1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
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 (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
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22 | */ |
22 | */ |
23 | |
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24 | #define ALLOWED_COMBINATION |
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25 | |
23 | |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 | * It is useful for finding bugs in the treasures file. Since it only |
25 | * It is useful for finding bugs in the treasures file. Since it only |
28 | * slows the startup some (and not actual game play), it is by default |
26 | * slows the startup some (and not actual game play), it is by default |
29 | * left on |
27 | * left on |
30 | */ |
28 | */ |
31 | #define TREASURE_DEBUG |
29 | #define TREASURE_DEBUG |
32 | |
30 | |
33 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
31 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
34 | |
32 | |
35 | /* #define TREASURE_VERBOSE */ |
33 | //#define TREASURE_VERBOSE |
36 | |
34 | |
37 | #include <global.h> |
35 | #include <global.h> |
38 | #include <treasure.h> |
36 | #include <treasure.h> |
39 | #include <funcpoint.h> |
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40 | #include <loader.h> |
37 | #include <loader.h> |
41 | |
38 | |
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39 | extern char *spell_mapping[]; |
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40 | |
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41 | static treasurelist *first_treasurelist; |
42 | |
42 | |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 | extern char *spell_mapping[]; |
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45 | |
44 | |
46 | /* |
45 | typedef std::tr1::unordered_map< |
47 | * Initialize global archtype pointers: |
46 | const char *, |
48 | */ |
47 | treasurelist *, |
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48 | str_hash, |
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49 | str_equal, |
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50 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
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51 | true |
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52 | > tl_map_t; |
49 | |
53 | |
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54 | static tl_map_t tl_map; |
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55 | |
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56 | /* |
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57 | * Searches for the given treasurelist |
|
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58 | */ |
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59 | treasurelist * |
|
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60 | treasurelist::find (const char *name) |
|
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61 | { |
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62 | if (!name) |
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63 | return 0; |
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64 | |
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65 | auto (i, tl_map.find (name)); |
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66 | |
|
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67 | if (i == tl_map.end ()) |
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68 | return 0; |
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69 | |
|
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70 | return i->second; |
|
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71 | } |
|
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72 | |
|
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73 | /* |
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74 | * Searches for the given treasurelist in the globally linked list |
|
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75 | * of treasurelists which has been built by load_treasures(). |
|
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76 | */ |
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77 | treasurelist * |
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78 | treasurelist::get (const char *name) |
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79 | { |
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80 | treasurelist *tl = find (name); |
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81 | |
|
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82 | if (!tl) |
|
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83 | { |
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84 | tl = new treasurelist; |
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85 | |
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86 | tl->name = name; |
|
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87 | tl->next = first_treasurelist; |
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88 | first_treasurelist = tl; |
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89 | |
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90 | tl_map.insert (std::make_pair (tl->name, tl)); |
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91 | } |
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92 | |
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93 | return tl; |
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94 | } |
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95 | |
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96 | //TODO: class method |
50 | void |
97 | void |
51 | init_archetype_pointers () |
98 | clear (treasurelist *tl) |
52 | { |
99 | { |
53 | int prev_warn = warn_archetypes; |
100 | if (tl->items) |
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101 | { |
|
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102 | free_treasurestruct (tl->items); |
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103 | tl->items = 0; |
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104 | } |
54 | |
