1 | |
|
|
2 | /* |
1 | /* |
3 | * static char *rcs_treasure_c = |
|
|
4 | * "$Id: treasure.C,v 1.1 2006/08/13 17:16:01 elmex Exp $"; |
|
|
5 | */ |
|
|
6 | |
|
|
7 | /* |
|
|
8 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
9 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * This program 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 2 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, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
21 | * |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
23 | */ |
29 | |
|
|
30 | #define ALLOWED_COMBINATION |
|
|
31 | |
24 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 | * It is useful for finding bugs in the treasures file. Since it only |
26 | * It is useful for finding bugs in the treasures file. Since it only |
34 | * slows the startup some (and not actual game play), it is by default |
27 | * slows the startup some (and not actual game play), it is by default |
35 | * left on |
28 | * left on |
36 | */ |
29 | */ |
37 | #define TREASURE_DEBUG |
30 | #define TREASURE_DEBUG |
38 | |
31 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
|
|
33 | |
40 | /* #define TREASURE_VERBOSE */ |
34 | //#define TREASURE_VERBOSE |
41 | |
35 | |
42 | #include <global.h> |
36 | #include <global.h> |
43 | #include <treasure.h> |
37 | #include <treasure.h> |
44 | #include <funcpoint.h> |
38 | #include <funcpoint.h> |
45 | #include <loader.h> |
39 | #include <loader.h> |
46 | |
40 | |
47 | |
|
|
48 | static void change_treasure(treasure *t, object *op); /* overrule default values */ |
|
|
49 | extern char *spell_mapping[]; |
41 | extern char *spell_mapping[]; |
50 | |
42 | |
51 | /* |
|
|
52 | * Initialize global archtype pointers: |
|
|
53 | */ |
|
|
54 | |
|
|
55 | void init_archetype_pointers() { |
|
|
56 | int prev_warn = warn_archetypes; |
|
|
57 | warn_archetypes = 1; |
|
|
58 | if (ring_arch == NULL) |
|
|
59 | ring_arch = find_archetype("ring"); |
|
|
60 | if (amulet_arch == NULL) |
|
|
61 | amulet_arch = find_archetype("amulet"); |
|
|
62 | if (staff_arch == NULL) |
|
|
63 | staff_arch = find_archetype("staff"); |
|
|
64 | if (crown_arch == NULL) |
|
|
65 | crown_arch = find_archetype("crown"); |
|
|
66 | warn_archetypes = prev_warn; |
|
|
67 | } |
|
|
68 | |
|
|
69 | /* |
|
|
70 | * Allocate and return the pointer to an empty treasurelist structure. |
|
|
71 | */ |
|
|
72 | |
|
|
73 | static treasurelist *get_empty_treasurelist(void) { |
43 | static treasurelist *first_treasurelist; |
74 | treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); |
44 | |
75 | if(tl==NULL) |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
76 | fatal(OUT_OF_MEMORY); |
46 | |
77 | memset(tl, 0, sizeof(treasurelist)); |
47 | typedef std::tr1::unordered_map< |
|
|
48 | const char *, |
|
|
49 | treasurelist *, |
|
|
50 | str_hash, |
|
|
51 | str_equal, |
|
|
52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
|
|
53 | true |
|
|
54 | > tl_map_t; |
|
|
55 | |
|
|
56 | static tl_map_t tl_map; |
|
|
57 | |
|
|
58 | /* |
|
|
59 | * Searches for the given treasurelist |
|
|
60 | */ |
|
|
61 | treasurelist * |
|
|
62 | treasurelist::find (const char *name) |
|
|
63 | { |
|
|
64 | if (!name) |
|
|
65 | return 0; |
|
|
66 | |
|
|
67 | auto (i, tl_map.find (name)); |
|
|
68 | |
|
|
69 | if (i == tl_map.end ()) |
|
|
70 | return 0; |
|
|
71 | |
|
|
72 | return i->second; |
|
|
73 | } |
|
|
74 | |
|
|
75 | /* |
|
|
76 | * Searches for the given treasurelist in the globally linked list |
|
|
77 | * of treasurelists which has been built by load_treasures(). |
|
|
78 | */ |
|
|
79 | treasurelist * |
|
|
80 | treasurelist::get (const char *name) |
|
|
81 | { |
|
|
82 | treasurelist *tl = find (name); |
|
|
83 | |
|
|
84 | if (!tl) |
|
|
85 | { |
|
|
86 | tl = new treasurelist; |
|
|
87 | |
|
|
88 | tl->name = name; |
|
|
89 | tl->next = first_treasurelist; |
|
|
90 | first_treasurelist = tl; |
|
|
91 | |
|
|
92 | tl_map.insert (std::make_pair (tl->name, tl)); |
|
|
93 | } |
|
|
94 | |
78 | return tl; |
95 | return tl; |
79 | } |
96 | } |
80 | |
97 | |
81 | /* |
98 | //TODO: class method |
82 | * Allocate and return the pointer to an empty treasure structure. |
99 | void |
83 | */ |
100 | clear (treasurelist *tl) |
84 | |
101 | { |
85 | static treasure *get_empty_treasure(void) { |
102 | if (tl->items) |
86 | treasure *t = (treasure *) calloc(1,sizeof(treasure)); |
|
|
87 | if(t==NULL) |
|
|
88 | fatal(OUT_OF_MEMORY); |
|
|
89 | t->item=NULL; |
|
|
90 | t->name=NULL; |
|
|
91 | t->next=NULL; |
|
|
92 | t->next_yes=NULL; |
|
|
93 | t->next_no=NULL; |
|
|
94 | t->chance=100; |
|
|
95 | t->magic=0; |
|
|
96 | t->nrof=0; |
|
|
97 | return t; |
|
|
98 | } |
|
|
99 | |
|
|
100 | /* |
|
|
101 | * Reads the lib/treasure file from disk, and parses the contents |
|
|
102 | * into an internal treasure structure (very linked lists) |
|
|
103 | */ |
|
|
104 | |
|
|
105 | static treasure *load_treasure(FILE *fp, int *line) { |
|
|
106 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
|
|
107 | treasure *t=get_empty_treasure(); |
|
|
108 | int value; |
|
|
109 | |
|
|
110 | nroftreasures++; |
|
|
111 | while(fgets(buf,MAX_BUF,fp)!=NULL) { |
|
|
112 | (*line)++; |
|
|
113 | |
|
|
114 | if(*buf=='#') |
|
|
115 | continue; |
|
|
116 | if((cp=strchr(buf,'\n'))!=NULL) |
|
|
117 | *cp='\0'; |
|
|
118 | cp=buf; |
|
|
119 | while(isspace(*cp)) /* Skip blanks */ |
|
|
120 | cp++; |
|
|
121 | |
|
|
122 | if(sscanf(cp,"arch %s",variable)) { |
|
|
123 | if((t->item=find_archetype(variable))==NULL) |
|
|
124 | LOG(llevError,"Treasure lacks archetype: %s\n",variable); |
|
|
125 | } else if (sscanf(cp, "list %s", variable)) |
|
|
126 | t->name = add_string(variable); |
|
|
127 | else if (sscanf(cp, "change_name %s", variable)) |
|
|
128 | t->change_arch.name = add_string(variable); |
|
|
129 | else if (sscanf(cp, "change_title %s", variable)) |
|
|
130 | t->change_arch.title = add_string(variable); |
|
|
131 | else if (sscanf(cp, "change_slaying %s", variable)) |
|
|
132 | t->change_arch.slaying = add_string(variable); |
|
|
133 | else if(sscanf(cp,"chance %d",&value)) |
|
|
134 | t->chance=(uint8) value; |
|
|
135 | else if(sscanf(cp,"nrof %d",&value)) |
|
|
136 | t->nrof=(uint16) value; |
|
|
137 | else if(sscanf(cp,"magic %d",&value)) |
|
|
138 | t->magic=(uint8) value; |
|
|
139 | else if(!strcmp(cp,"yes")) |
|
|
140 | t->next_yes=load_treasure(fp, line); |
|
|
141 | else if(!strcmp(cp,"no")) |
|
|
142 | t->next_no=load_treasure(fp, line); |
|
|
143 | else if(!strcmp(cp,"end")) |
|
|
144 | return t; |
|
|
145 | else if(!strcmp(cp,"more")) { |
|
|
146 | t->next=load_treasure(fp, line); |
|
|
147 | return t; |
|
|
148 | } else |
|
|
149 | LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", |
|
|
150 | cp,t->name?t->name:"null", *line); |
|
|
151 | } |
103 | { |
152 | LOG(llevError,"treasure lacks 'end'.\n"); |
104 | free_treasurestruct (tl->items); |
153 | return t; |
105 | tl->items = 0; |
|
|
106 | } |
|
|
107 | |
|
|
108 | tl->total_chance = 0; |
154 | } |
109 | } |
155 | |
110 | |
156 | #ifdef TREASURE_DEBUG |
111 | #ifdef TREASURE_DEBUG |
157 | /* recursived checks the linked list. Treasurelist is passed only |
112 | /* recursived checks the linked list. Treasurelist is passed only |
158 | * so that the treasure name can be printed out |
113 | * so that the treasure name can be printed out |
159 | */ |
114 | */ |
|
|
115 | static void |
160 | static void check_treasurelist(const treasure *t, const treasurelist *tl) |
116 | check_treasurelist (const treasure *t, const treasurelist * tl) |
161 | { |
117 | { |
162 | if (t->item==NULL && t->name==NULL) |
|
|
163 | LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); |
|
|
164 | if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) |
118 | 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", |
119 | 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); |
120 | |
167 | /* find_treasurelist will print out its own error message */ |
121 | if (t->next) |
168 | if (t->name && strcmp(t->name,"NONE")) |
|
|
169 | (void) find_treasurelist(t->name); |
|
|
170 | if (t->next) check_treasurelist(t->next, tl); |
122 | check_treasurelist (t->next, tl); |
|
|
123 | |
|
|
124 | if (t->next_yes) |
171 | if (t->next_yes) check_treasurelist(t->next_yes,tl); |
125 | check_treasurelist (t->next_yes, tl); |
|
|
126 | |
|
|
127 | if (t->next_no) |
172 | if (t->next_no) check_treasurelist(t->next_no, tl); |
128 | check_treasurelist (t->next_no, tl); |
173 | } |
129 | } |
174 | #endif |
130 | #endif |
175 | |
131 | |
176 | /* |
132 | /* |
177 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
133 | * Reads the lib/treasure file from disk, and parses the contents |
|
|
134 | * into an internal treasure structure (very linked lists) |
|
|
135 | */ |
|
|
136 | static treasure * |
|
|
137 | read_treasure (object_thawer &f) |
|
|
138 | { |
|
|
139 | treasure *t = new treasure; |
|
|
140 | |
|
|
141 | f.next (); |
|
|
142 | |
|
|
143 | for (;;) |
|
|
144 | { |
|
|
145 | coroapi::cede_to_tick_every (10); |
|
|
146 | |
|
|
147 | switch (f.kw) |
|
|
148 | { |
|
|
149 | case KW_arch: |
|
|
150 | t->item = archetype::get (f.get_str ()); |
|
|
151 | break; |
|
|
152 | |
|
|
153 | case KW_list: f.get (t->name); break; |
|
|
154 | case KW_change_name: f.get (t->change_arch.name); break; |
|
|
155 | case KW_change_title: f.get (t->change_arch.title); break; |
|
|
156 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
|
|
157 | case KW_chance: f.get (t->chance); break; |
|
|
158 | case KW_nrof: f.get (t->nrof); break; |
|
|
159 | case KW_magic: f.get (t->magic); break; |
|
|
160 | |
|
|
161 | case KW_yes: t->next_yes = read_treasure (f); continue; |
|
|
162 | case KW_no: t->next_no = read_treasure (f); continue; |
|
|
163 | |
|
|
164 | case KW_end: |
|
|
165 | f.next (); |
|
|
166 | return t; |
|
|
167 | |
|
|
168 | case KW_more: |
|
|
169 | t->next = read_treasure (f); |
|
|
170 | return t; |
|
|
171 | |
|
|
172 | default: |
|
|
173 | if (!f.parse_error ("treasurelist", t->name)) |
|
|
174 | return 0; |
|
|
175 | |
|
|
176 | return t; |
|
|
177 | } |
|
|
178 | |
|
|
179 | f.next (); |
|
|
180 | } |
|
|
181 | } |
|
|
182 | |
|
|
183 | /* |
178 | * Each treasure is parsed with the help of load_treasure(). |
184 | * Each treasure is parsed with the help of load_treasure(). |
179 | */ |
185 | */ |
|
|
186 | treasurelist * |
|
|
187 | treasurelist::read (object_thawer &f) |
|
|
188 | { |
|
|
189 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
180 | |
190 | |
181 | void load_treasures(void) { |
191 | bool one = f.kw == KW_treasureone; |
182 | FILE *fp; |
192 | treasurelist *tl = treasurelist::get (f.get_str ()); |
183 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
193 | clear (tl); |
184 | treasurelist *previous=NULL; |
|
|
185 | treasure *t; |
|
|
186 | int comp, line=0; |
|
|
187 | |
|
|
188 | sprintf(filename,"%s/%s",settings.datadir,settings.treasures); |
|
|
189 | if((fp=open_and_uncompress(filename,0,&comp))==NULL) { |
|
|
190 | LOG(llevError,"Can't open treasure file.\n"); |
|
|
191 | return; |
|
|
192 | } |
|
|
193 | while(fgets(buf,MAX_BUF,fp)!=NULL) { |
|
|
194 | line++; |
|
|
195 | if(*buf=='#') |
|
|
196 | continue; |
|
|
197 | |
|
|
198 | if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { |
|
|
199 | treasurelist *tl=get_empty_treasurelist(); |
|
|
200 | tl->name=add_string(name); |
|
|
201 | if(previous==NULL) |
|
|
202 | first_treasurelist=tl; |
|
|
203 | else |
|
|
204 | previous->next=tl; |
|
|
205 | previous=tl; |
|
|
206 | tl->items=load_treasure(fp, &line); |
194 | tl->items = read_treasure (f); |
|
|
195 | if (!tl->items) |
|
|
196 | return 0; |
207 | |
197 | |
208 | /* This is a one of the many items on the list should be generated. |
198 | /* 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 |
199 | * Add up the chance total, and check to make sure the yes & no |
210 | * fields of the treasures are not being used. |
200 | * fields of the treasures are not being used. |
211 | */ |
|
|
212 | if (!strncmp(buf,"treasureone",11)) { |
|
|
213 | for (t=tl->items; t!=NULL; t=t->next) { |
|
|
214 | #ifdef TREASURE_DEBUG |
|
|
215 | if (t->next_yes || t->next_no) { |
|
|
216 | LOG(llevError,"Treasure %s is one item, but on treasure %s\n", |
|
|
217 | tl->name, t->item ? t->item->name : t->name); |
|
|
218 | LOG(llevError," the next_yes or next_no field is set\n"); |
|
|
219 | } |
|
|
220 | #endif |
|
|
221 | tl->total_chance += t->chance; |
|
|
222 | } |
|
|
223 | } |
|
|
224 | } else |
|
|
225 | LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
|
|
226 | } |
|
|
227 | close_and_delete(fp, comp); |
|
|
228 | |
|
|
229 | #ifdef TREASURE_DEBUG |
|
|
