_all_treasures(t->next_yes,op,flag,difficulty, tries); |
|
|
350 | } else |
|
|
351 | if(t->next_no!=NULL) |
|
|
352 | create_all_treasures(t->next_no,op,flag,difficulty,tries); |
|
|
353 | if(t->next!=NULL) |
|
|
354 | create_all_treasures(t->next,op,flag,difficulty, tries); |
|
|
355 | } |
386 | } |
356 | |
387 | |
357 | void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, |
388 | void |
358 | int tries) |
389 | object::create_treasure (treasurelist *tl, int flags) |
359 | { |
390 | { |
360 | int value = RANDOM() % tl->total_chance; |
391 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
361 | treasure *t; |
|
|
362 | |
|
|
363 | if (tries++>100) { |
|
|
364 | LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
|
|
365 | return; |
|
|
366 | } |
|
|
367 | for (t=tl->items; t!=NULL; t=t->next) { |
|
|
368 | value -= t->chance; |
|
|
369 | if (value<0) break; |
|
|
370 | } |
|
|
371 | |
|
|
372 | if (!t || value>=0) { |
|
|
373 | LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
|
|
374 | abort(); |
|
|
375 | return; |
|
|
376 | } |
|
|
377 | if (t->name) { |
|
|
378 | if (!strcmp(t->name,"NONE")) return; |
|
|
379 | if (difficulty>=t->magic) |
|
|
380 | create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); |
|
|
381 | else if (t->nrof) |
|
|
382 | create_one_treasure(tl, op, flag, difficulty, tries); |
|
|
383 | return; |
|
|
384 | } |
|
|
385 | if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) { |
|
|
386 | object *tmp=arch_to_object(t->item); |
|
|
387 | if (!tmp) return; |
|
|
388 | if(t->nrof && tmp->nrof<=1) |
|
|
389 | tmp->nrof = RANDOM()%((int) t->nrof) + 1; |
|
|
390 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
|
|
391 | change_treasure(t, tmp); |
|
|
392 | put_treasure (tmp, op, flag); |
|
|
393 | } |
|
|
394 | } |
392 | } |
395 | |
393 | |
396 | /* This calls the appropriate treasure creation function. tries is passed |
394 | /* This calls the appropriate treasure creation function. tries is passed |
397 | * to determine how many list transitions or attempts to create treasure |
395 | * to determine how many list transitions or attempts to create treasure |
398 | * have been made. It is really in place to prevent infinite loops with |
396 | * have been made. It is really in place to prevent infinite loops with |
399 | * list transitions, or so that excessively good treasure will not be |
397 | * list transitions, or so that excessively good treasure will not be |
400 | * created on weak maps, because it will exceed the number of allowed tries |
398 | * created on weak maps, because it will exceed the number of allowed tries |
401 | * to do that. |
399 | * to do that. |
402 | */ |
400 | */ |
|
|
401 | void |
403 | void create_treasure(treasurelist *t, object *op, int flag, int difficulty, |
402 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
404 | int tries) |
|
|
405 | { |
403 | { |
|
|
404 | // empty treasurelists are legal |
|
|
405 | if (!tl->items) |
|
|
406 | return; |
406 | |
407 | |
407 | if (tries++>100) { |
408 | if (tries++ > 100) |
|
|
409 | { |
408 | LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); |
410 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
409 | return; |
411 | return; |
|
|
412 | } |
|
|
413 | |
|
|
414 | if (op->flag [FLAG_TREASURE_ENV]) |
410 | } |
415 | { |
|
|
416 | // do not generate items when there already is something above the object |
|
|
417 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
418 | return; |
|
|
419 | |
|
|
420 | flag |= GT_ENVIRONMENT; |
|
|
421 | } |
|
|
422 | |
411 | if (t->total_chance) |
423 | if (tl->total_chance) |
412 | create_one_treasure(t, op, flag,difficulty, tries); |
424 | create_one_treasure (tl, op, flag, difficulty, tries); |
413 | else |
425 | else |
414 | create_all_treasures(t->items, op, flag, difficulty, tries); |
426 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
415 | } |
427 | } |
416 | |
428 | |
417 | /* This is similar to the old generate treasure function. However, |
429 | /* This is similar to the old generate treasure function. However, |
418 | * it instead takes a treasurelist. It is really just a wrapper around |
430 | * it instead takes a treasurelist. It is really just a wrapper around |
419 | * create_treasure. We create a dummy object that the treasure gets |
431 | * create_treasure. We create a dummy object that the treasure gets |
420 | * inserted into, and then return that treausre |
432 | * inserted into, and then return that treausre |
421 | */ |
433 | */ |
|
|
434 | object * |
422 | object *generate_treasure(treasurelist *t, int difficulty) |
435 | generate_treasure (treasurelist *tl, int difficulty) |
423 | { |
436 | { |
424 | object *ob = get_object(), *tmp; |
437 | difficulty = clamp (difficulty, 1, settings.max_level); |
425 | |
438 | |
|
|
439 | object *ob = object::create (); |
|
|
440 | |
426 | create_treasure(t, ob, 0, difficulty, 0); |
441 | create_treasure (tl, ob, 0, difficulty, 0); |
427 | |
442 | |
428 | /* Don't want to free the object we are about to return */ |
443 | /* Don't want to free the object we are about to return */ |
429 | tmp = ob->inv; |
444 | object *tmp = ob->inv; |
430 | if (tmp!=NULL) remove_ob(tmp); |
445 | if (tmp) |
|
|
446 | tmp->remove (); |
|
|
447 | |
431 | if (ob->inv) { |
448 | if (ob->inv) |
432 | LOG(llevError,"In generate treasure, created multiple objects.\n"); |
449 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
433 | } |
450 | |
434 | free_object(ob); |
451 | ob->destroy (); |
435 | return tmp; |
452 | return tmp; |
436 | } |
453 | } |
437 | |
454 | |
438 | /* |
455 | /* |
439 | * This is a new way of calculating the chance for an item to have |
456 | * This is a new way of calculating the chance for an item to have |
440 | * a specific magical bonus. |
457 | * a specific magical bonus. |
441 | * The array has two arguments, the difficulty of the level, and the |
458 | * The array has two arguments, the difficulty of the level, and the |
442 | * magical bonus "wanted". |
459 | * magical bonus "wanted". |
443 | */ |
460 | */ |
444 | |
461 | |
445 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = |
462 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
446 | { |
|
|
447 | /*chance of magic difficulty*/ |
463 | // chance of magic difficulty |
448 | /* +0 +1 +2 +3 +4 */ |
464 | // +0 +1 +2 +3 +4 |
449 | { 95, 2, 2, 1, 0 }, /*1*/ |
465 | {95, 2, 2, 1, 0}, // 1 |
450 | { 92, 5, 2, 1, 0 }, /*2*/ |
466 | {92, 5, 2, 1, 0}, // 2 |
451 | { 85,10, 4, 1, 0 }, /*3*/ |
467 | {85, 10, 4, 1, 0}, // 3 |
452 | { 80,14, 4, 2, 0 }, /*4*/ |
468 | {80, 14, 4, 2, 0}, // 4 |
453 | { 75,17, 5, 2, 1 }, /*5*/ |
469 | {75, 17, 5, 2, 1}, // 5 |
454 | { 70,18, 8, 3, 1 }, /*6*/ |
470 | {70, 18, 8, 3, 1}, // 6 |
455 | { 65,21,10, 3, 1 }, /*7*/ |
471 | {65, 21, 10, 3, 1}, // 7 |
456 | { 60,22,12, 4, 2 }, /*8*/ |
472 | {60, 22, 12, 4, 2}, // 8 |
457 | { 55,25,14, 4, 2 }, /*9*/ |
473 | {55, 25, 14, 4, 2}, // 9 |
458 | { 50,27,16, 5, 2 }, /*10*/ |
474 | {50, 27, 16, 5, 2}, // 10 |
459 | { 45,28,18, 6, 3 }, /*11*/ |
475 | {45, 28, 18, 6, 3}, // 11 |
460 | { 42,28,20, 7, 3 }, /*12*/ |
476 | {42, 28, 20, 7, 3}, // 12 |
461 | { 40,27,21, 8, 4 }, /*13*/ |
477 | {40, 27, 21, 8, 4}, // 13 |
462 | { 38,25,22,10, 5 }, /*14*/ |
478 | {38, 25, 22, 10, 5}, // 14 |
463 | { 36,23,23,12, 6 }, /*15*/ |
479 | {36, 23, 23, 12, 6}, // 15 |
464 | { 33,21,24,14, 8 }, /*16*/ |
480 | {33, 21, 24, 14, 8}, // 16 |
465 | { 31,19,25,16, 9 }, /*17*/ |
481 | {31, 19, 25, 16, 9}, // 17 |
466 | { 27,15,30,18,10 }, /*18*/ |
482 | {27, 15, 30, 18, 10}, // 18 |
467 | { 20,12,30,25,13 }, /*19*/ |
483 | {20, 12, 30, 25, 13}, // 19 |
468 | { 15,10,28,30,17 }, /*20*/ |
484 | {15, 10, 28, 30, 17}, // 20 |
469 | { 13, 9,27,28,23 }, /*21*/ |
485 | {13, 9, 27, 28, 23}, // 21 |
470 | { 10, 8,25,28,29 }, /*22*/ |
486 | {10, 8, 25, 28, 29}, // 22 |
471 | { 8, 7,23,26,36 }, /*23*/ |
487 | { 8, 7, 23, 26, 36}, // 23 |
472 | { 6, 6,20,22,46 }, /*24*/ |
488 | { 6, 6, 20, 22, 46}, // 24 |
473 | { 4, 5,17,18,56 }, /*25*/ |
489 | { 4, 5, 17, 18, 56}, // 25 |
474 | { 2, 4,12,14,68 }, /*26*/ |
490 | { 2, 4, 12, 14, 68}, // 26 |
475 | { 0, 3, 7,10,80 }, /*27*/ |
491 | { 0, 3, 7, 10, 80}, // 27 |
476 | { 0, 0, 3, 7,90 }, /*28*/ |
492 | { 0, 0, 3, 7, 90}, // 28 |
477 | { 0, 0, 0, 3,97 }, /*29*/ |
493 | { 0, 0, 0, 3, 97}, // 29 |
478 | { 0, 0, 0, 0,100}, /*30*/ |
494 | { 0, 0, 0, 0, 100}, // 30 |
479 | { 0, 0, 0, 0,100}, /*31*/ |
495 | { 0, 0, 0, 0, 100}, // 31 |
480 | }; |
496 | }; |
481 | |
|
|
482 | |
497 | |
483 | /* calculate the appropriate level for wands staves and scrolls. |
498 | /* calculate the appropriate level for wands staves and scrolls. |
484 | * This code presumes that op has had its spell object created (in op->inv) |
499 | * This code presumes that op has had its spell object created (in op->inv) |
485 | * |
500 | * |
486 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
501 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
487 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
502 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
488 | */ |
503 | */ |
489 | |
504 | int |
490 | int level_for_item (const object *op, int difficulty) |
505 | level_for_item (const object *op, int difficulty) |
491 | { |
506 | { |
492 | int mult = 0, olevel = 0; |
|
|
493 | |
|
|
494 | if (!op->inv) |
507 | if (!op->inv) |
495 | { |
508 | { |
496 | LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); |
509 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
497 | return 0; |
510 | return 0; |
498 | } |
511 | } |
499 | |
512 | |
500 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
513 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
501 | |
514 | |
502 | if (olevel <= 0) |
515 | if (olevel <= 0) |
503 | olevel = rndm (1, MIN (op->inv->level, 1)); |
516 | olevel = rndm (1, op->inv->level); |
504 | |
517 | |
505 | if (olevel > MAXLEVEL) |
518 | return min (olevel, MAXLEVEL); |
506 | olevel = MAXLEVEL; |
|
|
507 | |
|
|
508 | return olevel; |
|
|
509 | } |
519 | } |
510 | |
520 | |
511 | /* |
521 | /* |
512 | * Based upon the specified difficulty and upon the difftomagic_list array, |
522 | * Based upon the specified difficulty and upon the difftomagic_list array, |
513 | * a random magical bonus is returned. This is used when determine |
523 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
516 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
526 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
517 | * Scaling difficulty by max_level, as difficulty is a level and not some |
527 | * Scaling difficulty by max_level, as difficulty is a level and not some |
518 | * weird integer between 1-31. |
528 | * weird integer between 1-31. |
519 | * |
529 | * |
520 | */ |
530 | */ |
521 | |
531 | int |
522 | int magic_from_difficulty(int difficulty) |