105 | |
55 | warn_archetypes = 1; |
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56 | if (ring_arch == NULL) |
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57 | ring_arch = archetype::find ("ring"); |
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58 | if (amulet_arch == NULL) |
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59 | amulet_arch = archetype::find ("amulet"); |
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60 | if (staff_arch == NULL) |
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61 | staff_arch = archetype::find ("staff"); |
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62 | if (crown_arch == NULL) |
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63 | crown_arch = archetype::find ("crown"); |
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64 | warn_archetypes = prev_warn; |
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65 | } |
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66 | |
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67 | /* |
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68 | * Allocate and return the pointer to an empty treasurelist structure. |
|
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69 | */ |
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70 | |
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71 | static treasurelist * |
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72 | get_empty_treasurelist (void) |
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73 | { |
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74 | return new treasurelist; |
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75 | } |
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76 | |
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77 | /* |
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78 | * Allocate and return the pointer to an empty treasure structure. |
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79 | */ |
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80 | //TODO: make this a constructor |
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81 | static treasure * |
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82 | get_empty_treasure (void) |
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83 | { |
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84 | treasure *t = new treasure; |
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85 | |
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86 | t->chance = 100; |
106 | tl->total_chance = 0; |
87 | |
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88 | return t; |
|
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89 | } |
107 | } |
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108 | |
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109 | #ifdef TREASURE_DEBUG |
|
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110 | /* recursived checks the linked list. Treasurelist is passed only |
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111 | * so that the treasure name can be printed out |
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112 | */ |
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113 | static void |
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114 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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115 | { |
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116 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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117 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
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118 | |
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119 | if (t->next) |
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120 | check_treasurelist (t->next, tl); |
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121 | |
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122 | if (t->next_yes) |
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123 | check_treasurelist (t->next_yes, tl); |
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124 | |
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125 | if (t->next_no) |
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126 | check_treasurelist (t->next_no, tl); |
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127 | } |
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128 | #endif |
90 | |
129 | |
91 | /* |
130 | /* |
92 | * Reads the lib/treasure file from disk, and parses the contents |
131 | * Reads the lib/treasure file from disk, and parses the contents |
93 | * into an internal treasure structure (very linked lists) |
132 | * into an internal treasure structure (very linked lists) |
94 | */ |
133 | */ |
95 | |
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96 | static treasure * |
134 | static treasure * |
97 | load_treasure (FILE * fp, int *line) |
135 | read_treasure (object_thawer &f) |
98 | { |
136 | { |
99 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
|
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100 | treasure *t = get_empty_treasure (); |
137 | treasure *t = new treasure; |
101 | int value; |
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102 | |
138 | |
103 | nroftreasures++; |
139 | f.next (); |
104 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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105 | { |
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106 | (*line)++; |
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107 | |
140 | |
108 | if (*buf == '#') |
141 | for (;;) |
109 | continue; |
142 | { |
110 | if ((cp = strchr (buf, '\n')) != NULL) |
143 | coroapi::cede_to_tick (); |
111 | *cp = '\0'; |
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112 | cp = buf; |
|
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113 | while (isspace (*cp)) /* Skip blanks */ |
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114 | cp++; |
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115 | |