230 | /* Perform some checks on how valid the treasure data actually is. |
|
|
231 | * verify that list transitions work (ie, the list that it is supposed |
|
|
232 | * to transition to exists). Also, verify that at least the name |
|
|
233 | * or archetype is set for each treasure element. |
|
|
234 | */ |
|
|
235 | for (previous=first_treasurelist; previous!=NULL; previous=previous->next) |
|
|
236 | check_treasurelist(previous->items, previous); |
|
|
237 | #endif |
|
|
238 | } |
|
|
239 | |
|
|
240 | /* |
|
|
241 | * Searches for the given treasurelist in the globally linked list |
|
|
242 | * of treasurelists which has been built by load_treasures(). |
|
|
243 | */ |
|
|
244 | |
|
|
245 | treasurelist *find_treasurelist(const char *name) { |
|
|
246 | const char *tmp=find_string(name); |
|
|
247 | treasurelist *tl; |
|
|
248 | |
|
|
249 | /* Special cases - randomitems of none is to override default. If |
|
|
250 | * first_treasurelist is null, it means we are on the first pass of |
|
|
251 | * of loading archetyps, so for now, just return - second pass will |
|
|
252 | * init these values. |
|
|
253 | */ |
201 | */ |
254 | if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; |
202 | tl->total_chance = 0; |
255 | if(tmp!=NULL) |
203 | |
256 | for(tl=first_treasurelist;tl!=NULL;tl=tl->next) |
204 | if (one) |
257 | if(tmp==tl->name) |
205 | { |
|
|
206 | for (treasure *t = tl->items; t; t = t->next) |
|
|
207 | { |
|
|
208 | if (t->next_yes || t->next_no) |
|
|
209 | { |
|
|
210 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
|
|
211 | LOG (llevError, " the next_yes or next_no field is set\n"); |
|
|
212 | } |
|
|
213 | |
|
|
214 | tl->total_chance += t->chance; |
|
|
215 | } |
|
|
216 | } |
|
|
217 | |
258 | return tl; |
218 | return tl; |
259 | LOG(llevError,"Couldn't find treasurelist %s\n",name); |
|
|
260 | return NULL; |
|
|
261 | } |
219 | } |
262 | |
|
|
263 | |
220 | |
264 | /* |
221 | /* |
265 | * Generates the objects specified by the given treasure. |
222 | * Generates the objects specified by the given treasure. |
266 | * It goes recursively through the rest of the linked list. |
223 | * It goes recursively through the rest of the linked list. |
267 | * If there is a certain percental chance for a treasure to be generated, |
224 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
270 | * being generated. |
227 | * being generated. |
271 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
228 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
272 | * abilities. This is used by summon spells, thus no summoned monsters |
229 | * abilities. This is used by summon spells, thus no summoned monsters |
273 | * start with equipment, but only their abilities). |
230 | * start with equipment, but only their abilities). |
274 | */ |
231 | */ |
275 | |
232 | static void |
276 | |
|
|
277 | static void put_treasure (object *op, object *creator, int flags) |
233 | put_treasure (object *op, object *creator, int flags) |
278 | { |
234 | { |
279 | object *tmp; |
|
|
280 | |
|
|
281 | /* Bit of a hack - spells should never be put onto the map. The entire |
235 | /* 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 |
236 | * 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 |
237 | * this is the original object, or if this is an object that should be created |
284 | * by another object. |
238 | * by another object. |
285 | */ |
239 | */ |
286 | if (flags & GT_ENVIRONMENT && op->type != SPELL) { |
240 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
287 | op->x = creator->x; |
241 | { |
288 | op->y = creator->y; |
242 | op->deactivate_recursive (); |
|
|
243 | op->expand_tail (); |
|
|
244 | |
|
|
245 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
|
|
246 | op->destroy (); |
|
|
247 | else |
|
|
248 | { |
289 | SET_FLAG(op, FLAG_OBJ_ORIGINAL); |
249 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
290 | insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); |
250 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
291 | } else { |
251 | } |
292 | op = insert_ob_in_ob (op, creator); |
252 | } |
|
|
253 | else |
|
|
254 | { |
|
|
255 | op = creator->insert (op); |
|
|
256 | |
293 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
257 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
294 | monster_check_apply(creator, op); |
258 | monster_check_apply (creator, op); |
295 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
259 | |
|
|
260 | if (flags & GT_UPDATE_INV) |
|
|
261 | if (object *tmp = creator->in_player ()) |
296 | esrv_send_item(tmp, op); |
262 | esrv_send_item (tmp, op); |
297 | } |
263 | } |
298 | } |
264 | } |
299 | |
265 | |
300 | /* if there are change_xxx commands in the treasure, we include the changes |
266 | /* if there are change_xxx commands in the treasure, we include the changes |
301 | * in the generated object |
267 | * in the generated object |
302 | */ |
268 | */ |
|
|
269 | static void |
303 | static void change_treasure(treasure *t, object *op) |
270 | change_treasure (treasure *t, object *op) |
304 | { |
271 | { |
305 | /* CMD: change_name xxxx */ |
272 | /* CMD: change_name xxxx */ |
306 | if(t->change_arch.name) |
273 | 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 | |
274 | { |
|
|
275 | op->name = t->change_arch.name; |
|
|
276 | op->name_pl = t->change_arch.name; |
|
|
277 | } |
|
|
278 | |
313 | if(t->change_arch.title) |
279 | if (t->change_arch.title) |
314 | { |
|
|
315 | if(op->title) |
|
|
316 | free_string(op->title); |
|
|
317 | op->title = add_string(t->change_arch.title); |
280 | op->title = t->change_arch.title; |
318 | } |
|
|
319 | |
281 | |
320 | if(t->change_arch.slaying) |
282 | if (t->change_arch.slaying) |
321 | { |
|
|
322 | if(op->slaying) |
|
|
323 | free_string(op->slaying); |
|
|
324 | op->slaying = add_string(t->change_arch.slaying); |
283 | op->slaying = t->change_arch.slaying; |
325 | } |
|
|
326 | |
|
|
327 | } |
284 | } |
328 | |
285 | |
|
|
286 | static void |
329 | void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { |
287 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
330 | object *tmp; |
288 | { |
331 | |
|
|
332 | |
|
|
333 | if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { |
289 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
|
|
290 | { |
334 | if (t->name) { |
291 | if (t->name) |
335 | if (strcmp(t->name,"NONE") && difficulty>=t->magic) |
292 | { |
336 | create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); |
293 | if (difficulty >= t->magic) |
337 | } |
294 | if (treasurelist *tl = treasurelist::find (t->name)) |
|
|
295 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
296 | else |
|
|
297 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
298 | } |
338 | else { |
299 | else |
|
|
300 | { |
339 | if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { |
301 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
|
|
302 | { |
340 | tmp=arch_to_object(t->item); |
303 | object *tmp = arch_to_object (t->item); |
|
|
304 | |
|
|
305 | if (t->nrof && tmp->nrof <= 1) |
|
|
306 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
307 | |
|
|
308 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
|
|
309 | change_treasure (t, tmp); |
|
|
310 | put_treasure (tmp, op, flag); |
|
|
311 | } |
|
|
312 | } |
|
|
313 | |
|
|
314 | if (t->next_yes) |
|
|
315 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
|
|
316 | } |
|
|
317 | else if (t->next_no) |
|
|
318 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
|
|
319 | |
|
|
320 | if (t->next) |
|
|
321 | create_all_treasures (t->next, op, flag, difficulty, tries); |
|
|
322 | } |
|
|
323 | |
|
|
324 | static void |
|
|
325 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
|
|
326 | { |
|
|
327 | int value = rndm (tl->total_chance); |
|
|
328 | treasure *t; |
|
|
329 | |
|
|
330 | if (tries++ > 100) |
|
|
331 | { |
|
|
332 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
|
|
333 | return; |
|
|
334 | } |
|
|
335 | |
|
|
336 | for (t = tl->items; t; t = t->next) |
|
|
337 | { |
|
|
338 | value -= t->chance; |
|
|
339 | |
|
|
340 | if (value < 0) |
|
|
341 | break; |
|
|
342 | } |
|
|
343 | |
|
|
344 | if (!t || value >= 0) |
|
|
345 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
|
|
346 | |
|
|
347 | if (t->name) |
|
|
348 | { |
|
|
349 | if (difficulty >= t->magic) |
|
|
350 | { |
|
|
351 | treasurelist *tl = treasurelist::find (t->name); |
|
|
352 | if (tl) |
|
|
353 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
354 | } |
|
|
355 | else if (t->nrof) |
|
|
356 | create_one_treasure (tl, op, flag, difficulty, tries); |
|
|
357 | } |
|
|
358 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
|
|
359 | { |
|
|
360 | if (object *tmp = arch_to_object (t->item)) |
|
|
361 | { |
341 | if(t->nrof&&tmp->nrof<=1) |
362 | if (t->nrof && tmp->nrof <= 1) |
342 | tmp->nrof = RANDOM()%((int) t->nrof) + 1; |
363 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
364 | |
343 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
365 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
344 | change_treasure(t, tmp); |
366 | change_treasure (t, tmp); |
345 | put_treasure (tmp, op, flag); |
367 | put_treasure (tmp, op, flag); |
346 | } |
368 | } |
347 | } |
|
|
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 | } |
|
|
356 | |
|
|
357 | void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, |
|
|
358 | int tries) |
|
|
359 | { |
|
|
360 | int value = RANDOM() % tl->total_chance; |
|
|
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 | } |
369 | } |
394 | } |
370 | } |
395 | |
371 | |
396 | /* This calls the appropriate treasure creation function. tries is passed |
372 | /* This calls the appropriate treasure creation function. tries is passed |
397 | * to determine how many list transitions or attempts to create treasure |
373 | * 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 |
374 | * 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 |
375 | * 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 |
376 | * created on weak maps, because it will exceed the number of allowed tries |
401 | * to do that. |
377 | * to do that. |
402 | */ |
378 | */ |
|
|
379 | void |
403 | void create_treasure(treasurelist *t, object *op, int flag, int difficulty, |
380 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
404 | int tries) |
|
|
405 | { |
381 | { |
|
|
382 | // empty treasurelists are legal |
|
|
383 | if (!tl->items) |
|
|
384 | return; |
406 | |
385 | |
407 | if (tries++>100) { |
386 | if (tries++ > 100) |
|
|
387 | { |
408 | LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); |
388 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
409 | return; |
389 | return; |
410 | } |
390 | } |
|
|
391 | |
411 | if (t->total_chance) |
392 | if (tl->total_chance) |
412 | create_one_treasure(t, op, flag,difficulty, tries); |
393 | create_one_treasure (tl, op, flag, difficulty, tries); |
413 | else |
394 | else |
414 | create_all_treasures(t->items, op, flag, difficulty, tries); |
395 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
415 | } |
396 | } |
416 | |
397 | |
417 | /* This is similar to the old generate treasure function. However, |
398 | /* This is similar to the old generate treasure function. However, |
418 | * it instead takes a treasurelist. It is really just a wrapper around |
399 | * it instead takes a treasurelist. It is really just a wrapper around |
419 | * create_treasure. We create a dummy object that the treasure gets |
400 | * create_treasure. We create a dummy object that the treasure gets |
420 | * inserted into, and then return that treausre |
401 | * inserted into, and then return that treausre |
421 | */ |
402 | */ |
|
|
403 | object * |
422 | object *generate_treasure(treasurelist *t, int difficulty) |
404 | generate_treasure (treasurelist *tl, int difficulty) |
423 | { |
405 | { |
424 | object *ob = get_object(), *tmp; |
406 | difficulty = clamp (difficulty, 1, settings.max_level); |
425 | |
407 | |
|
|
408 | object *ob = object::create (); |
|
|
409 | |
426 | create_treasure(t, ob, 0, difficulty, 0); |
410 | create_treasure (tl, ob, 0, difficulty, 0); |
427 | |
411 | |
428 | /* Don't want to free the object we are about to return */ |
412 | /* Don't want to free the object we are about to return */ |
429 | tmp = ob->inv; |
413 | object *tmp = ob->inv; |
430 | if (tmp!=NULL) remove_ob(tmp); |
414 | if (tmp) |
|
|
415 | tmp->remove (); |
|
|
416 | |
431 | if (ob->inv) { |
417 | if (ob->inv) |
432 | LOG(llevError,"In generate treasure, created multiple objects.\n"); |
418 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
433 | } |
419 | |
434 | free_object(ob); |
420 | ob->destroy (); |