532 | magic_from_difficulty (int difficulty) |
523 | { |
533 | { |
524 | int percent = 0, magic = 0; |
534 | int percent = 0, magic = 0; |
525 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
535 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
526 | |
536 | |
527 | scaled_diff--; |
537 | scaled_diff--; |
528 | |
538 | |
529 | if(scaled_diff < 0) |
539 | if (scaled_diff < 0) |
530 | scaled_diff = 0; |
540 | scaled_diff = 0; |
531 | |
541 | |
532 | if (scaled_diff >= DIFFLEVELS) |
542 | if (scaled_diff >= DIFFLEVELS) |
533 | scaled_diff = DIFFLEVELS-1; |
543 | scaled_diff = DIFFLEVELS - 1; |
534 | |
544 | |
535 | percent = RANDOM()%100; |
545 | percent = rndm (100); |
536 | |
546 | |
537 | for(magic = 0; magic < (MAXMAGIC + 1); magic++) |
547 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
538 | { |
548 | { |
539 | percent -= difftomagic_list[scaled_diff][magic]; |
549 | percent -= difftomagic_list[scaled_diff][magic]; |
540 | |
550 | |
541 | if (percent < 0) |
551 | if (percent < 0) |
542 | break; |
552 | break; |
543 | } |
553 | } |
544 | |
554 | |
545 | if (magic == (MAXMAGIC + 1)) |
555 | if (magic == (MAXMAGIC + 1)) |
546 | { |
556 | { |
547 | LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
557 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
548 | magic = 0; |
558 | magic = 0; |
549 | } |
559 | } |
550 | |
560 | |
551 | magic = (RANDOM() % 3) ? magic : -magic; |
561 | magic = (rndm (3)) ? magic : -magic; |
552 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
562 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
553 | |
563 | |
554 | return magic; |
564 | return magic; |
555 | } |
565 | } |
556 | |
566 | |
… | |
… | |
559 | * the armour variable, and the effect on speed of armour. |
569 | * the armour variable, and the effect on speed of armour. |
560 | * This function doesn't work properly, should add use of archetypes |
570 | * This function doesn't work properly, should add use of archetypes |
561 | * to make it truly absolute. |
571 | * to make it truly absolute. |
562 | */ |
572 | */ |
563 | |
573 | |
|
|
574 | void |
564 | void set_abs_magic(object *op, int magic) { |
575 | set_abs_magic (object *op, int magic) |
|
|
576 | { |
565 | if(!magic) |
577 | if (!magic) |
566 | return; |
578 | return; |
567 | |
579 | |
568 | op->magic=magic; |
580 | op->magic = magic; |
569 | if (op->arch) { |
581 | if (op->arch) |
|
|
582 | { |
570 | if (op->type == ARMOUR) |
583 | if (op->type == ARMOUR) |
571 | ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; |
584 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
572 | |
585 | |
573 | if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ |
586 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
574 | magic = (-magic); |
587 | magic = (-magic); |
575 | op->weight = (op->arch->clone.weight*(100-magic*10))/100; |
588 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
|
|
589 | } |
576 | } else { |
590 | else |
|
|
591 | { |
577 | if(op->type==ARMOUR) |
592 | if (op->type == ARMOUR) |
578 | ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; |
593 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
579 | if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ |
594 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
580 | magic = (-magic); |
595 | magic = (-magic); |
581 | op->weight=(op->weight*(100-magic*10))/100; |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
582 | } |
597 | } |
583 | } |
598 | } |
584 | |
599 | |
585 | /* |
600 | /* |
586 | * Sets a random magical bonus in the given object based upon |
601 | * Sets a random magical bonus in the given object based upon |
587 | * the given difficulty, and the given max possible bonus. |
602 | * the given difficulty, and the given max possible bonus. |
588 | */ |
603 | */ |
589 | |
604 | |
|
|
605 | static void |
590 | static void set_magic (int difficulty, object *op, int max_magic, int flags) |
606 | set_magic (int difficulty, object *op, int max_magic, int flags) |
591 | { |
607 | { |
592 | int i; |
608 | int i; |
|
|
609 | |
593 | i = magic_from_difficulty(difficulty); |
610 | i = magic_from_difficulty (difficulty); |
594 | if ((flags & GT_ONLY_GOOD) && i < 0) |
611 | if ((flags & GT_ONLY_GOOD) && i < 0) |
595 | i = -i; |
612 | i = -i; |
596 | if(i > max_magic) |
613 | if (i > max_magic) |
597 | i = max_magic; |
614 | i = max_magic; |
598 | set_abs_magic(op,i); |
615 | set_abs_magic (op, i); |
599 | if (i < 0) |
616 | if (i < 0) |
600 | SET_FLAG(op, FLAG_CURSED); |
617 | SET_FLAG (op, FLAG_CURSED); |
601 | } |
618 | } |
602 | |
619 | |
603 | /* |
620 | /* |
604 | * Randomly adds one magical ability to the given object. |
621 | * Randomly adds one magical ability to the given object. |
605 | * Modified for Partial Resistance in many ways: |
622 | * Modified for Partial Resistance in many ways: |
606 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
607 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
608 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
609 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
610 | */ |
627 | */ |
611 | |
628 | void |
612 | void set_ring_bonus(object *op,int bonus) { |
629 | set_ring_bonus (object *op, int bonus) |
|
|
630 | { |
613 | |
631 | |
614 | int r=RANDOM()%(bonus>0?25:11); |
632 | int r = rndm (bonus > 0 ? 25 : 11); |
615 | |
633 | |
616 | if(op->type==AMULET) { |
634 | if (op->type == AMULET) |
617 | if(!(RANDOM()%21)) |
635 | { |
618 | r=20+RANDOM()%2; |
636 | if (!(rndm (21))) |
619 | else { |
637 | r = 20 + rndm (2); |
620 | if(RANDOM()&2) |
|
|
621 | r=10; |
|
|
622 | else |
638 | else |
623 | r=11+RANDOM()%9; |
639 | { |
624 | } |
640 | if (rndm (2)) |
|
|
641 | r = 10; |
|
|
642 | else |
|
|
643 | r = 11 + rndm (9); |
|
|
644 | } |
625 | } |
645 | } |
626 | |
646 | |
627 | switch(r) { |
647 | switch (r) |
|
|
648 | { |
628 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
649 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
629 | * bonuses and penalties will stack and add to existing values. |
650 | * bonuses and penalties will stack and add to existing values. |
630 | * of the item. |
651 | * of the item. |
631 | */ |
652 | */ |
632 | case 0: |
653 | case 0: |
633 | case 1: |
654 | case 1: |
634 | case 2: |
655 | case 2: |
635 | case 3: |
656 | case 3: |
636 | case 4: |
657 | case 4: |
637 | case 5: |
658 | case 5: |
638 | case 6: |
659 | case 6: |
639 | set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); |
660 | op->stats.stat (r) += bonus; |
640 | break; |
661 | break; |
641 | |
662 | |
642 | case 7: |
663 | case 7: |
643 | op->stats.dam+=bonus; |
664 | op->stats.dam += bonus; |
644 | break; |
665 | break; |
645 | |
666 | |
646 | case 8: |
667 | case 8: |
647 | op->stats.wc+=bonus; |
668 | op->stats.wc += bonus; |
648 | break; |
669 | break; |
649 | |
670 | |
650 | case 9: |
671 | case 9: |
651 | op->stats.food+=bonus; /* hunger/sustenance */ |
672 | op->stats.food += bonus; /* hunger/sustenance */ |
652 | break; |
673 | break; |
653 | |
674 | |
654 | case 10: |
675 | case 10: |
655 | op->stats.ac+=bonus; |
676 | op->stats.ac += bonus; |
656 | break; |
677 | break; |
657 | |
678 | |
658 | /* Item that gives protections/vulnerabilities */ |
679 | /* Item that gives protections/vulnerabilities */ |
659 | case 11: |
680 | case 11: |
660 | case 12: |
681 | case 12: |
661 | case 13: |
682 | case 13: |
662 | case 14: |
683 | case 14: |
663 | case 15: |
684 | case 15: |
664 | case 16: |
685 | case 16: |
665 | case 17: |
686 | case 17: |
666 | case 18: |
687 | case 18: |
667 | case 19: |
688 | case 19: |
668 | { |
689 | { |
669 | int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; |
690 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
670 | |
691 | |
671 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
692 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
672 | val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; |
693 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
673 | |
694 | |
674 | /* Cursed items need to have higher negative values to equal out with |
695 | /* Cursed items need to have higher negative values to equal out with |
675 | * positive values for how protections work out. Put another |
696 | * positive values for how protections work out. Put another |
676 | * little random element in since that they don't always end up with |
697 | * little random element in since that they don't always end up with |
677 | * even values. |
698 | * even values. |
678 | */ |
699 | */ |
679 | if (bonus<0) val = 2*-val - RANDOM() % b; |
700 | if (bonus < 0) |
680 | if (val>35) val=35; /* Upper limit */ |
701 | val = 2 * -val - rndm (b); |
681 | b=0; |
702 | if (val > 35) |
|
|
703 | val = 35; /* Upper limit */ |
|
|
704 | b = 0; |
|
|
705 | |
682 | while (op->resist[resist_table[resist]]!=0 && b<4) { |
706 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
683 | resist=RANDOM() % num_resist_table; |
707 | resist = rndm (num_resist_table); |
684 | } |
708 | |
685 | if (b==4) return; /* Not able to find a free resistance */ |
709 | if (b == 4) |
|
|
710 | return; /* Not able to find a free resistance */ |
|
|
711 | |
686 | op->resist[resist_table[resist]] = val; |
712 | op->resist[resist_table[resist]] = val; |
687 | /* We should probably do something more clever here to adjust value |
713 | /* We should probably do something more clever here to adjust value |
688 | * based on how good a resistance we gave. |
714 | * based on how good a resistance we gave. |
689 | */ |
715 | */ |
690 | break; |
716 | break; |
691 | } |
717 | } |
692 | case 20: |
718 | case 20: |
693 | if(op->type==AMULET) { |
719 | if (op->type == AMULET) |
|
|
720 | { |
694 | SET_FLAG(op,FLAG_REFL_SPELL); |
721 | SET_FLAG (op, FLAG_REFL_SPELL); |
695 | op->value*=11; |
722 | op->value *= 11; |
696 | } else { |
723 | } |
|
|
724 | else |
|
|
725 | { |
697 | op->stats.hp=1; /* regenerate hit points */ |
726 | op->stats.hp = 1; /* regenerate hit points */ |
698 | op->value*=4; |
727 | op->value *= 4; |
|
|
728 | } |
|
|
729 | break; |
|
|
730 | |
|
|
731 | case 21: |
|
|
732 | if (op->type == AMULET) |
|
|
733 | { |
|
|
734 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
735 | op->value *= 9; |
|
|
736 | } |
|
|
737 | else |
|
|
738 | { |
|
|
739 | op->stats.sp = 1; /* regenerate spell points */ |
|
|
740 | op->value *= 3; |
|
|
741 | } |
|
|
742 | break; |
|
|
743 | |
|
|
744 | case 22: |
|
|
745 | op->stats.exp += bonus; /* Speed! */ |
|
|
746 | op->value = (op->value * 2) / 3; |
|
|
747 | break; |
699 | } |
748 | } |
700 | break; |
|
|
701 | |
749 | |
702 | case 21: |
|
|
703 | if(op->type==AMULET) { |
|
|
704 | SET_FLAG(op,FLAG_REFL_MISSILE); |
|
|
705 | op->value*=9; |
|
|
706 | } else { |
|
|
707 | op->stats.sp=1; /* regenerate spell points */ |
|
|
708 | op->value*=3; |
