1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
… | |
… | |
32 | |
33 | |
33 | //#define TREASURE_VERBOSE |
34 | //#define TREASURE_VERBOSE |
34 | |
35 | |
35 | #include <global.h> |
36 | #include <global.h> |
36 | #include <treasure.h> |
37 | #include <treasure.h> |
37 | #include <loader.h> |
|
|
38 | |
38 | |
39 | extern char *spell_mapping[]; |
39 | extern char *spell_mapping[]; |
40 | |
40 | |
41 | static treasurelist *first_treasurelist; |
41 | static treasurelist *first_treasurelist; |
42 | |
42 | |
… | |
… | |
45 | typedef std::tr1::unordered_map< |
45 | typedef std::tr1::unordered_map< |
46 | const char *, |
46 | const char *, |
47 | treasurelist *, |
47 | treasurelist *, |
48 | str_hash, |
48 | str_hash, |
49 | str_equal, |
49 | str_equal, |
50 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
50 | slice_allocator< std::pair<const char *const, treasurelist *> > |
51 | true |
|
|
52 | > tl_map_t; |
51 | > tl_map_t; |
53 | |
52 | |
54 | static tl_map_t tl_map; |
53 | static tl_map_t tl_map; |
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|
54 | |
|
|
55 | //TODO: class method |
|
|
56 | static void free_treasurestruct (treasure *t); // bleh desu |
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|
57 | static void |
|
|
58 | clear (treasurelist *tl) |
|
|
59 | { |
|
|
60 | if (tl->items) |
|
|
61 | { |
|
|
62 | free_treasurestruct (tl->items); |
|
|
63 | tl->items = 0; |
|
|
64 | } |
|
|
65 | |
|
|
66 | tl->total_chance = 0; |
|
|
67 | } |
55 | |
68 | |
56 | /* |
69 | /* |
57 | * Searches for the given treasurelist |
70 | * Searches for the given treasurelist |
58 | */ |
71 | */ |
59 | treasurelist * |
72 | treasurelist * |
… | |
… | |
89 | |
102 | |
90 | tl_map.insert (std::make_pair (tl->name, tl)); |
103 | tl_map.insert (std::make_pair (tl->name, tl)); |
91 | } |
104 | } |
92 | |
105 | |
93 | return tl; |
106 | return tl; |
94 | } |
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|
95 | |
|
|
96 | //TODO: class method |
|
|
97 | void |
|
|
98 | clear (treasurelist *tl) |
|
|
99 | { |
|
|
100 | if (tl->items) |
|
|
101 | { |
|
|
102 | free_treasurestruct (tl->items); |
|
|
103 | tl->items = 0; |
|
|
104 | } |
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105 | |
|
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106 | tl->total_chance = 0; |
|
|
107 | } |
107 | } |
108 | |
108 | |
109 | #ifdef TREASURE_DEBUG |
109 | #ifdef TREASURE_DEBUG |
110 | /* recursived checks the linked list. Treasurelist is passed only |
110 | /* recursived checks the linked list. Treasurelist is passed only |
111 | * so that the treasure name can be printed out |
111 | * so that the treasure name can be printed out |
… | |
… | |
255 | return; |
255 | return; |
256 | } |
256 | } |
257 | |
257 | |
258 | op->expand_tail (); |
258 | op->expand_tail (); |
259 | |
259 | |
260 | if (op->blocked (creator->map, creator->x, creator->y)) |
260 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
261 | op->destroy (); |
261 | op->destroy (); |
262 | else |
262 | else |
263 | { |
263 | { |
264 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
264 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
265 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
265 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
… | |
… | |
309 | } |
309 | } |
310 | else |
310 | else |
311 | { |
311 | { |
312 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
312 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
313 | { |
313 | { |
314 | object *tmp = arch_to_object (t->item); |
314 | object *tmp = t->item->instance (); |
315 | |
315 | |
316 | if (t->nrof && tmp->nrof <= 1) |
316 | if (t->nrof && tmp->nrof <= 1) |
317 | tmp->nrof = rndm (t->nrof) + 1; |
317 | tmp->nrof = rndm (t->nrof) + 1; |