144 | |
116 | if (sscanf (cp, "arch %s", variable)) |
145 | switch (f.kw) |
117 | { |
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118 | if ((t->item = archetype::find (variable)) == NULL) |
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119 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
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120 | } |
146 | { |
121 | else if (sscanf (cp, "list %s", variable)) |
147 | case KW_arch: |
122 | t->name = variable; |
148 | t->item = archetype::find (f.get_str ()); |
123 | else if (sscanf (cp, "change_name %s", variable)) |
149 | |
124 | t->change_arch.name = variable; |
150 | if (!t->item) |
125 | else if (sscanf (cp, "change_title %s", variable)) |
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126 | t->change_arch.title = variable; |
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127 | else if (sscanf (cp, "change_slaying %s", variable)) |
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128 | t->change_arch.slaying = variable; |
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129 | else if (sscanf (cp, "chance %d", &value)) |
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130 | t->chance = (uint8) value; |
|
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131 | else if (sscanf (cp, "nrof %d", &value)) |
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132 | t->nrof = (uint16) value; |
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133 | else if (sscanf (cp, "magic %d", &value)) |
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134 | t->magic = (uint8) value; |
|
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135 | else if (!strcmp (cp, "yes")) |
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136 | t->next_yes = load_treasure (fp, line); |
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137 | else if (!strcmp (cp, "no")) |
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138 | t->next_no = load_treasure (fp, line); |
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139 | else if (!strcmp (cp, "end")) |
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140 | return t; |
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141 | else if (!strcmp (cp, "more")) |
|
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142 | { |
151 | { |
143 | t->next = load_treasure (fp, line); |
152 | f.parse_warn ("treasure references unknown archetype"); |
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153 | t->item = archetype::empty; |
|
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154 | } |
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155 | |
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156 | break; |
|
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157 | |
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158 | case KW_list: f.get (t->name); break; |
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159 | case KW_change_name: f.get (t->change_arch.name); break; |
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160 | case KW_change_title: f.get (t->change_arch.title); break; |
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161 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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162 | case KW_chance: f.get (t->chance); break; |
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163 | case KW_nrof: f.get (t->nrof); break; |
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164 | case KW_magic: f.get (t->magic); break; |
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165 | |
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166 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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167 | case KW_no: t->next_no = read_treasure (f); continue; |
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168 | |
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169 | case KW_end: |
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170 | f.next (); |
144 | return t; |
171 | return t; |
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172 | |
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173 | case KW_more: |
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174 | t->next = read_treasure (f); |
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175 | return t; |
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176 | |
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177 | default: |
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178 | if (!f.parse_error ("treasurelist", t->name)) |
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179 | goto error; |
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180 | |
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181 | return t; |
145 | } |
182 | } |
146 | else |
183 | |
147 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
184 | f.next (); |
148 | } |
185 | } |
149 | LOG (llevError, "treasure lacks 'end'.\n"); |
186 | |
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187 | // not reached |
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188 | |
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189 | error: |
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190 | delete t; |
150 | return t; |
191 | return 0; |
151 | } |
192 | } |
152 | |
193 | |
153 | #ifdef TREASURE_DEBUG |
|
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154 | |
|
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155 | /* recursived checks the linked list. Treasurelist is passed only |
|
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156 | * so that the treasure name can be printed out |
|
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157 | */ |
|
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158 | static void |
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159 | check_treasurelist (const treasure *t, const treasurelist * tl) |
|
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160 | { |
|