|
|
709 | } |
|
|
710 | break; |
|
|
711 | |
|
|
712 | case 22: |
|
|
713 | op->stats.exp+=bonus; /* Speed! */ |
|
|
714 | op->value=(op->value*2)/3; |
|
|
715 | break; |
|
|
716 | } |
|
|
717 | if(bonus>0) |
750 | if (bonus > 0) |
718 | op->value*=2*bonus; |
751 | op->value *= 2 * bonus; |
719 | else |
752 | else |
720 | op->value= -(op->value*2*bonus)/3; |
753 | op->value = -(op->value * 2 * bonus) / 3; |
721 | } |
754 | } |
722 | |
755 | |
723 | /* |
756 | /* |
724 | * get_magic(diff) will return a random number between 0 and 4. |
757 | * get_magic(diff) will return a random number between 0 and 4. |
725 | * diff can be any value above 2. The higher the diff-variable, the |
758 | * diff can be any value above 2. The higher the diff-variable, the |
726 | * higher is the chance of returning a low number. |
759 | * higher is the chance of returning a low number. |
727 | * It is only used in fix_generated_treasure() to set bonuses on |
760 | * It is only used in fix_generated_treasure() to set bonuses on |
728 | * rings and amulets. |
761 | * rings and amulets. |
729 | * Another scheme is used to calculate the magic of weapons and armours. |
762 | * Another scheme is used to calculate the magic of weapons and armours. |
730 | */ |
763 | */ |
731 | |
764 | int |
732 | int get_magic(int diff) { |
765 | get_magic (int diff) |
|
|
766 | { |
733 | int i; |
767 | int i; |
|
|
768 | |
734 | if(diff<3) |
769 | if (diff < 3) |
735 | diff=3; |
770 | diff = 3; |
|
|
771 | |
736 | for(i=0;i<4;i++) |
772 | for (i = 0; i < 4; i++) |
737 | if(RANDOM()%diff) return i; |
773 | if (rndm (diff)) |
|
|
774 | return i; |
|
|
775 | |
738 | return 4; |
776 | return 4; |
739 | } |
777 | } |
740 | |
778 | |
741 | #define DICE2 (get_magic(2)==2?2:1) |
779 | #define DICE2 (get_magic(2)==2?2:1) |
742 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
780 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
743 | |
781 | |
744 | /* |
782 | /* |
745 | * fix_generated_item(): This is called after an item is generated, in |
783 | * fix_generated_item(): This is called after an item is generated, in |
746 | * order to set it up right. This produced magical bonuses, puts spells |
784 | * order to set it up right. This produced magical bonuses, puts spells |
747 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
785 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
748 | */ |
786 | */ |
|
|
787 | |
749 | /* 4/28/96 added creator object from which op may now inherit properties based on |
788 | /* 4/28/96 added creator object from which op may now inherit properties based on |
750 | * op->type. Right now, which stuff the creator passes on is object type |
789 | * op->type. Right now, which stuff the creator passes on is object type |
751 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
790 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
752 | * way to do this? b.t. */ |
791 | * way to do this? b.t. */ |
|
|
792 | |
753 | /* |
793 | /* |
754 | * ! (flags & GT_ENVIRONMENT): |
794 | * ! (flags & GT_ENVIRONMENT): |
755 | * Automatically calls fix_flesh_item(). |
795 | * Automatically calls fix_flesh_item(). |
756 | * |
796 | * |
757 | * flags: |
797 | * flags: |
… | |
… | |
759 | * value. |
799 | * value. |
760 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
800 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
761 | * a working object - don't change magic, value, etc, but set it material |
801 | * a working object - don't change magic, value, etc, but set it material |
762 | * type as appropriate, for objects that need spell objects, set those, etc |
802 | * type as appropriate, for objects that need spell objects, set those, etc |
763 | */ |
803 | */ |
764 | |
804 | void |
765 | void fix_generated_item (object * op, object * creator, int difficulty, |
805 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
766 | int max_magic, int flags) |
|
|
767 | { |
806 | { |
768 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
807 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
769 | |
808 | |
770 | if (!creator || creator->type == op->type) |
809 | if (!creator || creator->type == op->type) |
771 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
810 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
… | |
… | |
774 | save_item_power = op->item_power; |
813 | save_item_power = op->item_power; |
775 | op->item_power = 0; |
814 | op->item_power = 0; |
776 | |
815 | |
777 | if (op->randomitems && op->type != SPELL) |
816 | if (op->randomitems && op->type != SPELL) |
778 | { |
817 | { |
779 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
818 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
780 | if (!op->inv) |
|
|
781 | LOG (llevDebug, |
|
|
782 | "fix_generated_item: Unable to generate treasure for %s\n", |
|
|
783 | op->name); |
|
|
784 | |
|
|
785 | /* So the treasure doesn't get created again */ |
819 | /* So the treasure doesn't get created again */ |
786 | op->randomitems = NULL; |
820 | op->randomitems = 0; |
787 | } |
821 | } |
788 | |
822 | |
789 | if (difficulty < 1) |
823 | if (difficulty < 1) |
790 | difficulty = 1; |
824 | difficulty = 1; |
791 | |
825 | |
|
|
826 | if (INVOKE_OBJECT (ADD_BONUS, op, |
|
|
827 | ARG_OBJECT (creator != op ? creator : 0), |
|
|
828 | ARG_INT (difficulty), ARG_INT (max_magic), |
|
|
829 | ARG_INT (flags))) |
|
|
830 | return; |
|
|
831 | |
792 | if (!(flags & GT_MINIMAL)) |
832 | if (!(flags & GT_MINIMAL)) |
793 | { |
833 | { |
794 | if (op->arch == crown_arch) |
834 | if (IS_ARCH (op->arch, crown)) |
795 | { |
835 | { |
796 | set_magic (difficulty, op, max_magic, flags); |
836 | set_magic (difficulty, op, max_magic, flags); |
797 | num_enchantments = calc_item_power (op, 1); |
837 | num_enchantments = calc_item_power (op, 1); |
798 | generate_artifact (op, difficulty); |
838 | generate_artifact (op, difficulty); |
799 | } |
839 | } |
… | |
… | |
802 | if (!op->magic && max_magic) |
842 | if (!op->magic && max_magic) |
803 | set_magic (difficulty, op, max_magic, flags); |
843 | set_magic (difficulty, op, max_magic, flags); |
804 | |
844 | |
805 | num_enchantments = calc_item_power (op, 1); |
845 | num_enchantments = calc_item_power (op, 1); |
806 | |
846 | |
807 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) |
847 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
808 | || op->type == HORN |
848 | || op->type == HORN |
809 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
849 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
810 | * used for shop_floors or treasures */ |
|
|
811 | generate_artifact (op, difficulty); |
850 | generate_artifact (op, difficulty); |
812 | } |
851 | } |
813 | |
852 | |
814 | /* Object was made an artifact. Calculate its item_power rating. |
853 | /* Object was made an artifact. Calculate its item_power rating. |
815 | * the item_power in the object is what the artfiact adds. |
854 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
822 | * out the power from the base power plus what this one adds. Note |
861 | * out the power from the base power plus what this one adds. Note |
823 | * that since item_power is not quite linear, this actually ends up |
862 | * that since item_power is not quite linear, this actually ends up |
824 | * being somewhat of a bonus |
863 | * being somewhat of a bonus |
825 | */ |
864 | */ |
826 | if (save_item_power) |
865 | if (save_item_power) |
827 | op->item_power = |
|
|
828 | save_item_power + get_power_from_ench (op->item_power); |
866 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
829 | else |
867 | else |
830 | op->item_power = |
|
|
831 | get_power_from_ench (op->item_power + num_enchantments); |
868 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
832 | } |
869 | } |
833 | else if (save_item_power) |
870 | else if (save_item_power) |
834 | { |
871 | { |
835 | /* restore the item_power field to the object if we haven't changed it. |
872 | /* restore the item_power field to the object if we haven't changed it. |
836 | * we don't care about num_enchantments - that will basically just |
873 | * we don't care about num_enchantments - that will basically just |
… | |
… | |
844 | * was never previously calculated. Let's compute a value and see if |
881 | * was never previously calculated. Let's compute a value and see if |
845 | * it is non-zero. If it indeed is, then assign it as the new |
882 | * it is non-zero. If it indeed is, then assign it as the new |
846 | * item_power value. |
883 | * item_power value. |
847 | * - gros, 21th of July 2006. |
884 | * - gros, 21th of July 2006. |
848 | */ |
885 | */ |
849 | op->item_power = calc_item_power(op,0); |
886 | op->item_power = calc_item_power (op, 0); |
850 | save_item_power = op->item_power; /* Just in case it would get used |
887 | save_item_power = op->item_power; /* Just in case it would get used |
851 | * again below */ |
888 | * again below */ |
852 | } |
889 | } |
853 | } |
890 | } |
854 | |
891 | |
855 | /* materialtype modifications. Note we allow this on artifacts. */ |
892 | /* materialtype modifications. Note we allow this on artifacts. */ |
856 | set_materialname (op, difficulty, NULL); |
893 | set_materialname (op, difficulty, NULL); |
… | |
… | |
859 | { |
896 | { |
860 | if (op->type == POTION) |
897 | if (op->type == POTION) |
861 | /* Handle healing and magic power potions */ |
898 | /* Handle healing and magic power potions */ |
862 | if (op->stats.sp && !op->randomitems) |
899 | if (op->stats.sp && !op->randomitems) |
863 | { |
900 | { |
864 | object *tmp; |
|
|
865 | |
|
|
866 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
901 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
867 | insert_ob_in_ob (tmp, op); |
902 | insert_ob_in_ob (tmp, op); |
868 | op->stats.sp = 0; |
903 | op->stats.sp = 0; |
869 | } |
904 | } |
870 | } |
905 | } |
871 | else if (!op->title) /* Only modify object if not special */ |
906 | else if (!op->title) /* Only modify object if not special */ |
872 | switch (op->type) |
907 | switch (op->type) |
873 | { |
908 | { |
874 | case WEAPON: |
909 | case WEAPON: |
875 | case ARMOUR: |
910 | case ARMOUR: |
876 | case SHIELD: |
911 | case SHIELD: |
877 | case HELMET: |
912 | case HELMET: |
878 | case CLOAK: |
913 | case CLOAK: |
879 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
914 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
880 | set_ring_bonus (op, -DICE2); |
915 | set_ring_bonus (op, -DICE2); |
881 | break; |
916 | break; |
882 | |
917 | |
883 | case BRACERS: |
918 | case BRACERS: |
884 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
919 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
|
|
920 | { |
|
|
921 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
922 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
923 | op->value *= 3; |