435 | return tmp; |
421 | return tmp; |
436 | } |
422 | } |
437 | |
423 | |
438 | /* |
424 | /* |
439 | * This is a new way of calculating the chance for an item to have |
425 | * This is a new way of calculating the chance for an item to have |
440 | * a specific magical bonus. |
426 | * a specific magical bonus. |
441 | * The array has two arguments, the difficulty of the level, and the |
427 | * The array has two arguments, the difficulty of the level, and the |
442 | * magical bonus "wanted". |
428 | * magical bonus "wanted". |
443 | */ |
429 | */ |
444 | |
430 | |
445 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = |
431 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
446 | { |
|
|
447 | /*chance of magic difficulty*/ |
432 | // chance of magic difficulty |
448 | /* +0 +1 +2 +3 +4 */ |
433 | // +0 +1 +2 +3 +4 |
449 | { 95, 2, 2, 1, 0 }, /*1*/ |
434 | {95, 2, 2, 1, 0}, // 1 |
450 | { 92, 5, 2, 1, 0 }, /*2*/ |
435 | {92, 5, 2, 1, 0}, // 2 |
451 | { 85,10, 4, 1, 0 }, /*3*/ |
436 | {85, 10, 4, 1, 0}, // 3 |
452 | { 80,14, 4, 2, 0 }, /*4*/ |
437 | {80, 14, 4, 2, 0}, // 4 |
453 | { 75,17, 5, 2, 1 }, /*5*/ |
438 | {75, 17, 5, 2, 1}, // 5 |
454 | { 70,18, 8, 3, 1 }, /*6*/ |
439 | {70, 18, 8, 3, 1}, // 6 |
455 | { 65,21,10, 3, 1 }, /*7*/ |
440 | {65, 21, 10, 3, 1}, // 7 |
456 | { 60,22,12, 4, 2 }, /*8*/ |
441 | {60, 22, 12, 4, 2}, // 8 |
457 | { 55,25,14, 4, 2 }, /*9*/ |
442 | {55, 25, 14, 4, 2}, // 9 |
458 | { 50,27,16, 5, 2 }, /*10*/ |
443 | {50, 27, 16, 5, 2}, // 10 |
459 | { 45,28,18, 6, 3 }, /*11*/ |
444 | {45, 28, 18, 6, 3}, // 11 |
460 | { 42,28,20, 7, 3 }, /*12*/ |
445 | {42, 28, 20, 7, 3}, // 12 |
461 | { 40,27,21, 8, 4 }, /*13*/ |
446 | {40, 27, 21, 8, 4}, // 13 |
462 | { 38,25,22,10, 5 }, /*14*/ |
447 | {38, 25, 22, 10, 5}, // 14 |
463 | { 36,23,23,12, 6 }, /*15*/ |
448 | {36, 23, 23, 12, 6}, // 15 |
464 | { 33,21,24,14, 8 }, /*16*/ |
449 | {33, 21, 24, 14, 8}, // 16 |
465 | { 31,19,25,16, 9 }, /*17*/ |
450 | {31, 19, 25, 16, 9}, // 17 |
466 | { 27,15,30,18,10 }, /*18*/ |
451 | {27, 15, 30, 18, 10}, // 18 |
467 | { 20,12,30,25,13 }, /*19*/ |
452 | {20, 12, 30, 25, 13}, // 19 |
468 | { 15,10,28,30,17 }, /*20*/ |
453 | {15, 10, 28, 30, 17}, // 20 |
469 | { 13, 9,27,28,23 }, /*21*/ |
454 | {13, 9, 27, 28, 23}, // 21 |
470 | { 10, 8,25,28,29 }, /*22*/ |
455 | {10, 8, 25, 28, 29}, // 22 |
471 | { 8, 7,23,26,36 }, /*23*/ |
456 | { 8, 7, 23, 26, 36}, // 23 |
472 | { 6, 6,20,22,46 }, /*24*/ |
457 | { 6, 6, 20, 22, 46}, // 24 |
473 | { 4, 5,17,18,56 }, /*25*/ |
458 | { 4, 5, 17, 18, 56}, // 25 |
474 | { 2, 4,12,14,68 }, /*26*/ |
459 | { 2, 4, 12, 14, 68}, // 26 |
475 | { 0, 3, 7,10,80 }, /*27*/ |
460 | { 0, 3, 7, 10, 80}, // 27 |
476 | { 0, 0, 3, 7,90 }, /*28*/ |
461 | { 0, 0, 3, 7, 90}, // 28 |
477 | { 0, 0, 0, 3,97 }, /*29*/ |
462 | { 0, 0, 0, 3, 97}, // 29 |
478 | { 0, 0, 0, 0,100}, /*30*/ |
463 | { 0, 0, 0, 0, 100}, // 30 |
479 | { 0, 0, 0, 0,100}, /*31*/ |
464 | { 0, 0, 0, 0, 100}, // 31 |
480 | }; |
465 | }; |
481 | |
|
|
482 | |
466 | |
483 | /* calculate the appropriate level for wands staves and scrolls. |
467 | /* calculate the appropriate level for wands staves and scrolls. |
484 | * This code presumes that op has had its spell object created (in op->inv) |
468 | * This code presumes that op has had its spell object created (in op->inv) |
485 | * |
469 | * |
486 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
470 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
487 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
471 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
488 | */ |
472 | */ |
489 | |
473 | int |
490 | int level_for_item (const object *op, int difficulty) |
474 | level_for_item (const object *op, int difficulty) |
491 | { |
475 | { |
492 | int mult = 0, olevel = 0; |
476 | int olevel = 0; |
493 | |
477 | |
494 | if (!op->inv) |
478 | if (!op->inv) |
495 | { |
479 | { |
496 | LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); |
480 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
497 | return 0; |
481 | return 0; |
498 | } |
482 | } |
499 | |
483 | |
500 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
484 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
501 | |
485 | |
502 | if (olevel <= 0) |
486 | if (olevel <= 0) |
… | |
… | |
516 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
500 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
517 | * Scaling difficulty by max_level, as difficulty is a level and not some |
501 | * Scaling difficulty by max_level, as difficulty is a level and not some |
518 | * weird integer between 1-31. |
502 | * weird integer between 1-31. |
519 | * |
503 | * |
520 | */ |
504 | */ |
521 | |
505 | int |
522 | int magic_from_difficulty(int difficulty) |
506 | magic_from_difficulty (int difficulty) |
523 | { |
507 | { |
524 | int percent = 0, magic = 0; |
508 | int percent = 0, magic = 0; |
525 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
509 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
526 | |
510 | |
527 | scaled_diff--; |
511 | scaled_diff--; |
528 | |
512 | |
529 | if(scaled_diff < 0) |
513 | if (scaled_diff < 0) |
530 | scaled_diff = 0; |
514 | scaled_diff = 0; |
531 | |
515 | |
532 | if (scaled_diff >= DIFFLEVELS) |
516 | if (scaled_diff >= DIFFLEVELS) |
533 | scaled_diff = DIFFLEVELS-1; |
517 | scaled_diff = DIFFLEVELS - 1; |
534 | |
518 | |
535 | percent = RANDOM()%100; |
519 | percent = rndm (100); |
536 | |
520 | |
537 | for(magic = 0; magic < (MAXMAGIC + 1); magic++) |
521 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
538 | { |
522 | { |
539 | percent -= difftomagic_list[scaled_diff][magic]; |
523 | percent -= difftomagic_list[scaled_diff][magic]; |
540 | |
524 | |
541 | if (percent < 0) |
525 | if (percent < 0) |
542 | break; |
526 | break; |
543 | } |
527 | } |
544 | |
528 | |
545 | if (magic == (MAXMAGIC + 1)) |
529 | if (magic == (MAXMAGIC + 1)) |
546 | { |
530 | { |
547 | LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
531 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
548 | magic = 0; |
532 | magic = 0; |
549 | } |
533 | } |
550 | |
534 | |
551 | magic = (RANDOM() % 3) ? magic : -magic; |
535 | magic = (rndm (3)) ? magic : -magic; |
552 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
536 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
553 | |
537 | |
554 | return magic; |
538 | return magic; |
555 | } |
539 | } |
556 | |
540 | |
… | |
… | |
559 | * the armour variable, and the effect on speed of armour. |
543 | * the armour variable, and the effect on speed of armour. |
560 | * This function doesn't work properly, should add use of archetypes |
544 | * This function doesn't work properly, should add use of archetypes |
561 | * to make it truly absolute. |
545 | * to make it truly absolute. |
562 | */ |
546 | */ |
563 | |
547 | |
|
|
548 | void |
564 | void set_abs_magic(object *op, int magic) { |
549 | set_abs_magic (object *op, int magic) |
|
|
550 | { |
565 | if(!magic) |
551 | if (!magic) |
566 | return; |
552 | return; |
567 | |
553 | |
568 | op->magic=magic; |
554 | op->magic = magic; |
569 | if (op->arch) { |
555 | if (op->arch) |
|
|
556 | { |
570 | if (op->type == ARMOUR) |
557 | if (op->type == ARMOUR) |
571 | ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; |
558 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
572 | |
559 | |
573 | if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ |
560 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
574 | magic = (-magic); |
561 | magic = (-magic); |
575 | op->weight = (op->arch->clone.weight*(100-magic*10))/100; |
562 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
|
|
563 | } |
576 | } else { |
564 | else |
|
|
565 | { |
577 | if(op->type==ARMOUR) |
566 | if (op->type == ARMOUR) |
578 | ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; |
567 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
579 | if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ |
568 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
580 | magic = (-magic); |
569 | magic = (-magic); |
581 | op->weight=(op->weight*(100-magic*10))/100; |
570 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
582 | } |
571 | } |
583 | } |
572 | } |
584 | |
573 | |
585 | /* |
574 | /* |
586 | * Sets a random magical bonus in the given object based upon |
575 | * Sets a random magical bonus in the given object based upon |
587 | * the given difficulty, and the given max possible bonus. |
576 | * the given difficulty, and the given max possible bonus. |
588 | */ |
577 | */ |
589 | |
578 | |
|
|
579 | static void |
590 | static void set_magic (int difficulty, object *op, int max_magic, int flags) |
580 | set_magic (int difficulty, object *op, int max_magic, int flags) |
591 | { |
581 | { |
592 | int i; |
582 | int i; |
|
|
583 | |
593 | i = magic_from_difficulty(difficulty); |
584 | i = magic_from_difficulty (difficulty); |
594 | if ((flags & GT_ONLY_GOOD) && i < 0) |
585 | if ((flags & GT_ONLY_GOOD) && i < 0) |
595 | i = -i; |
586 | i = -i; |
596 | if(i > max_magic) |
587 | if (i > max_magic) |
597 | i = max_magic; |
588 | i = max_magic; |
598 | set_abs_magic(op,i); |
589 | set_abs_magic (op, i); |
599 | if (i < 0) |
590 | if (i < 0) |
600 | SET_FLAG(op, FLAG_CURSED); |
591 | SET_FLAG (op, FLAG_CURSED); |
601 | } |
592 | } |
602 | |
593 | |
603 | /* |
594 | /* |
604 | * Randomly adds one magical ability to the given object. |
595 | * Randomly adds one magical ability to the given object. |
605 | * Modified for Partial Resistance in many ways: |
596 | * Modified for Partial Resistance in many ways: |
606 | * 1) Since rings can have multiple bonuses, if the same bonus |
597 | * 1) Since rings can have multiple bonuses, if the same bonus |
607 | * is rolled again, increase it - the bonuses now stack with |
598 | * is rolled again, increase it - the bonuses now stack with |
608 | * other bonuses previously rolled and ones the item might natively have. |
599 | * other bonuses previously rolled and ones the item might natively have. |
609 | * 2) Add code to deal with new PR method. |
600 | * 2) Add code to deal with new PR method. |
610 | */ |
601 | */ |
611 | |
602 | void |
612 | void set_ring_bonus(object *op,int bonus) { |
603 | set_ring_bonus (object *op, int bonus) |
|
|
604 | { |
613 | |
605 | |
614 | int r=RANDOM()%(bonus>0?25:11); |
606 | int r = rndm (bonus > 0 ? 25 : 11); |
615 | |
607 | |
616 | if(op->type==AMULET) { |
608 | if (op->type == AMULET) |
617 | if(!(RANDOM()%21)) |
609 | { |
618 | r=20+RANDOM()%2; |
610 | if (!(rndm (21))) |
619 | else { |
611 | r = 20 + rndm (2); |
620 | if(RANDOM()&2) |
|
|
621 | r=10; |
|
|
622 | else |
612 | else |
623 | r=11+RANDOM()%9; |
613 | { |
624 | } |
614 | if (rndm (2)) |
|
|
615 | r = 10; |
|
|
616 | else |
|
|
617 | r = 11 + rndm (9); |
|
|
618 | } |
625 | } |
619 | } |
626 | |
620 | |
627 | switch(r) { |
621 | switch (r) |
|
|
622 | { |
628 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
623 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
629 | * bonuses and penalties will stack and add to existing values. |
624 | * bonuses and penalties will stack and add to existing values. |
630 | * of the item. |
625 | * of the item. |
631 | */ |
626 | */ |
632 | case 0: |
627 | case 0: |
633 | case 1: |
628 | case 1: |
634 | case 2: |
629 | case 2: |
635 | case 3: |
630 | case 3: |
636 | case 4: |
631 | case 4: |
637 | case 5: |
632 | case 5: |
638 | case 6: |
633 | case 6: |
639 | set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); |
634 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
640 | break; |
635 | break; |
641 | |
636 | |
642 | case 7: |
637 | case 7: |
643 | op->stats.dam+=bonus; |
638 | op->stats.dam += bonus; |
644 | break; |
639 | break; |
645 | |
640 | |
646 | case 8: |
641 | case 8: |
647 | op->stats.wc+=bonus; |
642 | op->stats.wc += bonus; |
648 | break; |
643 | break; |
649 | |
644 | |
650 | case 9: |
645 | case 9: |
651 | op->stats.food+=bonus; /* hunger/sustenance */ |
646 | op->stats.food += bonus; /* hunger/sustenance */ |
652 | break; |
647 | break; |
653 | |
648 | |
654 | case 10: |
649 | case 10: |
655 | op->stats.ac+=bonus; |
650 | op->stats.ac += bonus; |
656 | break; |
651 | break; |
657 | |
652 | |
658 | /* Item that gives protections/vulnerabilities */ |
653 | /* Item that gives protections/vulnerabilities */ |
659 | case 11: |
654 | case 11: |
660 | case 12: |
655 | case 12: |
661 | case 13: |
656 | case 13: |
662 | case 14: |
657 | case 14: |
663 | case 15: |
658 | case 15: |
664 | case 16: |
659 | case 16: |
665 | case 17: |
660 | case 17: |
666 | case 18: |
661 | case 18: |
667 | case 19: |
662 | case 19: |
668 | { |
663 | { |