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161 | if (t->item == NULL && t->name == NULL) |
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162 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
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163 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
|
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164 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
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165 | /* find_treasurelist will print out its own error message */ |
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166 | if (t->name && *t->name) |
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167 | (void) find_treasurelist (t->name); |
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168 | if (t->next) |
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169 | check_treasurelist (t->next, tl); |
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170 | if (t->next_yes) |
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171 | check_treasurelist (t->next_yes, tl); |
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172 | if (t->next_no) |
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173 | check_treasurelist (t->next_no, tl); |
|
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174 | } |
|
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175 | #endif |
|
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176 | |
|
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177 | /* |
194 | /* |
178 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
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179 | * Each treasure is parsed with the help of load_treasure(). |
195 | * Each treasure is parsed with the help of load_treasure(). |
180 | */ |
196 | */ |
181 | |
197 | treasurelist * |
182 | void |
198 | treasurelist::read (object_thawer &f) |
183 | load_treasures (void) |
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184 | { |
199 | { |
185 | FILE *fp; |
200 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
186 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
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187 | treasurelist *previous = NULL; |
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188 | treasure *t; |
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189 | int comp, line = 0; |
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190 | |
201 | |
191 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
202 | bool one = f.kw == KW_treasureone; |
192 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
203 | treasurelist *tl = treasurelist::get (f.get_str ()); |
193 | { |
204 | clear (tl); |
194 | LOG (llevError, "Can't open treasure file.\n"); |
205 | tl->items = read_treasure (f); |
|
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206 | if (!tl->items) |
195 | return; |
207 | return 0; |
196 | } |
|
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197 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
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198 | { |
|
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199 | line++; |
|
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200 | if (*buf == '#') |
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201 | continue; |
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202 | |
208 | |
203 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
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204 | { |
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205 | treasurelist *tl = get_empty_treasurelist (); |
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206 | |
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207 | tl->name = name; |
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208 | if (previous == NULL) |
|
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209 | first_treasurelist = tl; |
|
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210 | else |
|
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211 | previous->next = tl; |
|
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212 | previous = tl; |
|
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213 | tl->items = load_treasure (fp, &line); |
|
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214 | |
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215 | /* This is a one of the many items on the list should be generated. |
209 | /* This is a one of the many items on the list should be generated. |
216 | * Add up the chance total, and check to make sure the yes & no |
210 | * Add up the chance total, and check to make sure the yes & no |
217 | * fields of the treasures are not being used. |
211 | * fields of the treasures are not being used. |
218 | */ |
212 | */ |
219 | if (!strncmp (buf, "treasureone", 11)) |
213 | if (one) |
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214 | { |
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215 | for (treasure *t = tl->items; t; t = t->next) |
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216 | { |
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217 | if (t->next_yes || t->next_no) |
220 | { |
218 | { |
221 | for (t = tl->items; t != NULL; t = t->next) |
|
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222 | { |
|
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223 | #ifdef TREASURE_DEBUG |
|
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224 | if (t->next_yes || t->next_no) |
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225 | { |
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226 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
219 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
227 | LOG (llevError, " the next_yes or next_no field is set\n"); |
220 | LOG (llevError, " the next_yes or next_no field is set\n"); |
228 | } |
|
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229 | #endif |
|
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230 | tl->total_chance += t->chance; |
|
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231 | } |