|
|
924 | } |
|
|
925 | break; |
|
|
926 | |
|
|
927 | case POTION: |
885 | { |
928 | { |
|
|
929 | int too_many_tries = 0, is_special = 0; |
|
|
930 | |
|
|
931 | /* Handle healing and magic power potions */ |
|
|
932 | if (op->stats.sp && !op->randomitems) |
|
|
933 | { |
|
|
934 | object *tmp; |
|
|
935 | |
|
|
936 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
937 | insert_ob_in_ob (tmp, op); |
|
|
938 | op->stats.sp = 0; |
|
|
939 | } |
|
|
940 | |
|
|
941 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
942 | { |
|
|
943 | generate_artifact (op, difficulty); |
|
|
944 | if (too_many_tries++ > 10) |
|
|
945 | break; |
|
|
946 | } |
|
|
947 | |
|
|
948 | /* don't want to change value for healing/magic power potions, |
|
|
949 | * since the value set on those is already correct. |
|
|
950 | */ |
|
|
951 | if (op->inv && op->randomitems) |
|
|
952 | { |
|
|
953 | /* value multiplier is same as for scrolls */ |
|
|
954 | op->value = (op->value * op->inv->value); |
|
|
955 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
|
|
956 | } |
|
|
957 | else |
|
|
958 | { |
|
|
959 | op->name = "potion"; |
|
|
960 | op->name_pl = "potions"; |
|
|
961 | } |
|
|
962 | |
|
|
963 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
|
|
964 | SET_FLAG (op, FLAG_CURSED); |
|
|
965 | break; |
|
|
966 | } |
|
|
967 | |
|
|
968 | case AMULET: |
|
|
969 | if (IS_ARCH (op->arch, amulet)) |
|
|
970 | op->value *= 5; /* Since it's not just decoration */ |
|
|
971 | |
|
|
972 | case RING: |
|
|
973 | if (!op->arch) // wtf? schmorp |
|
|
974 | { |
|
|
975 | op->destroy (); |
|
|
976 | op = 0; |
|
|
977 | break; |
|
|
978 | } |
|
|
979 | |
|
|
980 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
|
|
981 | break; |
|
|
982 | |
|
|
983 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
|
|
984 | SET_FLAG (op, FLAG_CURSED); |
|
|
985 | |
886 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
986 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
887 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
888 | op->value *= 3; |
|
|
889 | } |
|
|
890 | break; |
|
|
891 | |
987 | |
892 | case POTION: |
988 | if (op->type != RING) /* Amulets have only one ability */ |
893 | { |
|
|
894 | int too_many_tries = 0, is_special = 0; |
|
|
895 | |
|
|
896 | /* Handle healing and magic power potions */ |
|
|
897 | if (op->stats.sp && !op->randomitems) |
|
|
898 | { |
|
|
899 | object *tmp; |
|
|
900 | |
|
|
901 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
902 | insert_ob_in_ob (tmp, op); |
|
|
903 | op->stats.sp = 0; |
|
|
904 | } |
|
|
905 | |
|
|
906 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
907 | { |
|
|
908 | generate_artifact (op, difficulty); |
|
|
909 | if (too_many_tries++ > 10) |
|
|
910 | break; |
989 | break; |
911 | } |
|
|
912 | |
990 | |
913 | /* don't want to change value for healing/magic power potions, |
991 | if (!(rndm (4))) |
914 | * since the value set on those is already correct. |
|
|
915 | */ |
|
|
916 | if (op->inv && op->randomitems) |
|
|
917 | { |
992 | { |
918 | /* value multiplier is same as for scrolls */ |
993 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
919 | op->value = (op->value * op->inv->value); |
994 | |
920 | op->level = |
995 | if (d > 0) |
921 | op->inv->level / 2 + RANDOM () % difficulty |
996 | op->value *= 3; |
922 | + RANDOM () % difficulty; |
997 | |
|
|
998 | set_ring_bonus (op, d); |
|
|
999 | |
|
|
1000 | if (!(rndm (4))) |
|
|
1001 | { |
|
|
1002 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
|
|
1003 | |
|
|
1004 | if (d > 0) |
|
|
1005 | op->value *= 5; |
|
|
1006 | set_ring_bonus (op, d); |
|
|
1007 | } |
923 | } |
1008 | } |
924 | else |
|
|
925 | { |
|
|
926 | FREE_AND_COPY (op->name, "potion"); |
|
|
927 | FREE_AND_COPY (op->name_pl, "potions"); |
|
|
928 | } |
|
|
929 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
930 | SET_FLAG (op, FLAG_CURSED); |
|
|
931 | break; |
|
|
932 | } |
|
|
933 | |
1009 | |
934 | case AMULET: |
1010 | if (GET_ANIM_ID (op)) |
935 | if (op->arch == amulet_arch) |
1011 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
936 | op->value *= 5; /* Since it's not just decoration */ |
|
|
937 | |
1012 | |
938 | case RING: |
|
|
939 | if (op->arch == NULL) |
|
|
940 | { |
|
|
941 | remove_ob (op); |
|
|
942 | free_object (op); |
|
|
943 | op = NULL; |
|
|
944 | break; |
1013 | break; |
|
|
1014 | |
|
|
1015 | case BOOK: |
|
|
1016 | /* Is it an empty book?, if yes lets make a special· |
|
|
1017 | * msg for it, and tailor its properties based on the· |
|
|
1018 | * creator and/or map level we found it on. |
945 | } |
1019 | */ |
946 | |
1020 | if (!op->msg && rndm (10)) |
947 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
948 | break; |
|
|
949 | |
|
|
950 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
951 | SET_FLAG (op, FLAG_CURSED); |
|
|
952 | |
|
|
953 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
954 | |
|
|
955 | if (op->type != RING) /* Amulets have only one ability */ |
|
|
956 | break; |
|
|
957 | |
|
|
958 | if (!(RANDOM () % 4)) |
|
|
959 | { |
|
|
960 | int d = (RANDOM () % 2 |
|
|
961 | || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
|
|
962 | |
|
|
963 | if (d > 0) |
|
|
964 | op->value *= 3; |
|
|
965 | |
|
|
966 | set_ring_bonus (op, d); |
|
|
967 | |
|
|
968 | if (!(RANDOM () % 4)) |
|
|
969 | { |
1021 | { |
970 | int d = (RANDOM () % 3 |
1022 | /* set the book level properly */ |
971 | || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1023 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
972 | if (d > 0) |
1024 | { |
973 | op->value *= 5; |
1025 | if (op->map && op->map->difficulty) |
974 | set_ring_bonus (op, d); |
1026 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
|
|
1027 | else |
|
|
1028 | op->level = rndm (20) + 1; |
|
|
1029 | } |
|
|
1030 | else |
|
|
1031 | op->level = rndm (creator->level); |
|
|
1032 | |
|
|
1033 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
|
|
1034 | /* books w/ info are worth more! */ |
|
|
1035 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
|
|
1036 | /* creator related stuff */ |
|
|
1037 | |
|
|
1038 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1039 | * set - we don't want to set no pick in that case. |
|
|
1040 | */ |
|
|
1041 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1042 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1043 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1044 | op->slaying = creator->slaying; |
|
|
1045 | |
|
|
1046 | /* add exp so reading it gives xp (once) */ |
|
|
1047 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
975 | } |
1048 | } |
976 | } |
|
|
977 | |
|
|
978 | if (GET_ANIM_ID (op)) |
|
|
979 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
|
|
980 | |
|
|
981 | break; |
1049 | break; |
982 | |
1050 | |
983 | case BOOK: |
1051 | case SPELLBOOK: |
984 | /* Is it an empty book?, if yes lets make a special· |
1052 | op->value = op->value * op->inv->value; |
985 | * msg for it, and tailor its properties based on the· |
1053 | /* add exp so learning gives xp */ |
986 | * creator and/or map level we found it on. |
1054 | op->level = op->inv->level; |
|
|
1055 | op->stats.exp = op->value; |
|
|
1056 | break; |
|
|
1057 | |
|
|
1058 | case WAND: |
|
|
1059 | /* nrof in the treasure list is number of charges, |
|
|
1060 | * not number of wands. So copy that into food (charges), |
|
|
1061 | * and reset nrof. |
987 | */ |
1062 | */ |
988 | if (!op->msg && RANDOM () % 10) |
1063 | op->stats.food = op->inv->nrof; |
|
|
1064 | op->nrof = 1; |
|
|
1065 | /* If the spell changes by level, choose a random level |
|
|
1066 | * for it, and adjust price. If the spell doesn't |
|
|
1067 | * change by level, just set the wand to the level of |
|
|
1068 | * the spell, and value calculation is simpler. |
989 | { |
1069 | */ |
990 | /* set the book level properly */ |
1070 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
991 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
|
|
992 | { |
1071 | { |
993 | if (op->map && op->map->difficulty) |
1072 | op->level = level_for_item (op, difficulty); |
994 | op->level = |
1073 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
995 | RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
|
|
996 | else |
|
|
997 | op->level = RANDOM () % 20 + 1; |
|
|
998 | } |
1074 | } |
999 | else |
1075 | else |
1000 | op->level = RANDOM () % creator->level; |
1076 | { |
1001 | |
|
|
1002 | tailor_readable_ob (op, |
|
|
1003 | (creator |
|
|
1004 | && creator->stats.sp) ? creator->stats. |
|
|
1005 | sp : -1); |
|
|
1006 | /* books w/ info are worth more! */ |
|
|
1007 | op->value *= |
|
|
1008 | ((op->level > |
|
|
1009 | 10 ? op->level : (op->level + |
1077 | op->level = op->inv->level; |
1010 | 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1078 | op->value = op->value * op->inv->value; |
1011 | /* creator related stuff */ |
1079 | } |
|
|
1080 | break; |
1012 | |
1081 | |
1013 | /* for library, chained books. Note that some monsters have no_pick |
1082 | case ROD: |
1014 | * set - we don't want to set no pick in that case. |
1083 | op->level = level_for_item (op, difficulty); |
|
|
1084 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1085 | * reasonable. Otherwise, a high level version of a low level |
|
|
1086 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1087 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1015 | */ |
1088 | */ |
1016 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && |
1089 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1017 | !QUERY_FLAG (creator, FLAG_MONSTER)) |
1090 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1018 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1019 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1020 | op->slaying = add_string (creator->slaying); |
|
|
1021 | |
|
|
1022 | /* add exp so reading it gives xp (once) */ |
|
|
1023 | op->stats.exp = |
1091 | if (op->stats.maxhp) |
1024 | op->value > 10000 ? op->value / 5 : op->value / 10; |
1092 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1025 | } |
1093 | else |
|
|
1094 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1095 | |
|
|
1096 | op->stats.hp = op->stats.maxhp; |
1026 | break; |
1097 | break; |
1027 | |
1098 | |
1028 | case SPELLBOOK: |
1099 | case SCROLL: |
1029 | op->value = op->value * op->inv->value; |
|
|
1030 | /* add exp so learning gives xp */ |
|
|
1031 | op->level = op->inv->level; |
|
|
1032 | op->stats.exp = op->value; |
|
|
1033 | break; |
|
|
1034 | |
|
|
1035 | case WAND: |
|
|
1036 | /* nrof in the treasure list is number of charges, |
|
|
1037 | * not number of wands. So copy that into food (charges), |
|
|
1038 | * and reset nrof. |
|
|
1039 | */ |
|
|
1040 | op->stats.food = op->inv->nrof; |
|
|
1041 | op->nrof = 1; |
|