669 | int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; |
664 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
670 | |
665 | |
671 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
666 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
672 | val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; |
667 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
673 | |
668 | |
674 | /* Cursed items need to have higher negative values to equal out with |
669 | /* Cursed items need to have higher negative values to equal out with |
675 | * positive values for how protections work out. Put another |
670 | * positive values for how protections work out. Put another |
676 | * little random element in since that they don't always end up with |
671 | * little random element in since that they don't always end up with |
677 | * even values. |
672 | * even values. |
678 | */ |
673 | */ |
679 | if (bonus<0) val = 2*-val - RANDOM() % b; |
674 | if (bonus < 0) |
680 | if (val>35) val=35; /* Upper limit */ |
675 | val = 2 * -val - rndm (b); |
681 | b=0; |
676 | if (val > 35) |
|
|
677 | val = 35; /* Upper limit */ |
|
|
678 | b = 0; |
|
|
679 | |
682 | while (op->resist[resist_table[resist]]!=0 && b<4) { |
680 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
683 | resist=RANDOM() % num_resist_table; |
681 | resist = rndm (num_resist_table); |
684 | } |
682 | |
685 | if (b==4) return; /* Not able to find a free resistance */ |
683 | if (b == 4) |
|
|
684 | return; /* Not able to find a free resistance */ |
|
|
685 | |
686 | op->resist[resist_table[resist]] = val; |
686 | op->resist[resist_table[resist]] = val; |
687 | /* We should probably do something more clever here to adjust value |
687 | /* We should probably do something more clever here to adjust value |
688 | * based on how good a resistance we gave. |
688 | * based on how good a resistance we gave. |
689 | */ |
689 | */ |
690 | break; |
690 | break; |
691 | } |
691 | } |
692 | case 20: |
692 | case 20: |
693 | if(op->type==AMULET) { |
693 | if (op->type == AMULET) |
|
|
694 | { |
694 | SET_FLAG(op,FLAG_REFL_SPELL); |
695 | SET_FLAG (op, FLAG_REFL_SPELL); |
695 | op->value*=11; |
696 | op->value *= 11; |
696 | } else { |
697 | } |
|
|
698 | else |
|
|
699 | { |
697 | op->stats.hp=1; /* regenerate hit points */ |
700 | op->stats.hp = 1; /* regenerate hit points */ |
698 | op->value*=4; |
701 | op->value *= 4; |
|
|
702 | } |
|
|
703 | break; |
|
|
704 | |
|
|
705 | case 21: |
|
|
706 | if (op->type == AMULET) |
|
|
707 | { |
|
|
708 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
709 | op->value *= 9; |
|
|
710 | } |
|
|
711 | else |
|
|
712 | { |
|
|
713 | op->stats.sp = 1; /* regenerate spell points */ |
|
|
714 | op->value *= 3; |
|
|
715 | } |
|
|
716 | break; |
|
|
717 | |
|
|
718 | case 22: |
|
|
719 | op->stats.exp += bonus; /* Speed! */ |
|
|
720 | op->value = (op->value * 2) / 3; |
|
|
721 | break; |
699 | } |
722 | } |
700 | break; |
|
|
701 | |
723 | |
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) |
724 | if (bonus > 0) |
718 | op->value*=2*bonus; |
725 | op->value *= 2 * bonus; |
719 | else |
726 | else |
720 | op->value= -(op->value*2*bonus)/3; |
727 | op->value = -(op->value * 2 * bonus) / 3; |
721 | } |
728 | } |
722 | |
729 | |
723 | /* |
730 | /* |
724 | * get_magic(diff) will return a random number between 0 and 4. |
731 | * 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 |
732 | * diff can be any value above 2. The higher the diff-variable, the |
726 | * higher is the chance of returning a low number. |
733 | * higher is the chance of returning a low number. |
727 | * It is only used in fix_generated_treasure() to set bonuses on |
734 | * It is only used in fix_generated_treasure() to set bonuses on |
728 | * rings and amulets. |
735 | * rings and amulets. |
729 | * Another scheme is used to calculate the magic of weapons and armours. |
736 | * Another scheme is used to calculate the magic of weapons and armours. |
730 | */ |
737 | */ |
731 | |
738 | int |
732 | int get_magic(int diff) { |
739 | get_magic (int diff) |
|
|
740 | { |
733 | int i; |
741 | int i; |
|
|
742 | |
734 | if(diff<3) |
743 | if (diff < 3) |
735 | diff=3; |
744 | diff = 3; |
|
|
745 | |
736 | for(i=0;i<4;i++) |
746 | for (i = 0; i < 4; i++) |
737 | if(RANDOM()%diff) return i; |
747 | if (rndm (diff)) |
|
|
748 | return i; |
|
|
749 | |
738 | return 4; |
750 | return 4; |
739 | } |
751 | } |
740 | |
752 | |
741 | #define DICE2 (get_magic(2)==2?2:1) |
753 | #define DICE2 (get_magic(2)==2?2:1) |
742 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
754 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
743 | |
755 | |
744 | /* |
756 | /* |
745 | * fix_generated_item(): This is called after an item is generated, in |
757 | * 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 |
758 | * order to set it up right. This produced magical bonuses, puts spells |
747 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
759 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
748 | */ |
760 | */ |
|
|
761 | |
749 | /* 4/28/96 added creator object from which op may now inherit properties based on |
762 | /* 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 |
763 | * 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 |
764 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
752 | * way to do this? b.t. */ |
765 | * way to do this? b.t. */ |
|
|
766 | |
753 | /* |
767 | /* |
754 | * ! (flags & GT_ENVIRONMENT): |
768 | * ! (flags & GT_ENVIRONMENT): |
755 | * Automatically calls fix_flesh_item(). |
769 | * Automatically calls fix_flesh_item(). |
756 | * |
770 | * |
757 | * flags: |
771 | * flags: |
… | |
… | |
759 | * value. |
773 | * value. |
760 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
774 | * 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 |
775 | * 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 |
776 | * type as appropriate, for objects that need spell objects, set those, etc |
763 | */ |
777 | */ |
764 | |
778 | void |
765 | void fix_generated_item (object * op, object * creator, int difficulty, |
779 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
766 | int max_magic, int flags) |
|
|
767 | { |
780 | { |
768 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
781 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
769 | |
782 | |
770 | if (!creator || creator->type == op->type) |
783 | if (!creator || creator->type == op->type) |
771 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
784 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
… | |
… | |
774 | save_item_power = op->item_power; |
787 | save_item_power = op->item_power; |
775 | op->item_power = 0; |
788 | op->item_power = 0; |
776 | |
789 | |
777 | if (op->randomitems && op->type != SPELL) |
790 | if (op->randomitems && op->type != SPELL) |
778 | { |
791 | { |
779 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
792 | 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 */ |
793 | /* So the treasure doesn't get created again */ |
786 | op->randomitems = NULL; |
794 | op->randomitems = 0; |
787 | } |
795 | } |
788 | |
796 | |
789 | if (difficulty < 1) |
797 | if (difficulty < 1) |
790 | difficulty = 1; |
798 | difficulty = 1; |
|
|
799 | |
|
|
800 | if (INVOKE_OBJECT (ADD_BONUS, op, |
|
|
801 | ARG_OBJECT (creator != op ? creator : 0), |
|
|
802 | ARG_INT (difficulty), ARG_INT (max_magic), |
|
|
803 | ARG_INT (flags))) |
|
|
804 | return; |
791 | |
805 | |
792 | if (!(flags & GT_MINIMAL)) |
806 | if (!(flags & GT_MINIMAL)) |
793 | { |
807 | { |
794 | if (op->arch == crown_arch) |
808 | if (op->arch == crown_arch) |
795 | { |
809 | { |
… | |
… | |
802 | if (!op->magic && max_magic) |
816 | if (!op->magic && max_magic) |
803 | set_magic (difficulty, op, max_magic, flags); |
817 | set_magic (difficulty, op, max_magic, flags); |
804 | |
818 | |
805 | num_enchantments = calc_item_power (op, 1); |
819 | num_enchantments = calc_item_power (op, 1); |
806 | |
820 | |
807 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) |
821 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
808 | || op->type == HORN |
822 | || op->type == HORN |
809 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
823 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
810 | * used for shop_floors or treasures */ |
824 | * used for shop_floors or treasures */ |
811 | generate_artifact (op, difficulty); |
825 | generate_artifact (op, difficulty); |
812 | } |
826 | } |
813 | |
827 | |
814 | /* Object was made an artifact. Calculate its item_power rating. |
828 | /* Object was made an artifact. Calculate its item_power rating. |
815 | * the item_power in the object is what the artfiact adds. |
829 | * 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 |
836 | * 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 |
837 | * that since item_power is not quite linear, this actually ends up |
824 | * being somewhat of a bonus |
838 | * being somewhat of a bonus |
825 | */ |
839 | */ |
826 | if (save_item_power) |
840 | if (save_item_power) |
827 | op->item_power = |
|
|
828 | save_item_power + get_power_from_ench (op->item_power); |
841 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
829 | else |
842 | else |
830 | op->item_power = |
|
|
831 | get_power_from_ench (op->item_power + num_enchantments); |
843 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
832 | } |
844 | } |
833 | else if (save_item_power) |
845 | else if (save_item_power) |
834 | { |
846 | { |
835 | /* restore the item_power field to the object if we haven't changed it. |
847 | /* 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 |
848 | * we don't care about num_enchantments - that will basically just |
… | |
… | |
844 | * was never previously calculated. Let's compute a value and see if |
856 | * 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 |
857 | * it is non-zero. If it indeed is, then assign it as the new |
846 | * item_power value. |
858 | * item_power value. |
847 | * - gros, 21th of July 2006. |
859 | * - gros, 21th of July 2006. |
848 | */ |
860 | */ |
849 | op->item_power = calc_item_power(op,0); |
861 | op->item_power = calc_item_power (op, 0); |
850 | save_item_power = op->item_power; /* Just in case it would get used |
862 | save_item_power = op->item_power; /* Just in case it would get used |
851 | * again below */ |
863 | * again below */ |
852 | } |
864 | } |
853 | } |
865 | } |
854 | |
866 | |
855 | /* materialtype modifications. Note we allow this on artifacts. */ |
867 | /* materialtype modifications. Note we allow this on artifacts. */ |
856 | set_materialname (op, difficulty, NULL); |
868 | set_materialname (op, difficulty, NULL); |
… | |
… | |
869 | } |
881 | } |
870 | } |
882 | } |
871 | else if (!op->title) /* Only modify object if not special */ |
883 | else if (!op->title) /* Only modify object if not special */ |
872 | switch (op->type) |
884 | switch (op->type) |
873 | { |
885 | { |
874 | case WEAPON: |
886 | case WEAPON: |
875 | case ARMOUR: |
887 | case ARMOUR: |
876 | case SHIELD: |
888 | case SHIELD: |
877 | case HELMET: |
889 | case HELMET: |
878 | case CLOAK: |
890 | case CLOAK: |
879 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
891 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
880 | set_ring_bonus (op, -DICE2); |
892 | set_ring_bonus (op, -DICE2); |
881 | break; |
893 | break; |
882 | |
894 | |
883 | case BRACERS: |
895 | case BRACERS: |
884 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
896 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
|
|
897 | { |
|
|
898 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
899 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
900 | op->value *= 3; |
|
|
901 | } |
|
|
902 | break; |
|
|
903 | |
|
|
904 | case POTION: |
885 | { |
905 | { |
|
|
906 | int too_many_tries = 0, is_special = 0; |
|
|
907 | |
|
|
908 | /* Handle healing and magic power potions */ |
|
|
909 | if (op->stats.sp && !op->randomitems) |
|
|
910 | { |
|
|
911 | object *tmp; |
|
|
912 | |
|
|
913 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
914 | insert_ob_in_ob (tmp, op); |
|
|
915 | op->stats.sp = 0; |
|
|
916 | } |
|
|
917 | |
|
|
918 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
919 | { |
|
|
920 | generate_artifact (op, difficulty); |
|
|
921 | if (too_many_tries++ > 10) |
|
|
922 | break; |
|
|
923 | } |
|
|
924 | |
|
|
925 | /* don't want to change value for healing/magic power potions, |
|
|
926 | * since the value set on those is already correct. |
|
|
927 | */ |
|
|
928 | if (op->inv && op->randomitems) |
|
|
929 | { |
|
|
930 | /* value multiplier is same as for scrolls */ |
|
|
931 | op->value = (op->value * op->inv->value); |