318 | |
318 | |
319 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
319 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
366 | else if (t->nrof) |
366 | else if (t->nrof) |
367 | create_one_treasure (tl, op, flag, difficulty, tries); |
367 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | } |
368 | } |
369 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
369 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
370 | { |
370 | { |
371 | if (object *tmp = arch_to_object (t->item)) |
371 | if (object *tmp = t->item->instance ()) |
372 | { |
372 | { |
373 | if (t->nrof && tmp->nrof <= 1) |
373 | if (t->nrof && tmp->nrof <= 1) |
374 | tmp->nrof = rndm (t->nrof) + 1; |
374 | tmp->nrof = rndm (t->nrof) + 1; |
375 | |
375 | |
376 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
376 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
442 | |
442 | |
443 | if (ob->inv) |
443 | if (ob->inv) |
444 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
444 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | |
445 | |
446 | ob->destroy (); |
446 | ob->destroy (); |
|
|
447 | |
447 | return tmp; |
448 | return tmp; |
448 | } |
449 | } |
449 | |
450 | |
450 | /* |
451 | /* |
451 | * This is a new way of calculating the chance for an item to have |
452 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
494 | * This code presumes that op has had its spell object created (in op->inv) |
495 | * This code presumes that op has had its spell object created (in op->inv) |
495 | * |
496 | * |
496 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
497 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
497 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
498 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
498 | */ |
499 | */ |
499 | int |
500 | static int |
500 | level_for_item (const object *op, int difficulty) |
501 | level_for_item (const object *op, int difficulty) |
501 | { |
502 | { |
502 | if (!op->inv) |
503 | if (!op->inv) |
503 | { |
504 | { |
504 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
505 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
… | |
… | |
521 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
522 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
522 | * Scaling difficulty by max_level, as difficulty is a level and not some |
523 | * Scaling difficulty by max_level, as difficulty is a level and not some |
523 | * weird integer between 1-31. |
524 | * weird integer between 1-31. |
524 | * |
525 | * |
525 | */ |
526 | */ |
526 | int |
527 | static int |
527 | magic_from_difficulty (int difficulty) |
528 | magic_from_difficulty (int difficulty) |
528 | { |
529 | { |
529 | int percent = 0, magic = 0; |
530 | int percent = 0, magic = 0; |
530 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
531 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
531 | |
532 | |
… | |
… | |
578 | if (op->type == ARMOUR) |
579 | if (op->type == ARMOUR) |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
580 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
580 | |
581 | |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
582 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
582 | magic = (-magic); |
583 | magic = (-magic); |
|
|
584 | |
583 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
585 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
584 | } |
586 | } |
585 | else |
587 | else |
586 | { |
588 | { |
587 | if (op->type == ARMOUR) |
589 | if (op->type == ARMOUR) |
588 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
590 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
591 | |
589 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
592 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