|
1042 | /* If the spell changes by level, choose a random level |
|
|
1043 | * for it, and adjust price. If the spell doesn't |
|
|
1044 | * change by level, just set the wand to the level of |
|
|
1045 | * the spell, and value calculation is simpler. |
|
|
1046 | */ |
|
|
1047 | if (op->inv->duration_modifier || op->inv->dam_modifier || |
|
|
1048 | op->inv->range_modifier) |
|
|
1049 | { |
|
|
1050 | op->level = level_for_item (op, difficulty); |
1100 | op->level = level_for_item (op, difficulty); |
1051 | op->value = op->value * op->inv->value * (op->level + 50) / |
|
|
1052 | (op->inv->level + 50); |
|
|
1053 | } |
|
|
1054 | else |
|
|
1055 | { |
|
|
1056 | op->level = op->inv->level; |
|
|
1057 | op->value = op->value * op->inv->value; |
|
|
1058 | } |
|
|
1059 | break; |
|
|
1060 | |
|
|
1061 | case ROD: |
|
|
1062 | op->level = level_for_item (op, difficulty); |
|
|
1063 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1064 | * reasonable. Otherwise, a high level version of a low level |
|
|
1065 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1066 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1067 | */ |
|
|
1068 | op->value = |
|
|
1069 | op->value * op->inv->value * (op->level + 50) / (op->inv->level + |
1101 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1070 | 50); |
|
|
1071 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
|
|
1072 | if (op->stats.maxhp) |
|
|
1073 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1074 | else |
|
|
1075 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1076 | |
1102 | |
1077 | op->stats.hp = op->stats.maxhp; |
|
|
1078 | break; |
|
|
1079 | |
|
|
1080 | case SCROLL: |
|
|
1081 | op->level = level_for_item (op, difficulty); |
|
|
1082 | op->value = |
|
|
1083 | op->value * op->inv->value |
|
|
1084 | * (op->level + 50) / (op->inv->level + 50); |
|
|
1085 | |
|
|
1086 | /* add exp so reading them properly gives xp */ |
1103 | /* add exp so reading them properly gives xp */ |
1087 | op->stats.exp = op->value / 5; |
1104 | op->stats.exp = op->value / 5; |
1088 | op->nrof = op->inv->nrof; |
1105 | op->nrof = op->inv->nrof; |
1089 | break; |
1106 | break; |
1090 | |
1107 | |
1091 | case RUNE: |
1108 | case RUNE: |
1092 | trap_adjust (op, difficulty); |
1109 | trap_adjust (op, difficulty); |
1093 | break; |
1110 | break; |
1094 | |
1111 | |
1095 | case TRAP: |
1112 | case TRAP: |
1096 | trap_adjust (op, difficulty); |
1113 | trap_adjust (op, difficulty); |
1097 | break; |
1114 | break; |
1098 | } /* switch type */ |
1115 | } /* switch type */ |
1099 | |
1116 | |
1100 | if (flags & GT_STARTEQUIP) |
1117 | if (flags & GT_STARTEQUIP) |
1101 | { |
1118 | { |
1102 | if (op->nrof < 2 && op->type != CONTAINER |
1119 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1103 | && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
|
|
1104 | SET_FLAG (op, FLAG_STARTEQUIP); |
1120 | SET_FLAG (op, FLAG_STARTEQUIP); |
1105 | else if (op->type != MONEY) |
1121 | else if (op->type != MONEY) |
1106 | op->value = 0; |
1122 | op->value = 0; |
1107 | } |
1123 | } |
1108 | |
1124 | |
… | |
… | |
1119 | */ |
1135 | */ |
1120 | |
1136 | |
1121 | /* |
1137 | /* |
1122 | * Allocate and return the pointer to an empty artifactlist structure. |
1138 | * Allocate and return the pointer to an empty artifactlist structure. |
1123 | */ |
1139 | */ |
1124 | |
1140 | static artifactlist * |
1125 | static artifactlist *get_empty_artifactlist(void) { |
1141 | get_empty_artifactlist (void) |
1126 | artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); |
1142 | { |
1127 | if(tl==NULL) |
1143 | return salloc0<artifactlist> (); |
1128 | fatal(OUT_OF_MEMORY); |
|
|
1129 | tl->next=NULL; |
|
|
1130 | tl->items=NULL; |
|
|
1131 | tl->total_chance=0; |
|
|
1132 | return tl; |
|
|
1133 | } |
1144 | } |
1134 | |
1145 | |
1135 | /* |
1146 | /* |
1136 | * Allocate and return the pointer to an empty artifact structure. |
1147 | * Allocate and return the pointer to an empty artifact structure. |
1137 | */ |
1148 | */ |
1138 | |
1149 | static artifact * |
1139 | static artifact *get_empty_artifact(void) { |
1150 | get_empty_artifact (void) |
1140 | artifact *t = (artifact *) malloc(sizeof(artifact)); |
1151 | { |
1141 | if(t==NULL) |
1152 | return salloc0<artifact> (); |
1142 | fatal(OUT_OF_MEMORY); |
|
|
1143 | t->item=NULL; |
|
|
1144 | t->next=NULL; |
|
|
1145 | t->chance=0; |
|
|
1146 | t->difficulty=0; |
|
|
1147 | t->allowed = NULL; |
|
|
1148 | return t; |
|
|
1149 | } |
1153 | } |
1150 | |
1154 | |
1151 | /* |
1155 | /* |
1152 | * Searches the artifact lists and returns one that has the same type |
1156 | * Searches the artifact lists and returns one that has the same type |
1153 | * of objects on it. |
1157 | * of objects on it. |
1154 | */ |
1158 | */ |
1155 | |
1159 | artifactlist * |
1156 | artifactlist *find_artifactlist(int type) { |
1160 | find_artifactlist (int type) |
|
|
1161 | { |
|
|
1162 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
|
|
1163 | if (al->type == type) |
|
|
1164 | return al; |
|
|
1165 | |
|
|
1166 | return 0; |
|
|
1167 | } |
|
|
1168 | |
|
|
1169 | /* |
|
|
1170 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1171 | */ |
|
|
1172 | void |
|
|
1173 | init_artifacts (void) |
|
|
1174 | { |
|
|
1175 | static int has_been_inited = 0; |
|
|
1176 | char filename[MAX_BUF]; |
|
|
1177 | artifact *art = NULL; |
1157 | artifactlist *al; |
1178 | artifactlist *al; |
1158 | |
1179 | |
1159 | for (al=first_artifactlist; al!=NULL; al=al->next) |
1180 | if (has_been_inited) |
1160 | if (al->type == type) return al; |
|
|
1161 | return NULL; |
|
|
1162 | } |
|
|
1163 | |
|
|
1164 | /* |
|
|
1165 | * For debugging purposes. Dumps all tables. |
|
|
1166 | */ |
|
|
1167 | |
|
|
1168 | void dump_artifacts(void) { |
|
|
1169 | artifactlist *al; |
|
|
1170 | artifact *art; |
|
|
1171 | linked_char *next; |
|
|
1172 | |
|
|
1173 | fprintf(logfile,"\n"); |
|
|
1174 | for (al=first_artifactlist; al!=NULL; al=al->next) { |
|
|
1175 | fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1176 | for (art=al->items; art!=NULL; art=art->next) { |
|
|
1177 | fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", |
|
|
1178 | art->item->name, art->difficulty, art->chance); |
|
|
1179 | if (art->allowed !=NULL) { |
|
|
1180 | fprintf(logfile,"\tAllowed combinations:"); |
|
|
1181 | for (next=art->allowed; next!=NULL; next=next->next) |
|
|
1182 | fprintf(logfile, "%s,", next->name); |
|
|
1183 | fprintf(logfile,"\n"); |
|
|
1184 | } |
|
|
1185 | } |
|
|
1186 | } |
|
|
1187 | fprintf(logfile,"\n"); |
|
|
1188 | } |
|
|
1189 | |
|
|
1190 | /* |
|
|
1191 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1192 | */ |
|
|
1193 | void dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1194 | { |
|
|
1195 | treasurelist *tl; |
|
|
1196 | int i; |
|
|
1197 | |
|
|
1198 | if (depth > 100) |
|
|
1199 | return; |
1181 | return; |
1200 | while (t != NULL) |
|
|
1201 | { |
|
|
1202 | if (t->name != NULL) |
|
|
1203 | { |
|
|
1204 | for (i = 0; i < depth; i++) |
|
|
1205 | fprintf (logfile, " "); |
|
|
1206 | fprintf (logfile, "{ (list: %s)\n", t->name); |
|
|
1207 | tl = find_treasurelist (t->name); |
|
|
1208 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1209 | for (i = 0; i < depth; i++) |
|
|
1210 | fprintf (logfile, " "); |
|
|
1211 | fprintf (logfile, "} (end of list: %s)\n", t->name); |
|
|
1212 | } |
|
|
1213 | else |
|
|
1214 | { |
|
|
1215 | for (i = 0; i < depth; i++) |
|
|
1216 | fprintf (logfile, " "); |
|
|
1217 | if (t->item->clone.type == FLESH) |
|
|
1218 | fprintf (logfile, "%s's %s\n", name, t->item->clone.name); |
|
|
1219 | else |
1182 | else |
1220 | fprintf (logfile, "%s\n", t->item->clone.name); |
|
|
1221 | } |
|
|
1222 | if (t->next_yes != NULL) |
|
|
1223 | { |
|
|
1224 | for (i = 0; i < depth; i++) |
|
|
1225 | fprintf (logfile, " "); |
|
|
1226 | fprintf (logfile, " (if yes)\n"); |
|
|
1227 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1228 | } |
|
|
1229 | if (t->next_no != NULL) |
|
|
1230 | { |
|
|
1231 | for (i = 0; i < depth; i++) |
|
|
1232 | fprintf (logfile, " "); |
|
|
1233 | fprintf (logfile, " (if no)\n"); |
|
|
1234 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1235 | } |
|
|
1236 | t = t->next; |
|
|
1237 | } |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | /* |
|
|
1241 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1242 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1243 | */ |
|
|
1244 | |
|
|
1245 | void dump_monster_treasure (const char *name) |
|
|
1246 | { |
|
|
1247 | archetype *at; |
|
|
1248 | int found; |
|
|
1249 | |
|
|
1250 | found = 0; |
|
|
1251 | fprintf (logfile, "\n"); |
|
|
1252 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1253 | if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1254 | { |
|
|
1255 | fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, |
|
|
1256 | at->name); |
|
|
1257 | if (at->clone.randomitems != NULL) |
|
|
1258 | dump_monster_treasure_rec (at->clone.name, |
|
|
1259 | at->clone.randomitems->items, 1); |
|
|
1260 | else |
|
|
1261 | fprintf (logfile, "(nothing)\n"); |
|
|
1262 | fprintf (logfile, "\n"); |
|
|
1263 | found++; |
|
|
1264 | } |
|
|
1265 | if (found == 0) |
|
|
1266 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1267 | } |
|
|
1268 | |
|
|
1269 | /* |
|
|
1270 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1271 | */ |
|
|
1272 | |
|
|
1273 | void init_artifacts(void) { |
|
|
1274 | static int has_been_inited=0; |
|
|
1275 | FILE *fp_; |
|
|
1276 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
|
|
1277 | artifact *art=NULL; |
|
|
1278 | linked_char *tmp; |
|
|
1279 | int value, comp; |
|
|
1280 | artifactlist *al; |
|
|
1281 | |
|
|
1282 | if (has_been_inited) return; |
|
|
1283 | else has_been_inited = 1; |
1183 | has_been_inited = 1; |
1284 | |
1184 | |
1285 | sprintf(filename, "%s/artifacts", settings.datadir); |
1185 | sprintf (filename, "%s/artifacts", settings.datadir); |
1286 | LOG(llevDebug, "Reading artifacts from %s...",filename); |
|
|
1287 | if ((fp_ = open_and_uncompress(filename, 0, &comp)) == NULL) { |
|
|
1288 | LOG(llevError, "Can't open %s.\n", filename); |
|
|
1289 | return; |
|
|
1290 | } |
|
|
1291 | |
|
|
1292 | object_thawer fp (fp_); |
1186 | object_thawer f (filename); |
1293 | |
1187 | |
1294 | while (fgets(buf, HUGE_BUF, fp)!=NULL) { |
1188 | if (!f) |
1295 | if (*buf=='#') continue; |
1189 | return; |
1296 | if((cp=strchr(buf,'\n'))!=NULL) |
1190 | |
1297 | *cp='\0'; |
1191 | for (;;) |
1298 | cp=buf; |
|
|
1299 | while(*cp==' ') /* Skip blanks */ |
|
|
1300 | cp++; |
|
|
1301 | if (*cp=='\0') continue; |
|
|
1302 | |
1192 | { |
1303 | if (!strncmp(cp, "Allowed", 7)) { |
1193 | switch (f.kw) |
1304 | if (art==NULL) { |
|
|
1305 | art=get_empty_artifact(); |
|
|
1306 | nrofartifacts++; |