|
|
932 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
|
|
933 | } |
|
|
934 | else |
|
|
935 | { |
|
|
936 | op->name = "potion"; |
|
|
937 | op->name_pl = "potions"; |
|
|
938 | } |
|
|
939 | |
|
|
940 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
|
|
941 | SET_FLAG (op, FLAG_CURSED); |
|
|
942 | break; |
|
|
943 | } |
|
|
944 | |
|
|
945 | case AMULET: |
|
|
946 | if (op->arch == amulet_arch) |
|
|
947 | op->value *= 5; /* Since it's not just decoration */ |
|
|
948 | |
|
|
949 | case RING: |
|
|
950 | if (op->arch == NULL) |
|
|
951 | { |
|
|
952 | op->destroy (); |
|
|
953 | op = 0; |
|
|
954 | break; |
|
|
955 | } |
|
|
956 | |
|
|
957 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
958 | break; |
|
|
959 | |
|
|
960 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
|
|
961 | SET_FLAG (op, FLAG_CURSED); |
|
|
962 | |
886 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
963 | 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 | |
964 | |
892 | case POTION: |
965 | 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; |
966 | break; |
911 | } |
|
|
912 | |
967 | |
913 | /* don't want to change value for healing/magic power potions, |
968 | if (!(rndm (4))) |
914 | * since the value set on those is already correct. |
|
|
915 | */ |
|
|
916 | if (op->inv && op->randomitems) |
|
|
917 | { |
969 | { |
918 | /* value multiplier is same as for scrolls */ |
970 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
919 | op->value = (op->value * op->inv->value); |
971 | |
920 | op->level = |
972 | if (d > 0) |
921 | op->inv->level / 2 + RANDOM () % difficulty |
973 | op->value *= 3; |
922 | + RANDOM () % difficulty; |
974 | |
|
|
975 | set_ring_bonus (op, d); |
|
|
976 | |
|
|
977 | if (!(rndm (4))) |
|
|
978 | { |
|
|
979 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
|
|
980 | |
|
|
981 | if (d > 0) |
|
|
982 | op->value *= 5; |
|
|
983 | set_ring_bonus (op, d); |
|
|
984 | } |
923 | } |
985 | } |
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 | |
986 | |
934 | case AMULET: |
987 | if (GET_ANIM_ID (op)) |
935 | if (op->arch == amulet_arch) |
988 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
936 | op->value *= 5; /* Since it's not just decoration */ |
|
|
937 | |
989 | |
938 | case RING: |
|
|
939 | if (op->arch == NULL) |
|
|
940 | { |
|
|
941 | remove_ob (op); |
|
|
942 | free_object (op); |
|
|
943 | op = NULL; |
|
|
944 | break; |
990 | break; |
|
|
991 | |
|
|
992 | case BOOK: |
|
|
993 | /* Is it an empty book?, if yes lets make a special· |
|
|
994 | * msg for it, and tailor its properties based on the· |
|
|
995 | * creator and/or map level we found it on. |
945 | } |
996 | */ |
946 | |
997 | 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 | { |
998 | { |
970 | int d = (RANDOM () % 3 |
999 | /* set the book level properly */ |
971 | || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1000 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
972 | if (d > 0) |
1001 | { |
973 | op->value *= 5; |
1002 | if (op->map && op->map->difficulty) |
974 | set_ring_bonus (op, d); |
1003 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
|
|
1004 | else |
|
|
1005 | op->level = rndm (20) + 1; |
|
|
1006 | } |
|
|
1007 | else |
|
|
1008 | op->level = rndm (creator->level); |
|
|
1009 | |
|
|
1010 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
|
|
1011 | /* books w/ info are worth more! */ |
|
|
1012 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
|
|
1013 | /* creator related stuff */ |
|
|
1014 | |
|
|
1015 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1016 | * set - we don't want to set no pick in that case. |
|
|
1017 | */ |
|
|
1018 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1019 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1020 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1021 | op->slaying = creator->slaying; |
|
|
1022 | |
|
|
1023 | /* add exp so reading it gives xp (once) */ |
|
|
1024 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
975 | } |
1025 | } |
976 | } |
|
|
977 | |
|
|
978 | if (GET_ANIM_ID (op)) |
|
|
979 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
|
|
980 | |
|
|
981 | break; |
1026 | break; |
982 | |
1027 | |
983 | case BOOK: |
1028 | case SPELLBOOK: |
984 | /* Is it an empty book?, if yes lets make a special· |
1029 | op->value = op->value * op->inv->value; |
985 | * msg for it, and tailor its properties based on the· |
1030 | /* add exp so learning gives xp */ |
986 | * creator and/or map level we found it on. |
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. |
987 | */ |
1039 | */ |
988 | if (!op->msg && RANDOM () % 10) |
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. |
989 | { |
1046 | */ |
990 | /* set the book level properly */ |
1047 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
991 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
|
|
992 | { |
1048 | { |
993 | if (op->map && op->map->difficulty) |
1049 | op->level = level_for_item (op, difficulty); |
994 | op->level = |
1050 | 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 | } |
1051 | } |
999 | else |
1052 | else |
1000 | op->level = RANDOM () % creator->level; |
1053 | { |
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 + |
1054 | op->level = op->inv->level; |
1010 | 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1055 | op->value = op->value * op->inv->value; |
1011 | /* creator related stuff */ |
1056 | } |
|
|
1057 | break; |
1012 | |
1058 | |
1013 | /* for library, chained books. Note that some monsters have no_pick |
1059 | case ROD: |
1014 | * set - we don't want to set no pick in that case. |
1060 | op->level = level_for_item (op, difficulty); |
|
|
1061 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1062 | * reasonable. Otherwise, a high level version of a low level |
|
|
1063 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1064 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1015 | */ |
1065 | */ |
1016 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && |
1066 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1017 | !QUERY_FLAG (creator, FLAG_MONSTER)) |
1067 | /* 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 = |
1068 | if (op->stats.maxhp) |
1024 | op->value > 10000 ? op->value / 5 : op->value / 10; |
1069 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1025 | } |
1070 | else |
|
|
1071 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1072 | |
|
|
1073 | op->stats.hp = op->stats.maxhp; |
1026 | break; |
1074 | break; |
1027 | |
1075 | |
1028 | case SPELLBOOK: |
1076 | 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); |
1077 | 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 + |
1078 | 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 | |
1079 | |
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 */ |
1080 | /* add exp so reading them properly gives xp */ |
1087 | op->stats.exp = op->value / 5; |
1081 | op->stats.exp = op->value / 5; |
1088 | op->nrof = op->inv->nrof; |
1082 | op->nrof = op->inv->nrof; |
1089 | break; |
1083 | break; |
1090 | |
1084 | |
1091 | case RUNE: |
1085 | case RUNE: |
1092 | trap_adjust (op, difficulty); |
1086 | trap_adjust (op, difficulty); |
1093 | break; |
1087 | break; |
1094 | |
1088 | |
1095 | case TRAP: |
1089 | case TRAP: |
1096 | trap_adjust (op, difficulty); |
1090 | trap_adjust (op, difficulty); |
1097 | break; |
1091 | break; |
1098 | } /* switch type */ |
1092 | } /* switch type */ |
1099 | |
1093 | |
1100 | if (flags & GT_STARTEQUIP) |
1094 | if (flags & GT_STARTEQUIP) |
1101 | { |
1095 | { |
1102 | if (op->nrof < 2 && op->type != CONTAINER |
1096 | 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); |
1097 | SET_FLAG (op, FLAG_STARTEQUIP); |
1105 | else if (op->type != MONEY) |
1098 | else if (op->type != MONEY) |
1106 | op->value = 0; |
1099 | op->value = 0; |
1107 | } |
1100 | } |
1108 | |
1101 | |
… | |
… | |
1119 | */ |
1112 | */ |
1120 | |
1113 | |
1121 | /* |
1114 | /* |
1122 | * Allocate and return the pointer to an empty artifactlist structure. |
1115 | * Allocate and return the pointer to an empty artifactlist structure. |
1123 | */ |
1116 | */ |
1124 | |
1117 | static artifactlist * |
1125 | static artifactlist *get_empty_artifactlist(void) { |
1118 | get_empty_artifactlist (void) |
1126 | artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); |
1119 | { |
1127 | if(tl==NULL) |
1120 | 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 | } |
1121 | } |
1134 | |
1122 | |
1135 | /* |
1123 | /* |
1136 | * Allocate and return the pointer to an empty artifact structure. |
1124 | * Allocate and return the pointer to an empty artifact structure. |
1137 | */ |
1125 | */ |
1138 | |
1126 | static artifact * |
1139 | static artifact *get_empty_artifact(void) { |
1127 | get_empty_artifact (void) |
1140 | artifact *t = (artifact *) malloc(sizeof(artifact)); |
1128 | { |
1141 | if(t==NULL) |
1129 | 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 | } |
1130 | } |
1150 | |
1131 | |
1151 | /* |
1132 | /* |
1152 | * Searches the artifact lists and returns one that has the same type |
1133 | * Searches the artifact lists and returns one that has the same type |
1153 | * of objects on it. |
1134 | * of objects on it. |
1154 | */ |
1135 | */ |
1155 | |
|
|
1156 | artifactlist *find_artifactlist(int type) { |
|
|
1157 | artifactlist *al; |
1136 | artifactlist * |
1158 | |
1137 | find_artifactlist (int type) |
|
|
1138 | { |
1159 | for (al=first_artifactlist; al!=NULL; al=al->next) |
1139 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1160 | if (al->type == type) return al; |
1140 | if (al->type == type) |
|
|
1141 | return al; |
|
|
1142 | |
1161 | return NULL; |
1143 | return 0; |
1162 | } |
1144 | } |
1163 | |
1145 | |
1164 | /* |
1146 | /* |
1165 | * For debugging purposes. Dumps all tables. |
1147 | * For debugging purposes. Dumps all tables. |
1166 | */ |
1148 | */ |
1167 | |
1149 | void |
1168 | void dump_artifacts(void) { |
1150 | dump_artifacts (void) |
|
|
1151 | { |
1169 | artifactlist *al; |
1152 | artifactlist *al; |
1170 | artifact *art; |
1153 | artifact *art; |
1171 | linked_char *next; |
1154 | linked_char *next; |
1172 | |
1155 | |
1173 | fprintf(logfile,"\n"); |
1156 | fprintf (logfile, "\n"); |
1174 | for (al=first_artifactlist; al!=NULL; al=al->next) { |
1157 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1158 | { |
1175 | fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1159 | 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) { |
1160 | for (art = al->items; art != NULL; art = art->next) |
1177 | fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", |
1161 | { |
1178 | art->item->name, art->difficulty, art->chance); |
1162 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1179 | if (art->allowed !=NULL) { |
1163 | if (art->allowed != NULL) |
|
|
1164 | { |
1180 | fprintf(logfile,"\tAllowed combinations:"); |
1165 | fprintf (logfile, "\tallowed combinations:"); |
1181 | for (next=art->allowed; next!=NULL; next=next->next) |
1166 | for (next = art->allowed; next != NULL; next = next->next) |
1182 | fprintf(logfile, "%s,", next->name); |
1167 | fprintf (logfile, "%s,", &next->name); |
1183 | fprintf(logfile,"\n"); |
1168 | fprintf (logfile, "\n"); |
|
|
1169 | } |
1184 | } |
1170 | } |
1185 | } |
|
|
1186 | } |
1171 | } |
1187 | fprintf(logfile,"\n"); |
1172 | fprintf (logfile, "\n"); |
1188 | } |
1173 | } |
1189 | |
1174 | |
1190 | /* |
1175 | /* |
1191 | * For debugging purposes. Dumps all treasures recursively (see below). |
1176 | * For debugging purposes. Dumps all treasures recursively (see below). |
1192 | */ |
1177 | */ |
|
|
1178 | void |
1193 | void dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1179 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1194 | { |
1180 | { |
1195 | treasurelist *tl; |
1181 | treasurelist *tl; |
1196 | int i; |
1182 | int i; |
1197 | |
1183 | |
1198 | if (depth > 100) |
1184 | if (depth > 100) |
1199 | return; |
1185 | return; |
1200 | while (t != NULL) |
1186 | |
|
|
1187 | while (t) |
1201 | { |
1188 | { |
1202 | if (t->name != NULL) |
1189 | if (t->name) |
1203 | { |
1190 | { |
1204 | for (i = 0; i < depth; i++) |
1191 | for (i = 0; i < depth; i++) |
1205 | fprintf (logfile, " "); |
1192 | fprintf (logfile, " "); |
|
|
1193 | |
1206 | fprintf (logfile, "{ (list: %s)\n", t->name); |
1194 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1195 | |
1207 | tl = find_treasurelist (t->name); |
1196 | tl = treasurelist::find (t->name); |
|
|
1197 | if (tl) |
1208 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1198 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1199 | |