590 | magic = (-magic); |
593 | magic = (-magic); |
|
|
594 | |
591 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
595 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
592 | } |
596 | } |
593 | } |
597 | } |
594 | |
598 | |
595 | /* |
599 | /* |
… | |
… | |
618 | * 1) Since rings can have multiple bonuses, if the same bonus |
622 | * 1) Since rings can have multiple bonuses, if the same bonus |
619 | * is rolled again, increase it - the bonuses now stack with |
623 | * is rolled again, increase it - the bonuses now stack with |
620 | * other bonuses previously rolled and ones the item might natively have. |
624 | * other bonuses previously rolled and ones the item might natively have. |
621 | * 2) Add code to deal with new PR method. |
625 | * 2) Add code to deal with new PR method. |
622 | */ |
626 | */ |
623 | void |
627 | static void |
624 | set_ring_bonus (object *op, int bonus) |
628 | set_ring_bonus (object *op, int bonus) |
625 | { |
629 | { |
626 | |
|
|
627 | int r = rndm (bonus > 0 ? 25 : 11); |
630 | int r = rndm (bonus > 0 ? 25 : 11); |
628 | |
631 | |
629 | if (op->type == AMULET) |
632 | if (op->type == AMULET) |
630 | { |
633 | { |
631 | if (!(rndm (21))) |
634 | if (!(rndm (21))) |
… | |
… | |
754 | * higher is the chance of returning a low number. |
757 | * higher is the chance of returning a low number. |
755 | * It is only used in fix_generated_treasure() to set bonuses on |
758 | * It is only used in fix_generated_treasure() to set bonuses on |
756 | * rings and amulets. |
759 | * rings and amulets. |
757 | * Another scheme is used to calculate the magic of weapons and armours. |
760 | * Another scheme is used to calculate the magic of weapons and armours. |
758 | */ |
761 | */ |
759 | int |
762 | static int |
760 | get_magic (int diff) |
763 | get_magic (int diff) |
761 | { |
764 | { |
762 | int i; |
765 | int i; |
763 | |
766 | |
764 | if (diff < 3) |
767 | if (diff < 3) |
… | |
… | |
767 | for (i = 0; i < 4; i++) |
770 | for (i = 0; i < 4; i++) |
768 | if (rndm (diff)) |
771 | if (rndm (diff)) |
769 | return i; |
772 | return i; |
770 | |
773 | |
771 | return 4; |
774 | return 4; |
|
|
775 | } |
|
|
776 | |
|
|
777 | /* special_potion() - so that old potion code is still done right. */ |
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|
778 | static int |
|
|
779 | special_potion (object *op) |
|
|
780 | { |
|
|
781 | if (op->attacktype) |
|
|
782 | return 1; |
|
|
783 | |
|
|
784 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
785 | return 1; |
|
|
786 | |
|
|
787 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
788 | if (op->resist[i]) |
|
|
789 | return 1; |
|
|
790 | |
|
|
791 | return 0; |
772 | } |
792 | } |
773 | |
793 | |
774 | #define DICE2 (get_magic(2)==2?2:1) |
794 | #define DICE2 (get_magic(2)==2?2:1) |
775 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
795 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
776 | |
796 | |
… | |
… | |
813 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
833 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
814 | /* So the treasure doesn't get created again */ |
834 | /* So the treasure doesn't get created again */ |
815 | op->randomitems = 0; |
835 | op->randomitems = 0; |
816 | } |
836 | } |
817 | |
837 | |
818 | if (difficulty < 1) |
838 | max_it (difficulty, 1); |
819 | difficulty = 1; |
|
|
820 | |
839 | |
821 | if (INVOKE_OBJECT (ADD_BONUS, op, |
840 | if (INVOKE_OBJECT (ADD_BONUS, op, |
822 | ARG_OBJECT (creator != op ? creator : 0), |
841 | ARG_OBJECT (creator != op ? creator : 0), |
823 | ARG_INT (difficulty), ARG_INT (max_magic), |
842 | ARG_INT (difficulty), ARG_INT (max_magic), |
824 | ARG_INT (flags))) |
843 | ARG_INT (flags))) |
… | |