|
|
1307 | } |
1194 | { |
1308 | cp = strchr(cp,' ') + 1; |
1195 | case KW_allowed: |
1309 | if (!strcmp(cp,"all")) continue; |
1196 | if (!art) |
|
|
1197 | art = get_empty_artifact (); |
1310 | |
1198 | |
1311 | do { |
1199 | { |
1312 | nrofallowedstr++; |
1200 | if (!strcmp (f.get_str (), "all")) |
1313 | if ((next=strchr(cp, ','))!=NULL) |
1201 | break; |
1314 | *(next++) = '\0'; |
1202 | |
1315 | tmp = (linked_char*) malloc(sizeof(linked_char)); |
1203 | char *next, *cp = f.get_str (); |
1316 | tmp->name = add_string(cp); |
1204 | |
1317 | tmp->next = art->allowed; |
1205 | do |
1318 | art->allowed = tmp; |
1206 | { |
1319 | } while ((cp=next)!=NULL); |
1207 | if ((next = strchr (cp, ','))) |
1320 | } |
1208 | *next++ = '\0'; |
1321 | else if (sscanf(cp, "chance %d", &value)) |
1209 | |
1322 | art->chance = (uint16) value; |
1210 | linked_char *tmp = new linked_char; |
1323 | else if (sscanf(cp, "difficulty %d", &value)) |
1211 | |
1324 | art->difficulty = (uint8) value; |
1212 | tmp->name = cp; |
1325 | else if (!strncmp(cp, "Object",6)) { |
1213 | tmp->next = art->allowed; |
1326 | art->item = (object *) calloc(1, sizeof(object)); |
1214 | art->allowed = tmp; |
1327 | reset_object(art->item); |
1215 | } |
1328 | if (!load_object(fp, art->item,LO_LINEMODE,0)) |
1216 | while ((cp = next)); |
|
|
1217 | } |
|
|
1218 | break; |
|
|
1219 | |
|
|
1220 | case KW_chance: |
|
|
1221 | f.get (art->chance); |
|
|
1222 | break; |
|
|
1223 | |
|
|
1224 | case KW_difficulty: |
|
|
1225 | f.get (art->difficulty); |
|
|
1226 | break; |
|
|
1227 | |
|
|
1228 | case KW_object: |
|
|
1229 | { |
|
|
1230 | art->item = object::create (); |
|
|
1231 | f.get (art->item->name); |
|
|
1232 | f.next (); |
|
|
1233 | |
|
|
1234 | if (!art->item->parse_kv (f)) |
1329 | LOG(llevError,"Init_Artifacts: Could not load object.\n"); |
1235 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1330 | art->item->name = add_string((strchr(cp, ' ')+1)); |
1236 | |
1331 | al=find_artifactlist(art->item->type); |
1237 | al = find_artifactlist (art->item->type); |
1332 | if (al==NULL) { |
1238 | |
1333 | al = get_empty_artifactlist(); |
1239 | if (!al) |
1334 | al->type = art->item->type; |
1240 | { |
|
|
1241 | al = get_empty_artifactlist (); |
|
|
1242 | al->type = art->item->type; |
1335 | al->next = first_artifactlist; |
1243 | al->next = first_artifactlist; |
1336 | first_artifactlist = al; |
1244 | first_artifactlist = al; |
|
|
1245 | } |
|
|
1246 | |
|
|
1247 | art->next = al->items; |
|
|
1248 | al->items = art; |
|
|
1249 | art = 0; |
|
|
1250 | } |
|
|
1251 | continue; |
|
|
1252 | |
|
|
1253 | case KW_EOF: |
|
|
1254 | goto done; |
|
|
1255 | |
|
|
1256 | default: |
|
|
1257 | if (!f.parse_error ("artifacts file")) |
|
|
1258 | cleanup ("artifacts file required"); |
|
|
1259 | break; |
|
|
1260 | } |
|
|
1261 | |
|
|
1262 | f.next (); |
1337 | } |
1263 | } |
1338 | art->next = al->items; |
|
|
1339 | al->items = art; |
|
|
1340 | art = NULL; |
|
|
1341 | } |
|
|
1342 | else |
|
|
1343 | LOG(llevError,"Unknown input in artifact file: %s\n", buf); |
|
|
1344 | } |
|
|
1345 | |
1264 | |
1346 | close_and_delete(fp, comp); |
1265 | done: |
1347 | |
|
|
1348 | for (al=first_artifactlist; al!=NULL; al=al->next) { |
1266 | for (al = first_artifactlist; al; al = al->next) |
|
|
1267 | { |
|
|
1268 | al->total_chance = 0; |
|
|
1269 | |
1349 | for (art=al->items; art!=NULL; art=art->next) { |
1270 | for (art = al->items; art; art = art->next) |
|
|
1271 | { |
1350 | if (!art->chance) |
1272 | if (!art->chance) |
1351 | LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); |
1273 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1352 | else |
1274 | else |
1353 | al->total_chance += art->chance; |
1275 | al->total_chance += art->chance; |
1354 | } |
1276 | } |
1355 | #if 0 |
1277 | #if 0 |
1356 | LOG(llevDebug,"Artifact list type %d has %d total chance\n", |
1278 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1357 | al->type, al->total_chance); |
|
|
1358 | #endif |
1279 | #endif |
1359 | } |
1280 | } |
1360 | |
1281 | |
1361 | LOG(llevDebug,"done.\n"); |
1282 | LOG (llevDebug, "done.\n"); |
1362 | } |
1283 | } |
1363 | |
|
|
1364 | |
1284 | |
1365 | /* |
1285 | /* |
1366 | * Used in artifact generation. The bonuses of the first object |
1286 | * Used in artifact generation. The bonuses of the first object |
1367 | * is modified by the bonuses of the second object. |
1287 | * is modified by the bonuses of the second object. |
1368 | */ |
1288 | */ |
1369 | |
1289 | void |
1370 | void add_abilities(object *op, object *change) { |
1290 | add_abilities (object *op, object *change) |
|
|
1291 | { |
1371 | int i,j, tmp; |
1292 | int i, tmp; |
1372 | |
1293 | |
1373 | if (change->face != blank_face) { |
1294 | if (change->face != blank_face) |
|
|
1295 | { |
1374 | #ifdef TREASURE_VERBOSE |
1296 | #ifdef TREASURE_VERBOSE |
1375 | LOG(llevDebug, "FACE: %d\n", change->face->number); |
1297 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1376 | #endif |
1298 | #endif |
1377 | op->face = change->face; |
1299 | op->face = change->face; |
1378 | } |
1300 | } |
|
|
1301 | |
1379 | for (i = 0; i < NUM_STATS; i++) |
1302 | for (i = 0; i < NUM_STATS; i++) |
1380 | change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); |
1303 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1381 | |
1304 | |
1382 | op->attacktype |= change->attacktype; |
1305 | op->attacktype |= change->attacktype; |
1383 | op->path_attuned |= change->path_attuned; |
1306 | op->path_attuned |= change->path_attuned; |
1384 | op->path_repelled |= change->path_repelled; |
1307 | op->path_repelled |= change->path_repelled; |
1385 | op->path_denied |= change->path_denied; |
1308 | op->path_denied |= change->path_denied; |
1386 | op->move_type |= change->move_type; |
1309 | op->move_type |= change->move_type; |
1387 | op->stats.luck += change->stats.luck; |
1310 | op->stats.luck += change->stats.luck; |
1388 | |
1311 | |
1389 | if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); |
1312 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1390 | if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); |
1313 | SET_FLAG (op, FLAG_CURSED); |
|
|
1314 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
|
|
1315 | SET_FLAG (op, FLAG_DAMNED); |
1391 | if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) |
1316 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1392 | && op->magic > 0) |
|
|
1393 | set_abs_magic(op, -op->magic); |
1317 | set_abs_magic (op, -op->magic); |
1394 | |
1318 | |
1395 | if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); |
1319 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1396 | if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); |
1320 | SET_FLAG (op, FLAG_LIFESAVE); |
1397 | if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); |
1321 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1398 | if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); |
1322 | SET_FLAG (op, FLAG_REFL_SPELL); |
1399 | if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); |
1323 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
1400 | if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); |
1324 | SET_FLAG (op, FLAG_STEALTH); |
1401 | if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); |
1325 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
1402 | if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); |
1326 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1327 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1328 | SET_FLAG (op, FLAG_BLIND); |
|
|
1329 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1330 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1331 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1332 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1333 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1334 | SET_FLAG (op, FLAG_MAKE_INVIS); |
1403 | |
1335 | |
1404 | if (QUERY_FLAG(change,FLAG_STAND_STILL)) { |
1336 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1337 | { |
1405 | CLEAR_FLAG(op,FLAG_ANIMATE); |
1338 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1406 | /* so artifacts will join */ |
1339 | /* so artifacts will join */ |
1407 | if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; |
1340 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1408 | update_ob_speed(op); |
1341 | op->speed = 0.0; |
|
|
1342 | |
|
|
1343 | op->set_speed (op->speed); |
1409 | } |
1344 | } |
1410 | if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; |
1345 | |
|
|
1346 | if (change->nrof) |
|
|
1347 | op->nrof = rndm (change->nrof) + 1; |
|
|
1348 | |
1411 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1349 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1412 | op->stats.wc += change->stats.wc; |
1350 | op->stats.wc += change->stats.wc; |
1413 | op->stats.ac += change->stats.ac; |
1351 | op->stats.ac += change->stats.ac; |
1414 | |
1352 | |
1415 | if (change->other_arch) { |
1353 | if (change->other_arch) |
|
|
1354 | { |
1416 | /* Basically, for horns & potions, the other_arch field is the spell |
1355 | /* Basically, for horns & potions, the other_arch field is the spell |
1417 | * to cast. So convert that to into a spell and put it into |
1356 | * to cast. So convert that to into a spell and put it into |
1418 | * this object. |
1357 | * this object. |
1419 | */ |
1358 | */ |
1420 | if (op->type == HORN || op->type == POTION) { |
1359 | if (op->type == HORN || op->type == POTION) |
|
|
1360 | { |
1421 | object *tmp_obj; |
1361 | object *tmp_obj; |
|
|
1362 | |
1422 | /* Remove any spells this object currently has in it */ |
1363 | /* Remove any spells this object currently has in it */ |
1423 | while (op->inv) { |
1364 | while (op->inv) |
1424 | tmp_obj = op->inv; |
1365 | op->inv->destroy (); |
1425 | remove_ob(tmp_obj); |
1366 | |
1426 | free_object(tmp_obj); |
|
|
1427 | } |
|
|
1428 | tmp_obj = arch_to_object(change->other_arch); |
1367 | tmp_obj = arch_to_object (change->other_arch); |
1429 | insert_ob_in_ob(tmp_obj, op); |
1368 | insert_ob_in_ob (tmp_obj, op); |
1430 | } |
1369 | } |
1431 | /* No harm setting this for potions/horns */ |
1370 | /* No harm setting this for potions/horns */ |
1432 | op->other_arch = change->other_arch; |
1371 | op->other_arch = change->other_arch; |
1433 | } |
1372 | } |
1434 | |
1373 | |
1435 | if (change->stats.hp < 0) |
1374 | if (change->stats.hp < 0) |
1436 | op->stats.hp = -change->stats.hp; |
1375 | op->stats.hp = -change->stats.hp; |
1437 | else |
1376 | else |
1438 | op->stats.hp += change->stats.hp; |
1377 | op->stats.hp += change->stats.hp; |
|
|
1378 | |
1439 | if (change->stats.maxhp < 0) |
1379 | if (change->stats.maxhp < 0) |
1440 | op->stats.maxhp = -change->stats.maxhp; |