1209 | for (i = 0; i < depth; i++) |
1200 | for (i = 0; i < depth; i++) |
1210 | fprintf (logfile, " "); |
1201 | fprintf (logfile, " "); |
|
|
1202 | |
1211 | fprintf (logfile, "} (end of list: %s)\n", t->name); |
1203 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1212 | } |
1204 | } |
1213 | else |
1205 | else |
1214 | { |
1206 | { |
1215 | for (i = 0; i < depth; i++) |
1207 | for (i = 0; i < depth; i++) |
1216 | fprintf (logfile, " "); |
1208 | fprintf (logfile, " "); |
|
|
1209 | |
1217 | if (t->item->clone.type == FLESH) |
1210 | if (t->item && t->item->clone.type == FLESH) |
1218 | fprintf (logfile, "%s's %s\n", name, t->item->clone.name); |
1211 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1219 | else |
1212 | else |
1220 | fprintf (logfile, "%s\n", t->item->clone.name); |
1213 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1221 | } |
1214 | } |
|
|
1215 | |
1222 | if (t->next_yes != NULL) |
1216 | if (t->next_yes) |
1223 | { |
1217 | { |
1224 | for (i = 0; i < depth; i++) |
1218 | for (i = 0; i < depth; i++) |
1225 | fprintf (logfile, " "); |
1219 | fprintf (logfile, " "); |
|
|
1220 | |
1226 | fprintf (logfile, " (if yes)\n"); |
1221 | fprintf (logfile, " (if yes)\n"); |
1227 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1222 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1228 | } |
1223 | } |
|
|
1224 | |
1229 | if (t->next_no != NULL) |
1225 | if (t->next_no) |
1230 | { |
1226 | { |
1231 | for (i = 0; i < depth; i++) |
1227 | for (i = 0; i < depth; i++) |
1232 | fprintf (logfile, " "); |
1228 | fprintf (logfile, " "); |
|
|
1229 | |
1233 | fprintf (logfile, " (if no)\n"); |
1230 | fprintf (logfile, " (if no)\n"); |
1234 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1231 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1235 | } |
1232 | } |
|
|
1233 | |
1236 | t = t->next; |
1234 | t = t->next; |
1237 | } |
1235 | } |
1238 | } |
1236 | } |
1239 | |
1237 | |
1240 | /* |
1238 | /* |
1241 | * For debugging purposes. Dumps all treasures for a given monster. |
1239 | * For debugging purposes. Dumps all treasures for a given monster. |
1242 | * Created originally by Raphael Quinet for debugging the alchemy code. |
1240 | * Created originally by Raphael Quinet for debugging the alchemy code. |
1243 | */ |
1241 | */ |
1244 | |
1242 | void |
1245 | void dump_monster_treasure (const char *name) |
1243 | dump_monster_treasure (const char *name) |
1246 | { |
1244 | { |
1247 | archetype *at; |
1245 | archetype *at; |
1248 | int found; |
1246 | int found; |
1249 | |
1247 | |
1250 | found = 0; |
1248 | found = 0; |
1251 | fprintf (logfile, "\n"); |
1249 | fprintf (logfile, "\n"); |
|
|
1250 | |
1252 | for (at = first_archetype; at != NULL; at = at->next) |
1251 | for (at = first_archetype; at != NULL; at = at->next) |
1253 | if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1252 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1254 | { |
1253 | { |
1255 | fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, |
1254 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1256 | at->name); |
|
|
1257 | if (at->clone.randomitems != NULL) |
1255 | if (at->clone.randomitems != NULL) |
1258 | dump_monster_treasure_rec (at->clone.name, |
1256 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1259 | at->clone.randomitems->items, 1); |
1257 | else |
1260 | else |
|
|
1261 | fprintf (logfile, "(nothing)\n"); |
1258 | fprintf (logfile, "(nothing)\n"); |
|
|
1259 | |
1262 | fprintf (logfile, "\n"); |
1260 | fprintf (logfile, "\n"); |
1263 | found++; |
1261 | found++; |
1264 | } |
1262 | } |
|
|
1263 | |
1265 | if (found == 0) |
1264 | if (found == 0) |
1266 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1265 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1267 | } |
1266 | } |
1268 | |
1267 | |
1269 | /* |
1268 | /* |
1270 | * Builds up the lists of artifacts from the file in the libdir. |
1269 | * Builds up the lists of artifacts from the file in the libdir. |
1271 | */ |
1270 | */ |
1272 | |
1271 | void |
1273 | void init_artifacts(void) { |
1272 | init_artifacts (void) |
|
|
1273 | { |
1274 | static int has_been_inited=0; |
1274 | static int has_been_inited = 0; |
1275 | FILE *fp; |
1275 | char filename[MAX_BUF]; |
1276 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
|
|
1277 | artifact *art=NULL; |
1276 | artifact *art = NULL; |
1278 | linked_char *tmp; |
|
|
1279 | int value, comp; |
|
|
1280 | artifactlist *al; |
1277 | artifactlist *al; |
1281 | |
1278 | |
1282 | if (has_been_inited) return; |
1279 | if (has_been_inited) |
|
|
1280 | return; |
|
|
1281 | else |
1283 | else has_been_inited = 1; |
1282 | has_been_inited = 1; |
1284 | |
1283 | |
1285 | sprintf(filename, "%s/artifacts", settings.datadir); |
1284 | sprintf (filename, "%s/artifacts", settings.datadir); |
1286 | LOG(llevDebug, "Reading artifacts from %s...",filename); |
1285 | object_thawer f (filename); |
1287 | if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) { |
|
|
1288 | LOG(llevError, "Can't open %s.\n", filename); |
|
|
1289 | return; |
|
|
1290 | } |
|
|
1291 | |
1286 | |
1292 | while (fgets(buf, HUGE_BUF, fp)!=NULL) { |
1287 | if (!f) |
1293 | if (*buf=='#') continue; |
1288 | return; |
1294 | if((cp=strchr(buf,'\n'))!=NULL) |
1289 | |
1295 | *cp='\0'; |
1290 | f.next (); |
1296 | cp=buf; |
1291 | |
1297 | while(*cp==' ') /* Skip blanks */ |
1292 | for (;;) |
1298 | cp++; |
|
|
1299 | if (*cp=='\0') continue; |
|
|
1300 | |
1293 | { |
1301 | if (!strncmp(cp, "Allowed", 7)) { |
1294 | switch (f.kw) |
1302 | if (art==NULL) { |
|
|
1303 | art=get_empty_artifact(); |
|
|
1304 | nrofartifacts++; |
|
|
1305 | } |
1295 | { |
1306 | cp = strchr(cp,' ') + 1; |
1296 | case KW_allowed: |
1307 | if (!strcmp(cp,"all")) continue; |
1297 | if (!art) |
|
|
1298 | art = get_empty_artifact (); |
1308 | |
1299 | |
1309 | do { |
1300 | { |
1310 | nrofallowedstr++; |
1301 | if (!strcmp (f.get_str (), "all")) |
1311 | if ((next=strchr(cp, ','))!=NULL) |
1302 | break; |
1312 | *(next++) = '\0'; |
1303 | |
1313 | tmp = (linked_char*) malloc(sizeof(linked_char)); |
1304 | char *next, *cp = f.get_str (); |
1314 | tmp->name = add_string(cp); |
1305 | |
1315 | tmp->next = art->allowed; |
1306 | do |
1316 | art->allowed = tmp; |
1307 | { |
1317 | } while ((cp=next)!=NULL); |
1308 | if ((next = strchr (cp, ','))) |
1318 | } |
1309 | *next++ = '\0'; |
1319 | else if (sscanf(cp, "chance %d", &value)) |
1310 | |
1320 | art->chance = (uint16) value; |
1311 | linked_char *tmp = new linked_char; |
1321 | else if (sscanf(cp, "difficulty %d", &value)) |
1312 | |
1322 | art->difficulty = (uint8) value; |
1313 | tmp->name = cp; |
1323 | else if (!strncmp(cp, "Object",6)) { |
1314 | tmp->next = art->allowed; |
1324 | art->item = (object *) calloc(1, sizeof(object)); |
1315 | art->allowed = tmp; |
1325 | reset_object(art->item); |
1316 | } |
1326 | if (!load_object(fp, art->item,LO_LINEMODE,0)) |
1317 | while ((cp = next)); |
|
|
1318 | } |
|
|
1319 | break; |
|
|
1320 | |
|
|
1321 | case KW_chance: |
|
|
1322 | f.get (art->chance); |
|
|
1323 | break; |
|
|
1324 | |
|
|
1325 | case KW_difficulty: |
|
|
1326 | f.get (art->difficulty); |
|
|
1327 | break; |
|
|
1328 | |
|
|
1329 | case KW_object: |
|
|
1330 | { |
|
|
1331 | art->item = object::create (); |
|
|
1332 | f.get (art->item->name); |
|
|
1333 | f.next (); |
|
|
1334 | |
|
|
1335 | if (!art->item->parse_kv (f)) |
1327 | LOG(llevError,"Init_Artifacts: Could not load object.\n"); |
1336 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1328 | art->item->name = add_string((strchr(cp, ' ')+1)); |
1337 | |
1329 | al=find_artifactlist(art->item->type); |
1338 | al = find_artifactlist (art->item->type); |
1330 | if (al==NULL) { |
1339 | |
1331 | al = get_empty_artifactlist(); |
1340 | if (!al) |
1332 | al->type = art->item->type; |
1341 | { |
|
|
1342 | al = get_empty_artifactlist (); |
|
|
1343 | al->type = art->item->type; |
1333 | al->next = first_artifactlist; |
1344 | al->next = first_artifactlist; |
1334 | first_artifactlist = al; |
1345 | first_artifactlist = al; |
|
|
1346 | } |
|
|
1347 | |
|
|
1348 | art->next = al->items; |
|
|
1349 | al->items = art; |
|
|
1350 | art = 0; |
|
|
1351 | } |
|
|
1352 | continue; |
|
|
1353 | |
|
|
1354 | case KW_EOF: |
|
|
1355 | goto done; |
|
|
1356 | |
|
|
1357 | default: |
|
|
1358 | if (!f.parse_error ("artifacts file")) |
|
|
1359 | cleanup ("artifacts file required"); |
|
|
1360 | break; |
|
|
1361 | } |
|
|
1362 | |
|
|
1363 | f.next (); |
1335 | } |
1364 | } |
1336 | art->next = al->items; |
|
|
1337 | al->items = art; |
|
|
1338 | art = NULL; |
|
|
1339 | } |
|
|
1340 | else |
|
|
1341 | LOG(llevError,"Unknown input in artifact file: %s\n", buf); |
|
|
1342 | } |
|
|
1343 | |
1365 | |
1344 | close_and_delete(fp, comp); |
1366 | done: |
1345 | |
|
|
1346 | for (al=first_artifactlist; al!=NULL; al=al->next) { |
1367 | for (al = first_artifactlist; al; al = al->next) |
|
|
1368 | { |
|
|
1369 | al->total_chance = 0; |
|
|
1370 | |
1347 | for (art=al->items; art!=NULL; art=art->next) { |
1371 | for (art = al->items; art; art = art->next) |
|
|
1372 | { |
1348 | if (!art->chance) |
1373 | if (!art->chance) |
1349 | LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); |
1374 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1350 | else |
1375 | else |
1351 | al->total_chance += art->chance; |
1376 | al->total_chance += art->chance; |
1352 | } |
1377 | } |
1353 | #if 0 |
1378 | #if 0 |
1354 | LOG(llevDebug,"Artifact list type %d has %d total chance\n", |
1379 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1355 | al->type, al->total_chance); |
|
|
1356 | #endif |
1380 | #endif |
1357 | } |
1381 | } |
1358 | |
1382 | |
1359 | LOG(llevDebug,"done.\n"); |
1383 | LOG (llevDebug, "done.\n"); |
1360 | } |
1384 | } |
1361 | |
|
|
1362 | |
1385 | |
1363 | /* |
1386 | /* |
1364 | * Used in artifact generation. The bonuses of the first object |
1387 | * Used in artifact generation. The bonuses of the first object |
1365 | * is modified by the bonuses of the second object. |
1388 | * is modified by the bonuses of the second object. |
1366 | */ |
1389 | */ |
1367 | |
1390 | void |
1368 | void add_abilities(object *op, object *change) { |
1391 | add_abilities (object *op, object *change) |
|
|
1392 | { |
1369 | int i,j, tmp; |
1393 | int i, tmp; |
1370 | |
1394 | |
1371 | if (change->face != blank_face) { |
1395 | if (change->face != blank_face) |
|
|
1396 | { |
1372 | #ifdef TREASURE_VERBOSE |
1397 | #ifdef TREASURE_VERBOSE |
1373 | LOG(llevDebug, "FACE: %d\n", change->face->number); |
1398 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1374 | #endif |
1399 | #endif |
1375 | op->face = change->face; |
1400 | op->face = change->face; |
1376 | } |
1401 | } |
|
|
1402 | |
1377 | for (i = 0; i < NUM_STATS; i++) |
1403 | for (i = 0; i < NUM_STATS; i++) |
1378 | change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); |
1404 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1379 | |
1405 | |
1380 | op->attacktype |= change->attacktype; |
1406 | op->attacktype |= change->attacktype; |
1381 | op->path_attuned |= change->path_attuned; |
1407 | op->path_attuned |= change->path_attuned; |
1382 | op->path_repelled |= change->path_repelled; |
1408 | op->path_repelled |= change->path_repelled; |
1383 | op->path_denied |= change->path_denied; |
1409 | op->path_denied |= change->path_denied; |
1384 | op->move_type |= change->move_type; |
1410 | op->move_type |= change->move_type; |
1385 | op->stats.luck += change->stats.luck; |
1411 | op->stats.luck += change->stats.luck; |
1386 | |
1412 | |
1387 | if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); |
1413 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1388 | if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); |
1414 | SET_FLAG (op, FLAG_CURSED); |
|
|
1415 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
|
|
1416 | SET_FLAG (op, FLAG_DAMNED); |
1389 | if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) |
1417 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1390 | && op->magic > 0) |
|
|
1391 | set_abs_magic(op, -op->magic); |
1418 | set_abs_magic (op, -op->magic); |
1392 | |
1419 | |
1393 | if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); |
1420 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1394 | if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); |
1421 | SET_FLAG (op, FLAG_LIFESAVE); |
1395 | if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); |
1422 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1396 | if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); |
1423 | SET_FLAG (op, FLAG_REFL_SPELL); |
1397 | if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); |