… | |
883 | * again below */ |
902 | * again below */ |
884 | } |
903 | } |
885 | } |
904 | } |
886 | |
905 | |
887 | /* materialtype modifications. Note we allow this on artifacts. */ |
906 | /* materialtype modifications. Note we allow this on artifacts. */ |
888 | set_materialname (op, difficulty, NULL); |
907 | select_material (op, difficulty); |
889 | |
908 | |
890 | if (flags & GT_MINIMAL) |
909 | if (flags & GT_MINIMAL) |
891 | { |
910 | { |
892 | if (op->type == POTION) |
911 | if (op->type == POTION) |
893 | /* Handle healing and magic power potions */ |
912 | /* Handle healing and magic power potions */ |
… | |
… | |
924 | int too_many_tries = 0, is_special = 0; |
943 | int too_many_tries = 0, is_special = 0; |
925 | |
944 | |
926 | /* Handle healing and magic power potions */ |
945 | /* Handle healing and magic power potions */ |
927 | if (op->stats.sp && !op->randomitems) |
946 | if (op->stats.sp && !op->randomitems) |
928 | { |
947 | { |
929 | object *tmp; |
|
|
930 | |
|
|
931 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
948 | object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
932 | insert_ob_in_ob (tmp, op); |
949 | insert_ob_in_ob (tmp, op); |
933 | op->stats.sp = 0; |
950 | op->stats.sp = 0; |
934 | } |
951 | } |
935 | |
952 | |
936 | while (!(is_special = special_potion (op)) && !op->inv) |
953 | while (!(is_special = special_potion (op)) && !op->inv) |
… | |
… | |
944 | * since the value set on those is already correct. |
961 | * since the value set on those is already correct. |
945 | */ |
962 | */ |
946 | if (op->inv && op->randomitems) |
963 | if (op->inv && op->randomitems) |
947 | { |
964 | { |
948 | /* value multiplier is same as for scrolls */ |
965 | /* value multiplier is same as for scrolls */ |
949 | op->value = (op->value * op->inv->value); |
966 | op->value *= op->inv->value; |
950 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
967 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
951 | } |
968 | } |
952 | else |
969 | else |
953 | { |
970 | { |
954 | op->name = "potion"; |
971 | op->name = "potion"; |
955 | op->name_pl = "potions"; |
972 | op->name_pl = "potions"; |
956 | } |
973 | } |
957 | |
974 | |
958 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
975 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
959 | SET_FLAG (op, FLAG_CURSED); |
976 | SET_FLAG (op, FLAG_CURSED); |
|
|
977 | |
960 | break; |
978 | break; |
961 | } |
979 | } |
962 | |
980 | |
963 | case AMULET: |
981 | case AMULET: |
964 | if (IS_ARCH (op->arch, amulet)) |
982 | if (IS_ARCH (op->arch, amulet)) |
965 | op->value *= 5; /* Since it's not just decoration */ |
983 | op->value *= 5; /* Since it's not just decoration */ |
966 | |
984 | |
967 | case RING: |
985 | case RING: |
968 | if (!op->arch) // wtf? schmorp |
|
|
969 | { |
|
|
970 | op->destroy (); |
|
|
971 | op = 0; |
|
|
972 | break; |
|
|
973 | } |
|
|
974 | |
|
|
975 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
986 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
976 | break; |
987 | break; |
977 | |
988 | |
978 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
989 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
979 | SET_FLAG (op, FLAG_CURSED); |
990 | SET_FLAG (op, FLAG_CURSED); |
… | |
… | |
1000 | op->value *= 5; |
1011 | op->value *= 5; |
1001 | set_ring_bonus (op, d); |
1012 | set_ring_bonus (op, d); |
1002 | } |
1013 | } |
1003 | } |
1014 | } |
1004 | |
1015 | |
1005 | if (GET_ANIM_ID (op)) |
1016 | if (op->animation_id) |
1006 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1017 | op->set_anim_frame (rndm (op->anim_frames ())); |
1007 | |
1018 | |
1008 | break; |
1019 | break; |
1009 | |
1020 | |
1010 | case BOOK: |
1021 | case BOOK: |