|
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232 | } |
221 | } |
233 | } |
|
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234 | else |
|
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235 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
|
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236 | } |
|
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237 | close_and_delete (fp, comp); |
|
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238 | |
222 | |
239 | #ifdef TREASURE_DEBUG |
223 | tl->total_chance += t->chance; |
240 | /* Perform some checks on how valid the treasure data actually is. |
224 | } |
241 | * verify that list transitions work (ie, the list that it is supposed |
225 | } |
242 | * to transition to exists). Also, verify that at least the name |
|
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243 | * or archetype is set for each treasure element. |
|
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244 | */ |
|
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245 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
|
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246 | check_treasurelist (previous->items, previous); |
|
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247 | #endif |
|
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248 | } |
|
|
249 | |
226 | |
250 | /* |
|
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251 | * Searches for the given treasurelist in the globally linked list |
|
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252 | * of treasurelists which has been built by load_treasures(). |
|
|
253 | */ |
|
|
254 | |
|
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255 | treasurelist * |
|
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256 | find_treasurelist (const char *name) |
|
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257 | { |
|
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258 | shstr_cmp name_ (name); |
|
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259 | |
|
|
260 | if (!name_) |
|
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261 | return 0; |
|
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262 | |
|
|
263 | for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) |
|
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264 | if (name_ == tl->name) |
|
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265 | return tl; |
|
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266 | |
|
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267 | if (first_treasurelist) |
|
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268 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
|
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269 | |
|
|
270 | return 0; |
227 | return tl; |
271 | } |
228 | } |
272 | |
|
|
273 | |
229 | |
274 | /* |
230 | /* |
275 | * Generates the objects specified by the given treasure. |
231 | * Generates the objects specified by the given treasure. |
276 | * It goes recursively through the rest of the linked list. |
232 | * It goes recursively through the rest of the linked list. |
277 | * If there is a certain percental chance for a treasure to be generated, |
233 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
280 | * being generated. |
236 | * being generated. |
281 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
237 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
282 | * abilities. This is used by summon spells, thus no summoned monsters |
238 | * abilities. This is used by summon spells, thus no summoned monsters |
283 | * start with equipment, but only their abilities). |
239 | * start with equipment, but only their abilities). |
284 | */ |
240 | */ |
285 | |
|
|
286 | |
|
|
287 | static void |
241 | static void |
288 | put_treasure (object *op, object *creator, int flags) |
242 | put_treasure (object *op, object *creator, int flags) |
289 | { |
243 | { |
290 | object *tmp; |
244 | if (flags & GT_ENVIRONMENT) |
291 | |
245 | { |
292 | /* Bit of a hack - spells should never be put onto the map. The entire |
246 | /* Bit of a hack - spells should never be put onto the map. The entire |
293 | * treasure stuff is a problem - there is no clear idea of knowing |
247 | * treasure stuff is a problem - there is no clear idea of knowing |
294 | * this is the original object, or if this is an object that should be created |
248 | * this is the original object, or if this is an object that should be created |
295 | * by another object. |
249 | * by another object. |
296 | */ |
250 | */ |
297 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
251 | //TODO: flag such as objects... as such (no drop, anybody?) |
298 | { |
252 | if (op->type == SPELL) |
299 | op->x = creator->x; |
253 | { |
300 | op->y = creator->y; |
254 | op->destroy (); |
|
|
255 | return; |
|
|
256 | } |
|
|
257 | |
|
|
258 | op->expand_tail (); |
|
|
259 | |
|
|
260 | if (op->blocked (creator->map, creator->x, creator->y)) |
|
|
261 | op->destroy (); |
|
|
262 | else |
|
|
263 | { |
301 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
264 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
302 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
265 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
266 | } |
303 | } |
267 | } |
304 | else |
268 | else |
305 | { |
269 | { |
306 | op = insert_ob_in_ob (op, creator); |
270 | op = creator->insert (op); |
|
|
271 | |
307 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
272 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
308 | monster_check_apply (creator, op); |
273 | monster_check_apply (creator, op); |
309 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
|
|
310 | esrv_send_item (tmp, op); |
|
|
311 | } |
274 | } |
312 | } |
275 | } |
313 | |
276 | |
314 | /* if there are change_xxx commands in the treasure, we include the changes |
277 | /* if there are change_xxx commands in the treasure, we include the changes |
315 | * in the generated object |