1424 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
1398 | if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); |
1425 | SET_FLAG (op, FLAG_STEALTH); |
1399 | if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); |
1426 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
1400 | if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); |
1427 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1428 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1429 | SET_FLAG (op, FLAG_BLIND); |
|
|
1430 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1431 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1432 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1433 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1434 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1435 | SET_FLAG (op, FLAG_MAKE_INVIS); |
1401 | |
1436 | |
1402 | if (QUERY_FLAG(change,FLAG_STAND_STILL)) { |
1437 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1438 | { |
1403 | CLEAR_FLAG(op,FLAG_ANIMATE); |
1439 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1404 | /* so artifacts will join */ |
1440 | /* so artifacts will join */ |
1405 | if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; |
1441 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1406 | update_ob_speed(op); |
1442 | op->speed = 0.0; |
|
|
1443 | |
|
|
1444 | op->set_speed (op->speed); |
1407 | } |
1445 | } |
1408 | if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; |
1446 | |
|
|
1447 | if (change->nrof) |
|
|
1448 | op->nrof = rndm (change->nrof) + 1; |
|
|
1449 | |
1409 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1450 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1410 | op->stats.wc += change->stats.wc; |
1451 | op->stats.wc += change->stats.wc; |
1411 | op->stats.ac += change->stats.ac; |
1452 | op->stats.ac += change->stats.ac; |
1412 | |
1453 | |
1413 | if (change->other_arch) { |
1454 | if (change->other_arch) |
|
|
1455 | { |
1414 | /* Basically, for horns & potions, the other_arch field is the spell |
1456 | /* Basically, for horns & potions, the other_arch field is the spell |
1415 | * to cast. So convert that to into a spell and put it into |
1457 | * to cast. So convert that to into a spell and put it into |
1416 | * this object. |
1458 | * this object. |
1417 | */ |
1459 | */ |
1418 | if (op->type == HORN || op->type == POTION) { |
1460 | if (op->type == HORN || op->type == POTION) |
|
|
1461 | { |
1419 | object *tmp_obj; |
1462 | object *tmp_obj; |
|
|
1463 | |
1420 | /* Remove any spells this object currently has in it */ |
1464 | /* Remove any spells this object currently has in it */ |
1421 | while (op->inv) { |
1465 | while (op->inv) |
1422 | tmp_obj = op->inv; |
1466 | op->inv->destroy (); |
1423 | remove_ob(tmp_obj); |
1467 | |
1424 | free_object(tmp_obj); |
|
|
1425 | } |
|
|
1426 | tmp_obj = arch_to_object(change->other_arch); |
1468 | tmp_obj = arch_to_object (change->other_arch); |
1427 | insert_ob_in_ob(tmp_obj, op); |
1469 | insert_ob_in_ob (tmp_obj, op); |
1428 | } |
1470 | } |
1429 | /* No harm setting this for potions/horns */ |
1471 | /* No harm setting this for potions/horns */ |
1430 | op->other_arch = change->other_arch; |
1472 | op->other_arch = change->other_arch; |
1431 | } |
1473 | } |
1432 | |
1474 | |
1433 | if (change->stats.hp < 0) |
1475 | if (change->stats.hp < 0) |
1434 | op->stats.hp = -change->stats.hp; |
1476 | op->stats.hp = -change->stats.hp; |
1435 | else |
1477 | else |
1436 | op->stats.hp += change->stats.hp; |
1478 | op->stats.hp += change->stats.hp; |
|
|
1479 | |
1437 | if (change->stats.maxhp < 0) |
1480 | if (change->stats.maxhp < 0) |
1438 | op->stats.maxhp = -change->stats.maxhp; |
1481 | op->stats.maxhp = -change->stats.maxhp; |
1439 | else |
1482 | else |
1440 | op->stats.maxhp += change->stats.maxhp; |
1483 | op->stats.maxhp += change->stats.maxhp; |
|
|
1484 | |
1441 | if (change->stats.sp < 0) |
1485 | if (change->stats.sp < 0) |
1442 | op->stats.sp = -change->stats.sp; |
1486 | op->stats.sp = -change->stats.sp; |
1443 | else |
1487 | else |
1444 | op->stats.sp += change->stats.sp; |
1488 | op->stats.sp += change->stats.sp; |
|
|
1489 | |
1445 | if (change->stats.maxsp < 0) |
1490 | if (change->stats.maxsp < 0) |
1446 | op->stats.maxsp = -change->stats.maxsp; |
1491 | op->stats.maxsp = -change->stats.maxsp; |
1447 | else |
1492 | else |
1448 | op->stats.maxsp += change->stats.maxsp; |
1493 | op->stats.maxsp += change->stats.maxsp; |
|
|
1494 | |
1449 | if (change->stats.food < 0) |
1495 | if (change->stats.food < 0) |
1450 | op->stats.food = -(change->stats.food); |
1496 | op->stats.food = -(change->stats.food); |
1451 | else |
1497 | else |
1452 | op->stats.food += change->stats.food; |
1498 | op->stats.food += change->stats.food; |
|
|
1499 | |
1453 | if (change->level < 0) |
1500 | if (change->level < 0) |
1454 | op->level = -(change->level); |
1501 | op->level = -(change->level); |
1455 | else |
1502 | else |
1456 | op->level += change->level; |
1503 | op->level += change->level; |
1457 | |
1504 | |
1458 | if (change->gen_sp_armour < 0) |
1505 | if (change->gen_sp_armour < 0) |
1459 | op->gen_sp_armour = -(change->gen_sp_armour); |
1506 | op->gen_sp_armour = -(change->gen_sp_armour); |
1460 | else |
1507 | else |
1461 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1508 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1462 | |
1509 | |
1463 | op->item_power = change->item_power; |
1510 | op->item_power = change->item_power; |
1464 | |
1511 | |
1465 | for (i=0; i<NROFATTACKS; i++) { |
1512 | for (i = 0; i < NROFATTACKS; i++) |
1466 | if (change->resist[i]) { |
1513 | if (change->resist[i]) |
1467 | op->resist[i] += change->resist[i]; |
1514 | op->resist[i] += change->resist[i]; |
1468 | } |
1515 | |
1469 | } |
|
|
1470 | if (change->stats.dam) { |
1516 | if (change->stats.dam) |
|
|
1517 | { |
1471 | if (change->stats.dam < 0) |
1518 | if (change->stats.dam < 0) |
1472 | op->stats.dam = (-change->stats.dam); |
1519 | op->stats.dam = (-change->stats.dam); |
1473 | else if (op->stats.dam) { |
1520 | else if (op->stats.dam) |
|
|
1521 | { |
1474 | tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); |
1522 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1475 | if (tmp == op->stats.dam) { |
1523 | if (tmp == op->stats.dam) |
|
|
1524 | { |
1476 | if (change->stats.dam < 10) |
1525 | if (change->stats.dam < 10) |
1477 | op->stats.dam--; |
1526 | op->stats.dam--; |
1478 | else |
1527 | else |
1479 | op->stats.dam++; |
1528 | op->stats.dam++; |
|
|
1529 | } |
|
|
1530 | else |
|
|
1531 | op->stats.dam = tmp; |
|
|
1532 | } |
1480 | } |
1533 | } |
1481 | else |
1534 | |
1482 | op->stats.dam = tmp; |
|
|
1483 | } |
|
|
1484 | } |
|
|
1485 | if (change->weight) { |
1535 | if (change->weight) |
|
|
1536 | { |
1486 | if (change->weight < 0) |
1537 | if (change->weight < 0) |
1487 | op->weight = (-change->weight); |
1538 | op->weight = (-change->weight); |
1488 | else |
1539 | else |
1489 | op->weight = (op->weight * (change->weight)) / 100; |
1540 | op->weight = (op->weight * (change->weight)) / 100; |
1490 | } |
1541 | } |
|
|
1542 | |
1491 | if (change->last_sp) { |
1543 | if (change->last_sp) |
|
|
1544 | { |
1492 | if (change->last_sp < 0) |
1545 | if (change->last_sp < 0) |
1493 | op->last_sp = (-change->last_sp); |
1546 | op->last_sp = (-change->last_sp); |
1494 | else |
1547 | else |
1495 | op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); |
1548 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1496 | } |
1549 | } |
|
|
1550 | |
1497 | if (change->gen_sp_armour) { |
1551 | if (change->gen_sp_armour) |
|
|
1552 | { |
1498 | if (change->gen_sp_armour < 0) |
1553 | if (change->gen_sp_armour < 0) |
1499 | op->gen_sp_armour = (-change->gen_sp_armour); |
1554 | op->gen_sp_armour = (-change->gen_sp_armour); |
1500 | else |
1555 | else |
1501 | op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) |
1556 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1502 | / (int)100); |
|
|
1503 | } |
1557 | } |
|
|
1558 | |
1504 | op->value *= change->value; |
1559 | op->value *= change->value; |
1505 | |
1560 | |
1506 | if(change->material) op->material = change->material; |
1561 | if (change->materials) |
|
|
1562 | op->materials = change->materials; |
1507 | |
1563 | |
1508 | if (change->materialname) { |
1564 | if (change->materialname) |
1509 | if (op->materialname) |
|
|
1510 | free_string(op->materialname); |
|
|
1511 | op->materialname = add_refcount(change->materialname); |
1565 | op->materialname = change->materialname; |
1512 | } |
|
|
1513 | |
1566 | |
1514 | if (change->slaying) { |
1567 | if (change->slaying) |
1515 | if (op->slaying) |
|
|
1516 | free_string(op->slaying); |
|
|
1517 | op->slaying = add_refcount(change->slaying); |
1568 | op->slaying = change->slaying; |
1518 | } |
1569 | |
1519 | if (change->race) { |
1570 | if (change->race) |
1520 | if (op->race) |
1571 | op->race = change->race; |
1521 | free_string(op->race); |
1572 | |
1522 | op->race = add_refcount(change->race); |
|
|
1523 | } |
|
|
1524 | if (change->msg) { |
1573 | if (change->msg) |
1525 | if (op->msg) |
1574 | op->msg = change->msg; |
1526 | free_string(op->msg); |
|
|
1527 | op->msg = add_refcount(change->msg); |
|
|
1528 | } |
|
|
1529 | /* GROS: Added support for event_... in artifact file */ |
|
|
1530 | for(j=0;j<NR_EVENTS;j++) { |
|
|
1531 | event *evt; |
|
|
1532 | event *evt2; |
|
|
1533 | event *evtn; |
|
|
1534 | event *evtp; |
|
|
1535 | |
|
|
1536 | evt = find_event(change,j); |
|
|
1537 | evt2= find_event(op,j); |
|
|
1538 | |
|
|
1539 | if ((evt) && (evt->hook)) { |
|
|
1540 | if ((evt2)&&(evt2->hook)) { |
|
|
1541 | free_string(evt2->hook); |
|
|
1542 | free_string(evt2->plugin); |
|
|
1543 | free_string(evt2->options); |
|
|
1544 | evtp = NULL; |
|
|
1545 | evtn = evt2->next; |
|
|
1546 | if (evt2 == op->events) { |
|
|
1547 | free(evt2); |
|
|
1548 | op->events = evtn; |
|
|
1549 | } |
|
|
1550 | else { |
|
|
1551 | evtp = op->events; |
|
|
1552 | while (evtp->next != evt2) |
|
|
1553 | evtp = evtp->next; |
|
|
1554 | free(evt2); |
|
|
1555 | evtp->next = evtn; |
|
|
1556 | } |
|
|
1557 | } |
|
|
1558 | else if (evt2 == NULL) { |
|
|
1559 | if (op->events == NULL) { |
|
|
1560 | evt2 = (event *)malloc(sizeof(event)); |
|
|
1561 | op->events = evt2; |
|
|
1562 | } |
|
|
1563 | else { |
|
|
1564 | evtp = op->events; |
|
|
1565 | while (evtp->next != NULL) |
|
|
1566 | evtp = evtp->next; |
|
|
1567 | evtp->next = (event *)malloc(sizeof(event)); |
|
|
1568 | evt2 = evtp->next; |
|
|
1569 | } |
|
|
1570 | } |
|
|
1571 | evt2->next = NULL; |
|
|
1572 | evt2->hook = add_refcount(evt->hook); |
|
|
1573 | evt2->plugin = add_refcount(evt->plugin); |
|
|
1574 | evt2->type = j; |
|
|
1575 | |
|
|
1576 | if (evt->options) |
|
|
1577 | evt2->options = add_refcount(evt->options); |
|
|
1578 | else |
|
|
1579 | evt2->options = NULL; |
|
|
1580 | } |
|
|
1581 | } |
|
|
1582 | } |
1575 | } |
1583 | |
1576 | |
|
|
1577 | static int |
1584 | static int legal_artifact_combination(object *op, artifact *art) { |
1578 | legal_artifact_combination (object *op, artifact *art) |
|
|
1579 | { |
1585 | int neg, success = 0; |
1580 | int neg, success = 0; |
1586 | linked_char *tmp; |
1581 | linked_char *tmp; |
1587 | const char *name; |
1582 | const char *name; |
1588 | |
1583 | |
1589 | if (art->allowed == (linked_char *) NULL) |
1584 | if (!art->allowed) |
1590 | return 1; /* Ie, "all" */ |
1585 | return 1; /* Ie, "all" */ |
|
|
1586 | |
1591 | for (tmp = art->allowed; tmp; tmp = tmp->next) { |
1587 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
|
|
1588 | { |
1592 | #ifdef TREASURE_VERBOSE |
1589 | #ifdef TREASURE_VERBOSE |
1593 | LOG(llevDebug, "legal_art: %s\n", tmp->name); |
1590 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1594 | #endif |
1591 | #endif |
1595 | if (*tmp->name == '!') |
1592 | if (*tmp->name == '!') |
1596 | name = tmp->name + 1, neg = 1; |
1593 | name = tmp->name + 1, neg = 1; |
1597 | else |
1594 | else |
1598 | name = tmp->name, neg = 0; |
1595 | name = tmp->name, neg = 0; |
1599 | |
1596 | |
1600 | /* If we match name, then return the opposite of 'neg' */ |
1597 | /* If we match name, then return the opposite of 'neg' */ |
1601 | if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) |
1598 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1602 | return !neg; |
1599 | return !neg; |
1603 | |
1600 | |
1604 | /* Set success as true, since if the match was an inverse, it means |
1601 | /* Set success as true, since if the match was an inverse, it means |
1605 | * everything is allowed except what we match |