1011 | /* Is it an empty book?, if yes lets make a special· |
1022 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1026 | op->level = rndm (creator->level); |
1037 | op->level = rndm (creator->level); |
1027 | |
1038 | |
1028 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1039 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1029 | /* books w/ info are worth more! */ |
1040 | /* books w/ info are worth more! */ |
1030 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1041 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1031 | /* creator related stuff */ |
|
|
1032 | |
|
|
1033 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1034 | * set - we don't want to set no pick in that case. |
|
|
1035 | */ |
|
|
1036 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1037 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1038 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1039 | op->slaying = creator->slaying; |
|
|
1040 | |
1042 | |
1041 | /* add exp so reading it gives xp (once) */ |
1043 | /* add exp so reading it gives xp (once) */ |
1042 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1044 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1043 | } |
1045 | } |
|
|
1046 | |
|
|
1047 | /* creator related stuff */ |
|
|
1048 | |
|
|
1049 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1050 | * set - we don't want to set no pick in that case. |
|
|
1051 | */ |
|
|
1052 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1053 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1054 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1055 | op->slaying = creator->slaying; |
1044 | break; |
1056 | break; |
1045 | |
1057 | |
1046 | case SPELLBOOK: |
1058 | case SPELLBOOK: |
1047 | op->value = op->value * op->inv->value; |
1059 | op->value = op->value * op->inv->value; |
1048 | /* add exp so learning gives xp */ |
1060 | /* add exp so learning gives xp */ |
… | |
… | |
1082 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1094 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1083 | */ |
1095 | */ |
1084 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1096 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1085 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1097 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1086 | if (op->stats.maxhp) |
1098 | if (op->stats.maxhp) |
1087 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1099 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1088 | else |
1100 | else |
1089 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1101 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1090 | |
1102 | |
1091 | op->stats.hp = op->stats.maxhp; |
1103 | op->stats.hp = op->stats.maxhp; |
1092 | break; |
1104 | break; |
1093 | |
1105 | |
1094 | case SCROLL: |
1106 | case SCROLL: |
… | |
… | |
1131 | |
1143 | |
1132 | /* |
1144 | /* |
1133 | * Allocate and return the pointer to an empty artifactlist structure. |
1145 | * Allocate and return the pointer to an empty artifactlist structure. |
1134 | */ |
1146 | */ |
1135 | static artifactlist * |
1147 | static artifactlist * |
1136 | get_empty_artifactlist (void) |
1148 | get_empty_artifactlist () |
1137 | { |
1149 | { |
1138 | return salloc0<artifactlist> (); |
1150 | return salloc0<artifactlist> (); |
1139 | } |
1151 | } |
1140 | |
1152 | |
1141 | /* |
1153 | /* |
1142 | * Allocate and return the pointer to an empty artifact structure. |
1154 | * Allocate and return the pointer to an empty artifact structure. |
1143 | */ |
1155 | */ |
1144 | static artifact * |
1156 | static artifact * |
1145 | get_empty_artifact (void) |
1157 | get_empty_artifact () |
1146 | { |
1158 | { |
1147 | return salloc0<artifact> (); |
1159 | return salloc0<artifact> (); |