278 | * in the generated object |
… | |
… | |
329 | |
292 | |
330 | if (t->change_arch.slaying) |
293 | if (t->change_arch.slaying) |
331 | op->slaying = t->change_arch.slaying; |
294 | op->slaying = t->change_arch.slaying; |
332 | } |
295 | } |
333 | |
296 | |
334 | void |
297 | static void |
335 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
298 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
336 | { |
299 | { |
337 | object *tmp; |
|
|
338 | |
|
|
339 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
300 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
340 | { |
301 | { |
341 | if (t->name) |
302 | if (t->name) |
342 | { |
303 | { |
343 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
304 | if (difficulty >= t->magic) |
|
|
305 | if (treasurelist *tl = treasurelist::find (t->name)) |
344 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
306 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
307 | else |
|
|
308 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
345 | } |
309 | } |
346 | else |
310 | else |
347 | { |
311 | { |
348 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
312 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
349 | { |
313 | { |
350 | tmp = arch_to_object (t->item); |
314 | object *tmp = arch_to_object (t->item); |
|
|
315 | |
351 | if (t->nrof && tmp->nrof <= 1) |
316 | if (t->nrof && tmp->nrof <= 1) |
352 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
317 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
318 | |
353 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
319 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
354 | change_treasure (t, tmp); |
320 | change_treasure (t, tmp); |
355 | put_treasure (tmp, op, flag); |
321 | put_treasure (tmp, op, flag); |
356 | } |
322 | } |
357 | } |
323 | } |
358 | |
324 | |
359 | if (t->next_yes != NULL) |
325 | if (t->next_yes) |
360 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
326 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
361 | } |
327 | } |
362 | else if (t->next_no != NULL) |
328 | else if (t->next_no) |
363 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
329 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
364 | |
330 | |
365 | if (t->next != NULL) |
331 | if (t->next) |
366 | create_all_treasures (t->next, op, flag, difficulty, tries); |
332 | create_all_treasures (t->next, op, flag, difficulty, tries); |
367 | } |
333 | } |
368 | |
334 | |
369 | void |
335 | static void |
370 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
336 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
371 | { |
337 | { |
372 | int value = RANDOM () % tl->total_chance; |
338 | int value = rndm (tl->total_chance); |
373 | treasure *t; |
339 | treasure *t; |
374 | |
340 | |
375 | if (tries++ > 100) |
341 | if (tries++ > 100) |
376 | { |
342 | { |
377 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
343 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
378 | return; |
344 | return; |
379 | } |
345 | } |
380 | |
346 | |
381 | for (t = tl->items; t != NULL; t = t->next) |
347 | for (t = tl->items; t; t = t->next) |
382 | { |
348 | { |
383 | value -= t->chance; |
349 | value -= t->chance; |
384 | |
350 | |
385 | if (value < 0) |
351 | if (value < 0) |
386 | break; |
352 | break; |
387 | } |
353 | } |
388 | |
354 | |
389 | if (!t || value >= 0) |
355 | if (!t || value >= 0) |
390 | { |
|
|
391 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
356 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
392 | abort (); |
|
|
393 | return; |
|
|
394 | } |
|
|
395 | |
357 | |
396 | if (t->name) |
358 | if (t->name) |
397 | { |
359 | { |
398 | if (!strcmp (t->name, "NONE")) |
|
|
399 | return; |
|
|
400 | |
|
|
401 | if (difficulty >= t->magic) |
360 | if (difficulty >= t->magic) |
|
|
361 | { |
|
|
362 | treasurelist *tl = treasurelist::find (t->name); |
|
|
363 | if (tl) |
402 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
364 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
365 | } |
403 | else if (t->nrof) |
366 | else if (t->nrof) |
404 | create_one_treasure (tl, op, flag, difficulty, tries); |
367 | create_one_treasure (tl, op, flag, difficulty, tries); |
405 | |
|
|
406 | return; |
|
|
407 | } |
368 | } |
408 | |
|
|
409 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
369 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
410 | { |
370 | { |
411 | object *tmp = arch_to_object (t->item); |
371 | if (object *tmp = arch_to_object (t->item)) |
412 | |
372 | { |
413 | if (!tmp) |
|
|
414 | return; |
|
|
415 | |
|
|
416 | if (t->nrof && tmp->nrof <= 1) |
373 | if (t->nrof && tmp->nrof <= 1) |
417 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
374 | tmp->nrof = rndm (t->nrof) + 1; |
418 | |
375 | |
419 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
376 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
420 | change_treasure (t, tmp); |
377 | change_treasure (t, tmp); |
421 | put_treasure (tmp, op, flag); |
378 | put_treasure (tmp, op, flag); |
|
|
379 | } |
422 | } |
380 | } |
|
|
381 | } |
|
|
382 | |
|
|
383 | void |
|
|
384 | object::create_treasure (treasurelist *tl, int flags) |
|
|
385 | { |
|
|
386 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
423 | } |
387 | } |
424 | |
388 | |
425 | /* This calls the appropriate treasure creation function. tries is passed |
389 | /* This calls the appropriate treasure creation function. tries is passed |
426 | * to determine how many list transitions or attempts to create treasure |
390 | * to determine how many list transitions or attempts to create treasure |
427 | * have been made. It is really in place to prevent infinite loops with |
391 | * have been made. It is really in place to prevent infinite loops with |
428 | * list transitions, or so that excessively good treasure will not be |
392 | * list transitions, or so that excessively good treasure will not be |
429 | * created on weak maps, because it will exceed the number of allowed tries |
393 | * created on weak maps, because it will exceed the number of allowed tries |