1602 | * everything is allowed except what we match |
1606 | */ |
1603 | */ |
1607 | else if (neg) |
1604 | else if (neg) |
1608 | success = 1; |
1605 | success = 1; |
1609 | } |
1606 | } |
|
|
1607 | |
1610 | return success; |
1608 | return success; |
1611 | } |
1609 | } |
1612 | |
1610 | |
1613 | /* |
1611 | /* |
1614 | * Fixes the given object, giving it the abilities and titles |
1612 | * Fixes the given object, giving it the abilities and titles |
1615 | * it should have due to the second artifact-template. |
1613 | * it should have due to the second artifact-template. |
1616 | */ |
1614 | */ |
1617 | |
1615 | |
|
|
1616 | void |
1618 | void give_artifact_abilities(object *op, object *artifct) { |
1617 | give_artifact_abilities (object *op, object *artifct) |
|
|
1618 | { |
1619 | char new_name[MAX_BUF]; |
1619 | char new_name[MAX_BUF]; |
1620 | |
1620 | |
1621 | sprintf(new_name, "of %s", artifct->name); |
1621 | sprintf (new_name, "of %s", &artifct->name); |
1622 | if (op->title) |
|
|
1623 | free_string(op->title); |
|
|
1624 | op->title = add_string(new_name); |
1622 | op->title = new_name; |
1625 | add_abilities(op, artifct); /* Give out the bonuses */ |
1623 | add_abilities (op, artifct); /* Give out the bonuses */ |
1626 | |
1624 | |
1627 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1625 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1628 | { |
1626 | { |
1629 | char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); |
1627 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1628 | |
1630 | SET_FLAG(op, FLAG_IDENTIFIED); |
1629 | SET_FLAG (op, FLAG_IDENTIFIED); |
1631 | LOG(llevDebug, "Generated artifact %s %s [%s]\n", |
1630 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1632 | op->name, op->title, describe_item(op, NULL)); |
|
|
1633 | if (!identified) |
1631 | if (!identified) |
1634 | CLEAR_FLAG(op, FLAG_IDENTIFIED); |
1632 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1635 | } |
1633 | } |
1636 | #endif |
1634 | #endif |
1637 | return; |
1635 | return; |
1638 | } |
1636 | } |
1639 | |
1637 | |
… | |
… | |
1646 | */ |
1644 | */ |
1647 | |
1645 | |
1648 | /* Give 1 re-roll attempt per artifact */ |
1646 | /* Give 1 re-roll attempt per artifact */ |
1649 | #define ARTIFACT_TRIES 2 |
1647 | #define ARTIFACT_TRIES 2 |
1650 | |
1648 | |
|
|
1649 | void |
1651 | void generate_artifact(object *op, int difficulty) { |
1650 | generate_artifact (object *op, int difficulty) |
|
|
1651 | { |
1652 | artifactlist *al; |
1652 | artifactlist *al; |
1653 | artifact *art; |
1653 | artifact *art; |
1654 | int i; |
1654 | int i; |
1655 | |
1655 | |
1656 | al = find_artifactlist(op->type); |
1656 | al = find_artifactlist (op->type); |
1657 | |
1657 | |
1658 | if (al==NULL) { |
1658 | if (al == NULL) |
|
|
1659 | { |
1659 | #if 0 /* This is too verbose, usually */ |
1660 | #if 0 /* This is too verbose, usually */ |
1660 | LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1661 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1661 | #endif |
|
|
1662 | return; |
|
|
1663 | } |
|
|
1664 | |
|
|
1665 | for (i = 0; i < ARTIFACT_TRIES; i++) { |
|
|
1666 | int roll = RANDOM()% al->total_chance; |
|
|
1667 | |
|
|
1668 | for (art=al->items; art!=NULL; art=art->next) { |
|
|
1669 | roll -= art->chance; |
|
|
1670 | if (roll<0) break; |
|
|
1671 | } |
|
|
1672 | |
|
|
1673 | if (art == NULL || roll>=0) { |
|
|
1674 | #if 1 |
|
|
1675 | LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", |
|
|
1676 | op->type); |
|
|
1677 | #endif |
1662 | #endif |
1678 | return; |
1663 | return; |
1679 | } |
1664 | } |
|
|
1665 | |
|
|
1666 | for (i = 0; i < ARTIFACT_TRIES; i++) |
|
|
1667 | { |
|
|
1668 | int roll = rndm (al->total_chance); |
|
|
1669 | |
|
|
1670 | for (art = al->items; art; art = art->next) |
|
|
1671 | { |
|
|
1672 | roll -= art->chance; |
|
|
1673 | if (roll < 0) |
|
|
1674 | break; |
|
|
1675 | } |
|
|
1676 | |
|
|
1677 | if (art == NULL || roll >= 0) |
|
|
1678 | { |
|
|
1679 | #if 1 |
|
|
1680 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
|
|
1681 | #endif |
|
|
1682 | return; |
|
|
1683 | } |
1680 | if (!strcmp(art->item->name,"NONE")) |
1684 | if (!strcmp (art->item->name, "NONE")) |
1681 | return; |
1685 | return; |
1682 | if (FABS(op->magic) < art->item->magic) |
1686 | if (FABS (op->magic) < art->item->magic) |
1683 | continue; /* Not magic enough to be this item */ |
1687 | continue; /* Not magic enough to be this item */ |
1684 | |
1688 | |
1685 | /* Map difficulty not high enough */ |
1689 | /* Map difficulty not high enough */ |
1686 | if (difficulty<art->difficulty) |
1690 | if (difficulty < art->difficulty) |
1687 | continue; |
1691 | continue; |
1688 | |
1692 | |
1689 | if (!legal_artifact_combination(op, art)) { |
1693 | if (!legal_artifact_combination (op, art)) |
|
|
1694 | { |
1690 | #ifdef TREASURE_VERBOSE |
1695 | #ifdef TREASURE_VERBOSE |
1691 | LOG(llevDebug, "%s of %s was not a legal combination.\n", |
1696 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1692 | op->name, art->item->name); |
|
|
1693 | #endif |
1697 | #endif |
1694 | continue; |
1698 | continue; |
1695 | } |
1699 | } |
|
|
1700 | |
1696 | give_artifact_abilities(op, art->item); |
1701 | give_artifact_abilities (op, art->item); |
1697 | return; |
1702 | return; |
1698 | } |
1703 | } |
1699 | } |
1704 | } |
1700 | |
1705 | |
1701 | /* fix_flesh_item() - objects of type FLESH are similar to type |
1706 | /* fix_flesh_item() - objects of type FLESH are similar to type |
1702 | * FOOD, except they inherit properties (name, food value, etc). |
1707 | * FOOD, except they inherit properties (name, food value, etc). |
1703 | * based on the original owner (or 'donor' if you like). -b.t. |
1708 | * based on the original owner (or 'donor' if you like). -b.t. |
1704 | */ |
1709 | */ |
1705 | |
1710 | |
|
|
1711 | void |
1706 | void fix_flesh_item(object *item, object *donor) { |
1712 | fix_flesh_item (object *item, object *donor) |
|
|
1713 | { |
1707 | char tmpbuf[MAX_BUF]; |
1714 | char tmpbuf[MAX_BUF]; |
1708 | int i; |
1715 | int i; |
1709 | |
1716 | |
1710 | if(item->type==FLESH && donor) { |
1717 | if (item->type == FLESH && donor) |
|
|
1718 | { |
1711 | /* change the name */ |
1719 | /* change the name */ |
1712 | sprintf(tmpbuf,"%s's %s",donor->name,item->name); |
1720 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1713 | FREE_AND_COPY(item->name, tmpbuf); |
1721 | item->name = tmpbuf; |
1714 | sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); |
1722 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1715 | FREE_AND_COPY(item->name_pl, tmpbuf); |
1723 | item->name_pl = tmpbuf; |
1716 | |
1724 | |
1717 | /* weight is FLESH weight/100 * donor */ |
1725 | /* weight is FLESH weight/100 * donor */ |
1718 | if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) |
1726 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1719 | item->weight=1; |
1727 | item->weight = 1; |
1720 | |
1728 | |
1721 | /* value is multiplied by level of donor */ |
1729 | /* value is multiplied by level of donor */ |
1722 | item->value *= isqrt(donor->level*2); |
1730 | item->value *= isqrt (donor->level * 2); |
1723 | |
1731 | |
1724 | /* food value */ |
1732 | /* food value */ |
1725 | item->stats.food += (donor->stats.hp/100) + donor->stats.Con; |
1733 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1726 | |
1734 | |
1727 | /* flesh items inherit some abilities of donor, but not |
1735 | /* flesh items inherit some abilities of donor, but not |
1728 | * full effect. |
1736 | * full effect. |
1729 | */ |
1737 | */ |
1730 | for (i=0; i<NROFATTACKS; i++) |
1738 | for (i = 0; i < NROFATTACKS; i++) |
1731 | item->resist[i] = donor->resist[i]/2; |
1739 | item->resist[i] = donor->resist[i] / 2; |
1732 | |
1740 | |
1733 | /* item inherits donor's level (important for quezals) */ |
1741 | /* item inherits donor's level (important for quezals) */ |
1734 | item->level = donor->level; |
1742 | item->level = donor->level; |
1735 | |
1743 | |
1736 | /* if donor has some attacktypes, the flesh is poisonous */ |
1744 | /* if donor has some attacktypes, the flesh is poisonous */ |
1737 | if(donor->attacktype&AT_POISON) |
1745 | if (donor->attacktype & AT_POISON) |
1738 | item->type=POISON; |
1746 | item->type = POISON; |
1739 | if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; |
1747 | if (donor->attacktype & AT_ACID) |
|
|
1748 | item->stats.hp = -1 * item->stats.food; |
1740 | SET_FLAG(item,FLAG_NO_STEAL); |
1749 | SET_FLAG (item, FLAG_NO_STEAL); |
1741 | } |
1750 | } |
1742 | } |
1751 | } |
1743 | |
1752 | |
1744 | /* special_potion() - so that old potion code is still done right. */ |
1753 | /* special_potion() - so that old potion code is still done right. */ |
1745 | |
1754 | int |
1746 | int special_potion (object *op) { |
1755 | special_potion (object *op) |
1747 | |
1756 | { |
1748 | int i; |
|
|
1749 | |
|
|
1750 | if(op->attacktype) return 1; |
1757 | if (op->attacktype) |
1751 | |
|
|
1752 | if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow |
|
|
1753 | || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1; |
|
|
1754 | |
|
|
1755 | for (i=0; i<NROFATTACKS; i++) |
|
|
1756 | if (op->resist[i]) return 1; |
|
|
1757 | |
|
|
1758 | return 0; |
1758 | return 1; |
1759 | } |
|
|
1760 | |
1759 | |
|
|
1760 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1761 | return 1; |
|
|
1762 | |
|
|
1763 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1764 | if (op->resist[i]) |
|
|
1765 | return 1; |
|
|
1766 | |
|
|
1767 | return 0; |
|
|
1768 | } |
|
|
1769 | |
|
|
1770 | void |
1761 | void free_treasurestruct(treasure *t) |
1771 | free_treasurestruct (treasure *t) |
1762 | { |
1772 | { |
1763 | if (t->next) free_treasurestruct(t->next); |
1773 | if (t->next) free_treasurestruct (t->next); |
1764 | if (t->next_yes) free_treasurestruct(t->next_yes); |
1774 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1765 | if (t->next_no) free_treasurestruct(t->next_no); |
1775 | if (t->next_no) free_treasurestruct (t->next_no); |
1766 | free(t); |
|
|
1767 | } |
|
|
1768 | |
1776 | |
|
|
1777 | delete t; |
|
|
1778 | } |
|
|
1779 | |
|
|
1780 | void |
1769 | void free_charlinks(linked_char *lc) |
1781 | free_charlinks (linked_char *lc) |
1770 | { |
1782 | { |
1771 | if (lc->next) free_charlinks(lc->next); |
1783 | if (lc->next) |
1772 | free(lc); |
1784 | free_charlinks (lc->next); |
1773 | } |
|
|
1774 | |
1785 | |
|
|
1786 | delete lc; |
|
|
1787 | } |
|
|
1788 | |
|
|
1789 | void |
1775 | void free_artifact(artifact *at) |
1790 | free_artifact (artifact *at) |
1776 | { |
1791 | { |
1777 | |
|
|
1778 | if (at->next) free_artifact(at->next); |
1792 | if (at->next) free_artifact (at->next); |
1779 | if (at->allowed) free_charlinks(at->allowed); |
1793 | if (at->allowed) free_charlinks (at->allowed); |
1780 | if (at->item) { |
1794 | |
1781 | if (at->item->name) free_string(at->item->name); |
1795 | at->item->destroy (1); |
1782 | if (at->item->name_pl) free_string(at->item->name_pl); |
1796 | |
1783 | if (at->item->msg) free_string(at->item->msg); |
|
|
1784 | if (at->item->title) free_string(at->item->title); |
|
|
1785 | free(at->item); |
|
|
1786 | } |
|
|
1787 | free(at); |
1797 | sfree (at); |
1788 | } |
1798 | } |
1789 | |
1799 | |
|
|
1800 | void |
1790 | void free_artifactlist(artifactlist *al) |
1801 | free_artifactlist (artifactlist *al) |
1791 | { |
1802 | { |
1792 | artifactlist *nextal; |
1803 | artifactlist *nextal; |
|
|
1804 | |
1793 | for (al=first_artifactlist; al!=NULL; al=nextal) { |
1805 | for (al = first_artifactlist; al; al = nextal) |
|
|
1806 | { |
1794 | nextal=al->next; |
1807 | nextal = al->next; |
|
|
1808 | |
1795 | if (al->items) { |
1809 | if (al->items) |
1796 | free_artifact(al->items); |
1810 | free_artifact (al->items); |
1797 | } |
|
|
1798 | free(al); |
|
|
1799 | } |
|
|
1800 | } |
|
|
1801 | |
1811 | |
|
|
1812 | sfree (al); |
|
|
1813 | } |
|
|
1814 | } |
|
|
1815 | |
|
|
1816 | void |
1802 | void free_all_treasures(void) { |
1817 | free_all_treasures (void) |
|
|
1818 | { |
1803 | treasurelist *tl, *next; |
1819 | treasurelist *tl, *next; |
1804 | |
1820 | |
1805 | |
|
|
1806 | for (tl=first_treasurelist; tl!=NULL; tl=next) { |
1821 | for (tl = first_treasurelist; tl; tl = next) |
1807 | next=tl->next; |
|
|
1808 | if (tl->name) free_string(tl->name); |
|
|
1809 | if (tl->items) free_treasurestruct(tl->items); |
|
|
1810 | free(tl); |
|
|
1811 | } |
1822 | { |
|
|
1823 | clear (tl); |
|
|
1824 | |
|
|
1825 | next = tl->next; |
|
|
1826 | delete tl; |
|
|
1827 | } |
|
|
1828 | |
1812 | free_artifactlist(first_artifactlist); |
1829 | free_artifactlist (first_artifactlist); |
1813 | } |
1830 | } |