1148 | } |
1160 | } |
1149 | |
1161 | |
1150 | /* |
1162 | /* |
… | |
… | |
1163 | |
1175 | |
1164 | /* |
1176 | /* |
1165 | * Builds up the lists of artifacts from the file in the libdir. |
1177 | * Builds up the lists of artifacts from the file in the libdir. |
1166 | */ |
1178 | */ |
1167 | void |
1179 | void |
1168 | init_artifacts (void) |
1180 | init_artifacts () |
1169 | { |
1181 | { |
1170 | static int has_been_inited = 0; |
1182 | static int has_been_inited = 0; |
1171 | char filename[MAX_BUF]; |
1183 | char filename[MAX_BUF]; |
1172 | artifact *art = NULL; |
1184 | artifact *art = NULL; |
1173 | artifactlist *al; |
1185 | artifactlist *al; |
… | |
… | |
1193 | |
1205 | |
1194 | { |
1206 | { |
1195 | if (!strcmp (f.get_str (), "all")) |
1207 | if (!strcmp (f.get_str (), "all")) |
1196 | break; |
1208 | break; |
1197 | |
1209 | |
1198 | char *next, *cp = f.get_str (); |
1210 | const char *cp = f.get_str (); |
1199 | |
1211 | char *next; |
1200 | do |
1212 | do |
1201 | { |
1213 | { |
1202 | if ((next = strchr (cp, ','))) |
1214 | if ((next = (char *)strchr (cp, ','))) |
1203 | *next++ = '\0'; |
1215 | *next++ = '\0'; |
1204 | |
1216 | |
1205 | linked_char *tmp = new linked_char; |
1217 | linked_char *tmp = new linked_char; |
1206 | |
1218 | |
1207 | tmp->name = cp; |
1219 | tmp->name = cp; |
… | |
… | |
1351 | * to cast. So convert that to into a spell and put it into |
1363 | * to cast. So convert that to into a spell and put it into |
1352 | * this object. |
1364 | * this object. |
1353 | */ |
1365 | */ |
1354 | if (op->type == HORN || op->type == POTION) |
1366 | if (op->type == HORN || op->type == POTION) |
1355 | { |
1367 | { |
1356 | object *tmp_obj; |
|
|
1357 | |
|
|
1358 | /* Remove any spells this object currently has in it */ |
1368 | /* Remove any spells this object currently has in it */ |
1359 | while (op->inv) |
|
|
1360 | op->inv->destroy (); |
1369 | op->destroy_inv (false); |
1361 | |
1370 | |
1362 | tmp_obj = arch_to_object (change->other_arch); |
1371 | object *tmp = change->other_arch->instance (); |
1363 | insert_ob_in_ob (tmp_obj, op); |
1372 | insert_ob_in_ob (tmp, op); |
1364 | } |
1373 | } |
|
|
1374 | |
1365 | /* No harm setting this for potions/horns */ |
1375 | /* No harm setting this for potions/horns */ |
1366 | op->other_arch = change->other_arch; |
1376 | op->other_arch = change->other_arch; |
1367 | } |
1377 | } |
1368 | |
1378 | |
1369 | if (change->stats.hp < 0) |
1379 | if (change->stats.hp < 0) |
… | |
… | |
1453 | op->value *= change->value; |
1463 | op->value *= change->value; |
1454 | |
1464 | |
1455 | if (change->materials) |
1465 | if (change->materials) |
1456 | op->materials = change->materials; |
1466 | op->materials = change->materials; |
1457 | |
1467 | |
1458 | if (change->materialname) |
1468 | if (change->material != MATERIAL_NULL) |
1459 | op->materialname = change->materialname; |
1469 | op->material = change->material; |
1460 | |
1470 | |
1461 | if (change->slaying) |
1471 | if (change->slaying) |
1462 | op->slaying = change->slaying; |
1472 | op->slaying = change->slaying; |
1463 | |
1473 | |
1464 | if (change->race) |
1474 | if (change->race) |
… | |
… | |
1573 | #if 1 |
1583 | #if 1 |
1574 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1584 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1575 | #endif |
1585 | #endif |
1576 | return; |
1586 | return; |
1577 | } |
1587 | } |
1578 | if (!strcmp (art->item->name, "NONE")) |
1588 | |
|
|
1589 | if (art->item->name == shstr_NONE) |
1579 | return; |
1590 | return; |
|
|
1591 | |
1580 | if (FABS (op->magic) < art->item->magic) |
1592 | if (fabs (op->magic) < art->item->magic) |
1581 | continue; /* Not magic enough to be this item */ |