430 | * to do that. |
394 | * to do that. |
431 | */ |
395 | */ |
432 | void |
396 | void |
433 | create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) |
397 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
434 | { |
398 | { |
|
|
399 | // empty treasurelists are legal |
|
|
400 | if (!tl->items) |
|
|
401 | return; |
435 | |
402 | |
436 | if (tries++ > 100) |
403 | if (tries++ > 100) |
437 | { |
404 | { |
438 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
405 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
439 | return; |
406 | return; |
440 | } |
407 | } |
|
|
408 | |
|
|
409 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
410 | { |
|
|
411 | // do not generate items when there already is something above the object |
|
|
412 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
413 | return; |
|
|
414 | |
|
|
415 | flag |= GT_ENVIRONMENT; |
|
|
416 | } |
|
|
417 | |
441 | if (t->total_chance) |
418 | if (tl->total_chance) |
442 | create_one_treasure (t, op, flag, difficulty, tries); |
419 | create_one_treasure (tl, op, flag, difficulty, tries); |
443 | else |
420 | else |
444 | create_all_treasures (t->items, op, flag, difficulty, tries); |
421 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
445 | } |
422 | } |
446 | |
423 | |
447 | /* This is similar to the old generate treasure function. However, |
424 | /* This is similar to the old generate treasure function. However, |
448 | * it instead takes a treasurelist. It is really just a wrapper around |
425 | * it instead takes a treasurelist. It is really just a wrapper around |
449 | * create_treasure. We create a dummy object that the treasure gets |
426 | * create_treasure. We create a dummy object that the treasure gets |
450 | * inserted into, and then return that treausre |
427 | * inserted into, and then return that treausre |
451 | */ |
428 | */ |
452 | object * |
429 | object * |
453 | generate_treasure (treasurelist * t, int difficulty) |
430 | generate_treasure (treasurelist *tl, int difficulty) |
454 | { |
431 | { |
|
|
432 | difficulty = clamp (difficulty, 1, settings.max_level); |
|
|
433 | |
455 | object *ob = object::create (), *tmp; |
434 | object *ob = object::create (); |
456 | |
435 | |
457 | create_treasure (t, ob, 0, difficulty, 0); |
436 | create_treasure (tl, ob, 0, difficulty, 0); |
458 | |
437 | |
459 | /* Don't want to free the object we are about to return */ |
438 | /* Don't want to free the object we are about to return */ |
460 | tmp = ob->inv; |
439 | object *tmp = ob->inv; |
461 | if (tmp != NULL) |
440 | if (tmp) |
462 | tmp->remove (); |
441 | tmp->remove (); |
463 | |
442 | |
464 | if (ob->inv) |
443 | if (ob->inv) |
465 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
444 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
466 | |
445 | |
… | |
… | |
474 | * The array has two arguments, the difficulty of the level, and the |
453 | * The array has two arguments, the difficulty of the level, and the |
475 | * magical bonus "wanted". |
454 | * magical bonus "wanted". |
476 | */ |
455 | */ |
477 | |
456 | |
478 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
457 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
479 | |
|
|
480 | /*chance of magic difficulty*/ |
458 | // chance of magic difficulty |
481 | |
|
|
482 | /* +0 +1 +2 +3 +4 */ |
459 | // +0 +1 +2 +3 +4 |
483 | {95, 2, 2, 1, 0}, /*1 */ |
460 | {95, 2, 2, 1, 0}, // 1 |
484 | {92, 5, 2, 1, 0}, /*2 */ |
461 | {92, 5, 2, 1, 0}, // 2 |
485 | {85, 10, 4, 1, 0}, /*3 */ |
462 | {85, 10, 4, 1, 0}, // 3 |
486 | {80, 14, 4, 2, 0}, /*4 */ |
463 | {80, 14, 4, 2, 0}, // 4 |
487 | {75, 17, 5, 2, 1}, /*5 */ |
464 | {75, 17, 5, 2, 1}, // 5 |
488 | {70, 18, 8, 3, 1}, /*6 */ |
465 | {70, 18, 8, 3, 1}, // 6 |
489 | {65, 21, 10, 3, 1}, /*7 */ |
466 | {65, 21, 10, 3, 1}, // 7 |
490 | {60, 22, 12, 4, 2}, /*8 */ |
467 | {60, 22, 12, 4, 2}, // 8 |
491 | {55, 25, 14, 4, 2}, /*9 */ |
468 | {55, 25, 14, 4, 2}, // 9 |
492 | {50, 27, 16, 5, 2}, /*10 */ |
469 | {50, 27, 16, 5, 2}, // 10 |
493 | {45, 28, 18, 6, 3}, /*11 */ |
470 | {45, 28, 18, 6, 3}, // 11 |
494 | {42, 28, 20, 7, 3}, /*12 */ |
471 | {42, 28, 20, 7, 3}, // 12 |
495 | {40, 27, 21, 8, 4}, /*13 */ |
472 | {40, 27, 21, 8, 4}, // 13 |
496 | {38, 25, 22, 10, 5}, /*14 */ |
473 | {38, 25, 22, 10, 5}, // 14 |
497 | {36, 23, 23, 12, 6}, /*15 */ |
474 | {36, 23, 23, 12, 6}, // 15 |
498 | {33, 21, 24, 14, 8}, /*16 */ |
475 | {33, 21, 24, 14, 8}, // 16 |
499 | {31, 19, 25, 16, 9}, /*17 */ |
476 | {31, 19, 25, 16, 9}, // 17 |
500 | {27, 15, 30, 18, 10}, /*18 */ |
477 | {27, 15, 30, 18, 10}, // 18 |
501 | {20, 12, 30, 25, 13}, /*19 */ |
478 | {20, 12, 30, 25, 13}, // 19 |
502 | {15, 10, 28, 30, 17}, /*20 */ |
479 | {15, 10, 28, 30, 17}, // 20 |
503 | {13, 9, 27, 28, 23}, /*21 */ |
480 | {13, 9, 27, 28, 23}, // 21 |
504 | {10, 8, 25, 28, 29}, /*22 */ |
481 | {10, 8, 25, 28, 29}, // 22 |
505 | {8, 7, 23, 26, 36}, /*23 */ |
482 | { 8, 7, 23, 26, 36}, // 23 |
506 | {6, 6, 20, 22, 46}, /*24 */ |
483 | { 6, 6, 20, 22, 46}, // 24 |
507 | {4, 5, 17, 18, 56}, /*25 */ |
484 | { 4, 5, 17, 18, 56}, // 25 |
508 | {2, 4, 12, 14, 68}, /*26 */ |
485 | { 2, 4, 12, 14, 68}, // 26 |
509 | {0, 3, 7, 10, 80}, /*27 */ |
486 | { 0, 3, 7, 10, 80}, // 27 |
510 | {0, 0, 3, 7, 90}, /*28 */ |
487 | { 0, 0, 3, 7, 90}, // 28 |
511 | {0, 0, 0, 3, 97}, /*29 */ |
488 | { 0, 0, 0, 3, 97}, // 29 |
512 | {0, 0, 0, 0, 100}, /*30 */ |
489 | { 0, 0, 0, 0, 100}, // 30 |
513 | {0, 0, 0, 0, 100}, /*31 */ |
490 | { 0, 0, 0, 0, 100}, // 31 |
514 | }; |
491 | }; |
515 | |
|
|
516 | |
492 | |
517 | /* calculate the appropriate level for wands staves and scrolls. |
493 | /* calculate the appropriate level for wands staves and scrolls. |
518 | * This code presumes that op has had its spell object created (in op->inv) |
494 | * This code presumes that op has had its spell object created (in op->inv) |
519 | * |
495 | * |
520 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
496 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