1380 | op->stats.maxhp = -change->stats.maxhp; |
1441 | else |
1381 | else |
1442 | op->stats.maxhp += change->stats.maxhp; |
1382 | op->stats.maxhp += change->stats.maxhp; |
|
|
1383 | |
1443 | if (change->stats.sp < 0) |
1384 | if (change->stats.sp < 0) |
1444 | op->stats.sp = -change->stats.sp; |
1385 | op->stats.sp = -change->stats.sp; |
1445 | else |
1386 | else |
1446 | op->stats.sp += change->stats.sp; |
1387 | op->stats.sp += change->stats.sp; |
|
|
1388 | |
1447 | if (change->stats.maxsp < 0) |
1389 | if (change->stats.maxsp < 0) |
1448 | op->stats.maxsp = -change->stats.maxsp; |
1390 | op->stats.maxsp = -change->stats.maxsp; |
1449 | else |
1391 | else |
1450 | op->stats.maxsp += change->stats.maxsp; |
1392 | op->stats.maxsp += change->stats.maxsp; |
|
|
1393 | |
1451 | if (change->stats.food < 0) |
1394 | if (change->stats.food < 0) |
1452 | op->stats.food = -(change->stats.food); |
1395 | op->stats.food = -(change->stats.food); |
1453 | else |
1396 | else |
1454 | op->stats.food += change->stats.food; |
1397 | op->stats.food += change->stats.food; |
|
|
1398 | |
1455 | if (change->level < 0) |
1399 | if (change->level < 0) |
1456 | op->level = -(change->level); |
1400 | op->level = -(change->level); |
1457 | else |
1401 | else |
1458 | op->level += change->level; |
1402 | op->level += change->level; |
1459 | |
1403 | |
1460 | if (change->gen_sp_armour < 0) |
1404 | if (change->gen_sp_armour < 0) |
1461 | op->gen_sp_armour = -(change->gen_sp_armour); |
1405 | op->gen_sp_armour = -(change->gen_sp_armour); |
1462 | else |
1406 | else |
1463 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1407 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1464 | |
1408 | |
1465 | op->item_power = change->item_power; |
1409 | op->item_power = change->item_power; |
1466 | |
1410 | |
1467 | for (i=0; i<NROFATTACKS; i++) { |
1411 | for (i = 0; i < NROFATTACKS; i++) |
1468 | if (change->resist[i]) { |
1412 | if (change->resist[i]) |
1469 | op->resist[i] += change->resist[i]; |
1413 | op->resist[i] += change->resist[i]; |
1470 | } |
1414 | |
1471 | } |
|
|
1472 | if (change->stats.dam) { |
1415 | if (change->stats.dam) |
|
|
1416 | { |
1473 | if (change->stats.dam < 0) |
1417 | if (change->stats.dam < 0) |
1474 | op->stats.dam = (-change->stats.dam); |
1418 | op->stats.dam = (-change->stats.dam); |
1475 | else if (op->stats.dam) { |
1419 | else if (op->stats.dam) |
|
|
1420 | { |
1476 | tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); |
1421 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1477 | if (tmp == op->stats.dam) { |
1422 | if (tmp == op->stats.dam) |
|
|
1423 | { |
1478 | if (change->stats.dam < 10) |
1424 | if (change->stats.dam < 10) |
1479 | op->stats.dam--; |
1425 | op->stats.dam--; |
1480 | else |
1426 | else |
1481 | op->stats.dam++; |
1427 | op->stats.dam++; |
|
|
1428 | } |
|
|
1429 | else |
|
|
1430 | op->stats.dam = tmp; |
|
|
1431 | } |
1482 | } |
1432 | } |
1483 | else |
1433 | |
1484 | op->stats.dam = tmp; |
|
|
1485 | } |
|
|
1486 | } |
|
|
1487 | if (change->weight) { |
1434 | if (change->weight) |
|
|
1435 | { |
1488 | if (change->weight < 0) |
1436 | if (change->weight < 0) |
1489 | op->weight = (-change->weight); |
1437 | op->weight = (-change->weight); |
1490 | else |
1438 | else |
1491 | op->weight = (op->weight * (change->weight)) / 100; |
1439 | op->weight = (op->weight * (change->weight)) / 100; |
1492 | } |
1440 | } |
|
|
1441 | |
1493 | if (change->last_sp) { |
1442 | if (change->last_sp) |
|
|
1443 | { |
1494 | if (change->last_sp < 0) |
1444 | if (change->last_sp < 0) |
1495 | op->last_sp = (-change->last_sp); |
1445 | op->last_sp = (-change->last_sp); |
1496 | else |
1446 | else |
1497 | op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); |
1447 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1498 | } |
1448 | } |
|
|
1449 | |
1499 | if (change->gen_sp_armour) { |
1450 | if (change->gen_sp_armour) |
|
|
1451 | { |
1500 | if (change->gen_sp_armour < 0) |
1452 | if (change->gen_sp_armour < 0) |
1501 | op->gen_sp_armour = (-change->gen_sp_armour); |
1453 | op->gen_sp_armour = (-change->gen_sp_armour); |
1502 | else |
1454 | else |
1503 | op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) |
1455 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1504 | / (int)100); |
|
|
1505 | } |
1456 | } |
|
|
1457 | |
1506 | op->value *= change->value; |
1458 | op->value *= change->value; |
1507 | |
1459 | |
1508 | if(change->material) op->material = change->material; |
1460 | if (change->materials) |
|
|
1461 | op->materials = change->materials; |
1509 | |
1462 | |
1510 | if (change->materialname) { |
1463 | if (change->materialname) |
1511 | if (op->materialname) |
|
|
1512 | free_string(op->materialname); |
|
|
1513 | op->materialname = add_refcount(change->materialname); |
1464 | op->materialname = change->materialname; |
1514 | } |
|
|
1515 | |
1465 | |
1516 | if (change->slaying) { |
1466 | if (change->slaying) |
1517 | if (op->slaying) |
|
|
1518 | free_string(op->slaying); |
|
|
1519 | op->slaying = add_refcount(change->slaying); |
1467 | op->slaying = change->slaying; |
1520 | } |
1468 | |
1521 | if (change->race) { |
1469 | if (change->race) |
1522 | if (op->race) |
1470 | op->race = change->race; |
1523 | free_string(op->race); |
1471 | |
1524 | op->race = add_refcount(change->race); |
|
|
1525 | } |
|
|
1526 | if (change->msg) { |
1472 | if (change->msg) |
1527 | if (op->msg) |
1473 | op->msg = change->msg; |
1528 | free_string(op->msg); |
|
|
1529 | op->msg = add_refcount(change->msg); |
|
|
1530 | } |
|
|
1531 | /* GROS: Added support for event_... in artifact file */ |
|
|
1532 | for(j=0;j<NR_EVENTS;j++) { |
|
|
1533 | event *evt; |
|
|
1534 | event *evt2; |
|
|
1535 | event *evtn; |
|
|
1536 | event *evtp; |
|
|
1537 | |
|
|
1538 | evt = find_event(change,j); |
|
|
1539 | evt2= find_event(op,j); |
|
|
1540 | |
|
|
1541 | if ((evt) && (evt->hook)) { |
|
|
1542 | if ((evt2)&&(evt2->hook)) { |
|
|
1543 | free_string(evt2->hook); |
|
|
1544 | free_string(evt2->plugin); |
|
|
1545 | free_string(evt2->options); |
|
|
1546 | evtp = NULL; |
|
|
1547 | evtn = evt2->next; |
|
|
1548 | if (evt2 == op->events) { |
|
|
1549 | free(evt2); |
|
|
1550 | op->events = evtn; |
|
|
1551 | } |
|
|
1552 | else { |
|
|
1553 | evtp = op->events; |
|
|
1554 | while (evtp->next != evt2) |
|
|
1555 | evtp = evtp->next; |
|
|
1556 | free(evt2); |
|
|
1557 | evtp->next = evtn; |
|
|
1558 | } |
|
|
1559 | } |
|
|
1560 | else if (evt2 == NULL) { |
|
|
1561 | if (op->events == NULL) { |
|
|
1562 | evt2 = (event *)malloc(sizeof(event)); |
|
|
1563 | op->events = evt2; |
|
|
1564 | } |
|
|
1565 | else { |
|
|
1566 | evtp = op->events; |
|
|
1567 | while (evtp->next != NULL) |
|
|
1568 | evtp = evtp->next; |
|
|
1569 | evtp->next = (event *)malloc(sizeof(event)); |
|
|
1570 | evt2 = evtp->next; |
|
|
1571 | } |
|
|
1572 | } |
|
|
1573 | evt2->next = NULL; |
|
|
1574 | evt2->hook = add_refcount(evt->hook); |
|
|
1575 | evt2->plugin = add_refcount(evt->plugin); |
|
|
1576 | evt2->type = j; |
|
|
1577 | |
|
|
1578 | if (evt->options) |
|
|
1579 | evt2->options = add_refcount(evt->options); |
|
|
1580 | else |
|
|
1581 | evt2->options = NULL; |
|
|
1582 | } |
|
|
1583 | } |
|
|
1584 | } |
1474 | } |
1585 | |
1475 | |
|
|
1476 | static int |
1586 | static int legal_artifact_combination(object *op, artifact *art) { |
1477 | legal_artifact_combination (object *op, artifact *art) |
|
|
1478 | { |
1587 | int neg, success = 0; |
1479 | int neg, success = 0; |
1588 | linked_char *tmp; |
1480 | linked_char *tmp; |
1589 | const char *name; |
1481 | const char *name; |
1590 | |
1482 | |
1591 | if (art->allowed == (linked_char *) NULL) |
1483 | if (!art->allowed) |
1592 | return 1; /* Ie, "all" */ |
1484 | return 1; /* Ie, "all" */ |
|
|
1485 | |
1593 | for (tmp = art->allowed; tmp; tmp = tmp->next) { |
1486 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
|
|
1487 | { |
1594 | #ifdef TREASURE_VERBOSE |
1488 | #ifdef TREASURE_VERBOSE |
1595 | LOG(llevDebug, "legal_art: %s\n", tmp->name); |
1489 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1596 | #endif |
1490 | #endif |
1597 | if (*tmp->name == '!') |
1491 | if (*tmp->name == '!') |
1598 | name = tmp->name + 1, neg = 1; |
1492 | name = tmp->name + 1, neg = 1; |
1599 | else |
1493 | else |
1600 | name = tmp->name, neg = 0; |
1494 | name = tmp->name, neg = 0; |
1601 | |
1495 | |
1602 | /* If we match name, then return the opposite of 'neg' */ |
1496 | /* If we match name, then return the opposite of 'neg' */ |
1603 | if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) |
1497 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1604 | return !neg; |
1498 | return !neg; |
1605 | |
1499 | |
1606 | /* Set success as true, since if the match was an inverse, it means |
1500 | /* Set success as true, since if the match was an inverse, it means |
1607 | * everything is allowed except what we match |
1501 | * everything is allowed except what we match |
1608 | */ |
1502 | */ |
1609 | else if (neg) |
1503 | else if (neg) |
1610 | success = 1; |
1504 | success = 1; |
1611 | } |
1505 | } |
|
|
1506 | |
1612 | return success; |
1507 | return success; |
1613 | } |
1508 | } |
1614 | |
1509 | |
1615 | /* |
1510 | /* |
1616 | * Fixes the given object, giving it the abilities and titles |
1511 | * Fixes the given object, giving it the abilities and titles |
1617 | * it should have due to the second artifact-template. |
1512 | * it should have due to the second artifact-template. |
1618 | */ |
1513 | */ |
1619 | |
1514 | |
|
|
1515 | void |
1620 | void give_artifact_abilities(object *op, object *artifct) { |
1516 | give_artifact_abilities (object *op, object *artifct) |
|
|
1517 | { |
1621 | char new_name[MAX_BUF]; |
1518 | char new_name[MAX_BUF]; |
1622 | |
1519 | |
1623 | sprintf(new_name, "of %s", artifct->name); |
1520 | sprintf (new_name, "of %s", &artifct->name); |
1624 | if (op->title) |
|
|
1625 | free_string(op->title); |
|
|
1626 | op->title = add_string(new_name); |
1521 | op->title = new_name; |
1627 | add_abilities(op, artifct); /* Give out the bonuses */ |
1522 | add_abilities (op, artifct); /* Give out the bonuses */ |
1628 | |
1523 | |
1629 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1524 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1630 | { |
1525 | { |
1631 | char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); |
1526 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1527 | |
1632 | SET_FLAG(op, FLAG_IDENTIFIED); |
1528 | SET_FLAG (op, FLAG_IDENTIFIED); |
1633 | LOG(llevDebug, "Generated artifact %s %s [%s]\n", |
1529 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1634 | op->name, op->title, describe_item(op, NULL)); |
|
|
1635 | if (!identified) |
1530 | if (!identified) |
1636 | CLEAR_FLAG(op, FLAG_IDENTIFIED); |