1593 | continue; /* Not magic enough to be this item */ |
1582 | |
1594 | |
1583 | /* Map difficulty not high enough */ |
1595 | /* Map difficulty not high enough */ |
1584 | if (difficulty < art->difficulty) |
1596 | if (difficulty < art->difficulty) |
1585 | continue; |
1597 | continue; |
… | |
… | |
1636 | item->level = donor->level; |
1648 | item->level = donor->level; |
1637 | |
1649 | |
1638 | /* if donor has some attacktypes, the flesh is poisonous */ |
1650 | /* if donor has some attacktypes, the flesh is poisonous */ |
1639 | if (donor->attacktype & AT_POISON) |
1651 | if (donor->attacktype & AT_POISON) |
1640 | item->type = POISON; |
1652 | item->type = POISON; |
|
|
1653 | |
1641 | if (donor->attacktype & AT_ACID) |
1654 | if (donor->attacktype & AT_ACID) |
1642 | item->stats.hp = -1 * item->stats.food; |
1655 | item->stats.hp = -1 * item->stats.food; |
|
|
1656 | |
1643 | SET_FLAG (item, FLAG_NO_STEAL); |
1657 | SET_FLAG (item, FLAG_NO_STEAL); |
1644 | } |
1658 | } |
1645 | } |
1659 | } |
1646 | |
1660 | |
1647 | /* special_potion() - so that old potion code is still done right. */ |
1661 | static void |
1648 | int |
|
|
1649 | special_potion (object *op) |
|
|
1650 | { |
|
|
1651 | if (op->attacktype) |
|
|
1652 | return 1; |
|
|
1653 | |
|
|
1654 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1655 | return 1; |
|
|
1656 | |
|
|
1657 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1658 | if (op->resist[i]) |
|
|
1659 | return 1; |
|
|
1660 | |
|
|
1661 | return 0; |
|
|
1662 | } |
|
|
1663 | |
|
|
1664 | void |
|
|
1665 | free_treasurestruct (treasure *t) |
1662 | free_treasurestruct (treasure *t) |
1666 | { |
1663 | { |
1667 | if (t->next) free_treasurestruct (t->next); |
1664 | if (t->next) free_treasurestruct (t->next); |
1668 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1665 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1669 | if (t->next_no) free_treasurestruct (t->next_no); |
1666 | if (t->next_no) free_treasurestruct (t->next_no); |
1670 | |
1667 | |
1671 | delete t; |
1668 | delete t; |
1672 | } |
1669 | } |
1673 | |
1670 | |
1674 | void |
1671 | static void |
1675 | free_charlinks (linked_char *lc) |
1672 | free_charlinks (linked_char *lc) |
1676 | { |
1673 | { |
1677 | if (lc->next) |
1674 | if (lc->next) |
1678 | free_charlinks (lc->next); |
1675 | free_charlinks (lc->next); |
1679 | |
1676 | |
1680 | delete lc; |
1677 | delete lc; |
1681 | } |
1678 | } |
1682 | |
1679 | |
1683 | void |
1680 | static void |
1684 | free_artifact (artifact *at) |
1681 | free_artifact (artifact *at) |
1685 | { |
1682 | { |
1686 | if (at->next) free_artifact (at->next); |
1683 | if (at->next) free_artifact (at->next); |
1687 | if (at->allowed) free_charlinks (at->allowed); |
1684 | if (at->allowed) free_charlinks (at->allowed); |
1688 | |
1685 | |
1689 | at->item->destroy (1); |
1686 | at->item->destroy (); |
1690 | |
1687 | |
1691 | sfree (at); |
1688 | sfree (at); |
1692 | } |
1689 | } |
1693 | |
1690 | |
1694 | void |
|
|
1695 | free_artifactlist (artifactlist *al) |
|
|
1696 | { |
|
|
1697 | artifactlist *nextal; |
|
|
1698 | |
|
|
1699 | for (al = first_artifactlist; al; al = nextal) |
|
|
1700 | { |
|
|
1701 | nextal = al->next; |
|
|
1702 | |
|
|
1703 | if (al->items) |
|
|
1704 | free_artifact (al->items); |
|
|
1705 | |
|
|
1706 | sfree (al); |
|
|
1707 | } |
|
|
1708 | } |
|
|
1709 | |
|
|
1710 | void |
|
|
1711 | free_all_treasures (void) |
|
|
1712 | { |
|
|
1713 | treasurelist *tl, *next; |
|
|
1714 | |
|
|
1715 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1716 | { |
|
|
1717 | clear (tl); |
|
|
1718 | |
|
|
1719 | next = tl->next; |
|
|
1720 | delete tl; |
|
|
1721 | } |
|
|
1722 | |
|
|
1723 | free_artifactlist (first_artifactlist); |
|
|
1724 | } |
|
|