1531 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1637 | } |
1532 | } |
1638 | #endif |
1533 | #endif |
1639 | return; |
1534 | return; |
1640 | } |
1535 | } |
1641 | |
1536 | |
… | |
… | |
1648 | */ |
1543 | */ |
1649 | |
1544 | |
1650 | /* Give 1 re-roll attempt per artifact */ |
1545 | /* Give 1 re-roll attempt per artifact */ |
1651 | #define ARTIFACT_TRIES 2 |
1546 | #define ARTIFACT_TRIES 2 |
1652 | |
1547 | |
|
|
1548 | void |
1653 | void generate_artifact(object *op, int difficulty) { |
1549 | generate_artifact (object *op, int difficulty) |
|
|
1550 | { |
1654 | artifactlist *al; |
1551 | artifactlist *al; |
1655 | artifact *art; |
1552 | artifact *art; |
1656 | int i; |
1553 | int i; |
1657 | |
1554 | |
1658 | al = find_artifactlist(op->type); |
1555 | al = find_artifactlist (op->type); |
1659 | |
1556 | |
1660 | if (al==NULL) { |
1557 | if (al == NULL) |
|
|
1558 | { |
1661 | #if 0 /* This is too verbose, usually */ |
1559 | #if 0 /* This is too verbose, usually */ |
1662 | LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1560 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1663 | #endif |
|
|
1664 | return; |
|
|
1665 | } |
|
|
1666 | |
|
|
1667 | for (i = 0; i < ARTIFACT_TRIES; i++) { |
|
|
1668 | int roll = RANDOM()% al->total_chance; |
|
|
1669 | |
|
|
1670 | for (art=al->items; art!=NULL; art=art->next) { |
|
|
1671 | roll -= art->chance; |
|
|
1672 | if (roll<0) break; |
|
|
1673 | } |
|
|
1674 | |
|
|
1675 | if (art == NULL || roll>=0) { |
|
|
1676 | #if 1 |
|
|
1677 | LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", |
|
|
1678 | op->type); |
|
|
1679 | #endif |
1561 | #endif |
1680 | return; |
1562 | return; |
1681 | } |
1563 | } |
|
|
1564 | |
|
|
1565 | for (i = 0; i < ARTIFACT_TRIES; i++) |
|
|
1566 | { |
|
|
1567 | int roll = rndm (al->total_chance); |
|
|
1568 | |
|
|
1569 | for (art = al->items; art; art = art->next) |
|
|
1570 | { |
|
|
1571 | roll -= art->chance; |
|
|
1572 | if (roll < 0) |
|
|
1573 | break; |
|
|
1574 | } |
|
|
1575 | |
|
|
1576 | if (art == NULL || roll >= 0) |
|
|
1577 | { |
|
|
1578 | #if 1 |
|
|
1579 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
|
|
1580 | #endif |
|
|
1581 | return; |
|
|
1582 | } |
1682 | if (!strcmp(art->item->name,"NONE")) |
1583 | if (!strcmp (art->item->name, "NONE")) |
1683 | return; |
1584 | return; |
1684 | if (FABS(op->magic) < art->item->magic) |
1585 | if (FABS (op->magic) < art->item->magic) |
1685 | continue; /* Not magic enough to be this item */ |
1586 | continue; /* Not magic enough to be this item */ |
1686 | |
1587 | |
1687 | /* Map difficulty not high enough */ |
1588 | /* Map difficulty not high enough */ |
1688 | if (difficulty<art->difficulty) |
1589 | if (difficulty < art->difficulty) |
1689 | continue; |
1590 | continue; |
1690 | |
1591 | |
1691 | if (!legal_artifact_combination(op, art)) { |
1592 | if (!legal_artifact_combination (op, art)) |
|
|
1593 | { |
1692 | #ifdef TREASURE_VERBOSE |
1594 | #ifdef TREASURE_VERBOSE |
1693 | LOG(llevDebug, "%s of %s was not a legal combination.\n", |
1595 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1694 | op->name, art->item->name); |
|
|
1695 | #endif |
1596 | #endif |
1696 | continue; |
1597 | continue; |
1697 | } |
1598 | } |
|
|
1599 | |
1698 | give_artifact_abilities(op, art->item); |
1600 | give_artifact_abilities (op, art->item); |
1699 | return; |
1601 | return; |
1700 | } |
1602 | } |
1701 | } |
1603 | } |
1702 | |
1604 | |
1703 | /* fix_flesh_item() - objects of type FLESH are similar to type |
1605 | /* fix_flesh_item() - objects of type FLESH are similar to type |
1704 | * FOOD, except they inherit properties (name, food value, etc). |
1606 | * FOOD, except they inherit properties (name, food value, etc). |
1705 | * based on the original owner (or 'donor' if you like). -b.t. |
1607 | * based on the original owner (or 'donor' if you like). -b.t. |
1706 | */ |
1608 | */ |
1707 | |
1609 | |
|
|
1610 | void |
1708 | void fix_flesh_item(object *item, object *donor) { |
1611 | fix_flesh_item (object *item, object *donor) |
|
|
1612 | { |
1709 | char tmpbuf[MAX_BUF]; |
1613 | char tmpbuf[MAX_BUF]; |
1710 | int i; |
1614 | int i; |
1711 | |
1615 | |
1712 | if(item->type==FLESH && donor) { |
1616 | if (item->type == FLESH && donor) |
|
|
1617 | { |
1713 | /* change the name */ |
1618 | /* change the name */ |
1714 | sprintf(tmpbuf,"%s's %s",donor->name,item->name); |
1619 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1715 | FREE_AND_COPY(item->name, tmpbuf); |
1620 | item->name = tmpbuf; |
1716 | sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); |
1621 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1717 | FREE_AND_COPY(item->name_pl, tmpbuf); |
1622 | item->name_pl = tmpbuf; |
1718 | |
1623 | |
1719 | /* weight is FLESH weight/100 * donor */ |
1624 | /* weight is FLESH weight/100 * donor */ |
1720 | if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) |
1625 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1721 | item->weight=1; |
1626 | item->weight = 1; |
1722 | |
1627 | |
1723 | /* value is multiplied by level of donor */ |
1628 | /* value is multiplied by level of donor */ |
1724 | item->value *= isqrt(donor->level*2); |
1629 | item->value *= isqrt (donor->level * 2); |
1725 | |
1630 | |
1726 | /* food value */ |
1631 | /* food value */ |
1727 | item->stats.food += (donor->stats.hp/100) + donor->stats.Con; |
1632 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1728 | |
1633 | |
1729 | /* flesh items inherit some abilities of donor, but not |
1634 | /* flesh items inherit some abilities of donor, but not |
1730 | * full effect. |
1635 | * full effect. |
1731 | */ |
1636 | */ |
1732 | for (i=0; i<NROFATTACKS; i++) |
1637 | for (i = 0; i < NROFATTACKS; i++) |
1733 | item->resist[i] = donor->resist[i]/2; |
1638 | item->resist[i] = donor->resist[i] / 2; |
1734 | |
1639 | |
1735 | /* item inherits donor's level (important for quezals) */ |
1640 | /* item inherits donor's level (important for quezals) */ |
1736 | item->level = donor->level; |
1641 | item->level = donor->level; |
1737 | |
1642 | |
1738 | /* if donor has some attacktypes, the flesh is poisonous */ |
1643 | /* if donor has some attacktypes, the flesh is poisonous */ |
1739 | if(donor->attacktype&AT_POISON) |
1644 | if (donor->attacktype & AT_POISON) |
1740 | item->type=POISON; |
1645 | item->type = POISON; |
1741 | if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; |
1646 | if (donor->attacktype & AT_ACID) |
|
|
1647 | item->stats.hp = -1 * item->stats.food; |
1742 | SET_FLAG(item,FLAG_NO_STEAL); |
1648 | SET_FLAG (item, FLAG_NO_STEAL); |
1743 | } |
1649 | } |
1744 | } |
1650 | } |
1745 | |
1651 | |
1746 | /* special_potion() - so that old potion code is still done right. */ |
1652 | /* special_potion() - so that old potion code is still done right. */ |
1747 | |
1653 | int |
1748 | int special_potion (object *op) { |
1654 | special_potion (object *op) |
1749 | |
1655 | { |
1750 | int i; |
|
|
1751 | |
|
|
1752 | if(op->attacktype) return 1; |
1656 | if (op->attacktype) |
1753 | |
|
|
1754 | if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow |
|
|
1755 | || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1; |
|
|
1756 | |
|
|
1757 | for (i=0; i<NROFATTACKS; i++) |
|
|
1758 | if (op->resist[i]) return 1; |
|
|
1759 | |
|
|
1760 | return 0; |
1657 | return 1; |
1761 | } |
|
|
1762 | |
1658 | |
|
|
1659 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1660 | return 1; |
|
|
1661 | |
|
|
1662 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1663 | if (op->resist[i]) |
|
|
1664 | return 1; |
|
|
1665 | |
|
|
1666 | return 0; |
|
|
1667 | } |
|
|
1668 | |
|
|
1669 | void |
1763 | void free_treasurestruct(treasure *t) |
1670 | free_treasurestruct (treasure *t) |
1764 | { |
1671 | { |
1765 | if (t->next) free_treasurestruct(t->next); |
1672 | if (t->next) free_treasurestruct (t->next); |
1766 | if (t->next_yes) free_treasurestruct(t->next_yes); |
1673 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1767 | if (t->next_no) free_treasurestruct(t->next_no); |
1674 | if (t->next_no) free_treasurestruct (t->next_no); |
1768 | free(t); |
|
|
1769 | } |
|
|
1770 | |
1675 | |
|
|
1676 | delete t; |
|
|
1677 | } |
|
|
1678 | |
|
|
1679 | void |
1771 | void free_charlinks(linked_char *lc) |
1680 | free_charlinks (linked_char *lc) |
1772 | { |
1681 | { |
1773 | if (lc->next) free_charlinks(lc->next); |
1682 | if (lc->next) |
1774 | free(lc); |
1683 | free_charlinks (lc->next); |
1775 | } |
|
|
1776 | |
1684 | |
|
|
1685 | delete lc; |
|
|
1686 | } |
|
|
1687 | |
|
|
1688 | void |
1777 | void free_artifact(artifact *at) |
1689 | free_artifact (artifact *at) |
1778 | { |
1690 | { |
1779 | |
|
|
1780 | if (at->next) free_artifact(at->next); |
1691 | if (at->next) free_artifact (at->next); |
1781 | if (at->allowed) free_charlinks(at->allowed); |
1692 | if (at->allowed) free_charlinks (at->allowed); |
1782 | if (at->item) { |
1693 | |
1783 | if (at->item->name) free_string(at->item->name); |
1694 | at->item->destroy (1); |
1784 | if (at->item->name_pl) free_string(at->item->name_pl); |
1695 | |
1785 | if (at->item->msg) free_string(at->item->msg); |
|
|
1786 | if (at->item->title) free_string(at->item->title); |
|
|
1787 | free(at->item); |
|
|
1788 | } |
|
|
1789 | free(at); |
1696 | sfree (at); |
1790 | } |
1697 | } |
1791 | |
1698 | |
|
|
1699 | void |
1792 | void free_artifactlist(artifactlist *al) |
1700 | free_artifactlist (artifactlist *al) |
1793 | { |
1701 | { |
1794 | artifactlist *nextal; |
1702 | artifactlist *nextal; |
|
|
1703 | |
1795 | for (al=first_artifactlist; al!=NULL; al=nextal) { |
1704 | for (al = first_artifactlist; al; al = nextal) |
|
|
1705 | { |
1796 | nextal=al->next; |
1706 | nextal = al->next; |
|
|
1707 | |
1797 | if (al->items) { |
1708 | if (al->items) |
1798 | free_artifact(al->items); |
1709 | free_artifact (al->items); |
1799 | } |
|
|
1800 | free(al); |
|
|
1801 | } |
|
|
1802 | } |
|
|
1803 | |
1710 | |
|
|
1711 | sfree (al); |
|
|
1712 | } |
|
|
1713 | } |
|
|
1714 | |
|
|
1715 | void |
1804 | void free_all_treasures(void) { |
1716 | free_all_treasures (void) |
|
|
1717 | { |
1805 | treasurelist *tl, *next; |
1718 | treasurelist *tl, *next; |
1806 | |
1719 | |
1807 | |
|
|
1808 | for (tl=first_treasurelist; tl!=NULL; tl=next) { |
1720 | for (tl = first_treasurelist; tl; tl = next) |
1809 | next=tl->next; |
|
|
1810 | if (tl->name) free_string(tl->name); |
|
|
1811 | if (tl->items) free_treasurestruct(tl->items); |
|
|
1812 | free(tl); |
|
|
1813 | } |
1721 | { |
|
|
1722 | clear (tl); |
|
|
1723 | |
|
|
1724 | next = tl->next; |
|
|
1725 | delete tl; |
|
|
1726 | } |
|
|
1727 | |
1814 | free_artifactlist(first_artifactlist); |
1728 | free_artifactlist (first_artifactlist); |
1815 | } |
1729 | } |