521 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
497 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
522 | */ |
498 | */ |
523 | |
|
|
524 | int |
499 | int |
525 | level_for_item (const object *op, int difficulty) |
500 | level_for_item (const object *op, int difficulty) |
526 | { |
501 | { |
527 | int olevel = 0; |
|
|
528 | |
|
|
529 | if (!op->inv) |
502 | if (!op->inv) |
530 | { |
503 | { |
531 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
504 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
532 | return 0; |
505 | return 0; |
533 | } |
506 | } |
534 | |
507 | |
535 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
508 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
536 | |
509 | |
537 | if (olevel <= 0) |
510 | if (olevel <= 0) |
538 | olevel = rndm (1, MIN (op->inv->level, 1)); |
511 | olevel = rndm (1, op->inv->level); |
539 | |
512 | |
540 | if (olevel > MAXLEVEL) |
513 | return min (olevel, MAXLEVEL); |
541 | olevel = MAXLEVEL; |
|
|
542 | |
|
|
543 | return olevel; |
|
|
544 | } |
514 | } |
545 | |
515 | |
546 | /* |
516 | /* |
547 | * Based upon the specified difficulty and upon the difftomagic_list array, |
517 | * Based upon the specified difficulty and upon the difftomagic_list array, |
548 | * a random magical bonus is returned. This is used when determine |
518 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
551 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
521 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
552 | * Scaling difficulty by max_level, as difficulty is a level and not some |
522 | * Scaling difficulty by max_level, as difficulty is a level and not some |
553 | * weird integer between 1-31. |
523 | * weird integer between 1-31. |
554 | * |
524 | * |
555 | */ |
525 | */ |
556 | |
|
|
557 | int |
526 | int |
558 | magic_from_difficulty (int difficulty) |
527 | magic_from_difficulty (int difficulty) |
559 | { |
528 | { |
560 | int percent = 0, magic = 0; |
529 | int percent = 0, magic = 0; |
561 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
530 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
… | |
… | |
566 | scaled_diff = 0; |
535 | scaled_diff = 0; |
567 | |
536 | |
568 | if (scaled_diff >= DIFFLEVELS) |
537 | if (scaled_diff >= DIFFLEVELS) |
569 | scaled_diff = DIFFLEVELS - 1; |
538 | scaled_diff = DIFFLEVELS - 1; |
570 | |
539 | |
571 | percent = RANDOM () % 100; |
540 | percent = rndm (100); |
572 | |
541 | |
573 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
542 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
574 | { |
543 | { |
575 | percent -= difftomagic_list[scaled_diff][magic]; |
544 | percent -= difftomagic_list[scaled_diff][magic]; |
576 | |
545 | |
… | |
… | |
582 | { |
551 | { |
583 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
552 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
584 | magic = 0; |
553 | magic = 0; |
585 | } |
554 | } |
586 | |
555 | |
587 | magic = (RANDOM () % 3) ? magic : -magic; |
556 | magic = (rndm (3)) ? magic : -magic; |
588 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
557 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
589 | |
558 | |
590 | return magic; |
559 | return magic; |
591 | } |
560 | } |
592 | |
561 | |
… | |
… | |
605 | |
574 | |
606 | op->magic = magic; |
575 | op->magic = magic; |
607 | if (op->arch) |
576 | if (op->arch) |
608 | { |
577 | { |
609 | if (op->type == ARMOUR) |
578 | if (op->type == ARMOUR) |
610 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
611 | |
580 | |
612 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
613 | magic = (-magic); |
582 | magic = (-magic); |
614 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
583 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
615 | } |
584 | } |
616 | else |
585 | else |
617 | { |
586 | { |
618 | if (op->type == ARMOUR) |
587 | if (op->type == ARMOUR) |
619 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
588 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
620 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
589 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
621 | magic = (-magic); |
590 | magic = (-magic); |
622 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
591 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
623 | } |
592 | } |
624 | } |
593 | } |
625 | |
594 | |
… | |
… | |
649 | * 1) Since rings can have multiple bonuses, if the same bonus |
618 | * 1) Since rings can have multiple bonuses, if the same bonus |
650 | * is rolled again, increase it - the bonuses now stack with |
619 | * is rolled again, increase it - the bonuses now stack with |
651 | * other bonuses previously rolled and ones the item might natively have. |
620 | * other bonuses previously rolled and ones the item might natively have. |
652 | * 2) Add code to deal with new PR method. |
621 | * 2) Add code to deal with new PR method. |
653 | */ |
622 | */ |
654 | |
|
|
655 | void |
623 | void |
656 | set_ring_bonus (object *op, int bonus) |
624 | set_ring_bonus (object *op, int bonus) |
657 | { |
625 | { |
658 | |
626 | |
659 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
627 | int r = rndm (bonus > 0 ? 25 : 11); |
660 | |
628 | |
661 | if (op->type == AMULET) |
629 | if (op->type == AMULET) |
662 | { |
630 | { |
663 | if (!(RANDOM () % 21)) |
631 | if (!(rndm (21))) |
664 | r = 20 + RANDOM () % 2; |
632 | r = 20 + rndm (2); |
665 | else |
633 | else |
666 | { |
634 | { |
667 | if (RANDOM () & 2) |
635 | if (rndm (2)) |
668 | r = 10; |
636 | r = 10; |
669 | else |
637 | else |
670 | r = 11 + RANDOM () % 9; |
638 | r = 11 + rndm (9); |
671 | } |
639 | } |
672 | } |
640 | } |
673 | |
641 | |
674 | switch (r) |
642 | switch (r) |
675 | { |
643 | { |
… | |
… | |
682 | case 2: |
650 | case 2: |
683 | case 3: |
651 | case 3: |
684 | case 4: |
652 | case 4: |
685 | case 5: |
653 | case 5: |
686 | case 6: |
654 | case 6: |
687 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
655 | op->stats.stat (r) += bonus; |
688 | break; |
656 | break; |
689 | |
657 | |
690 | case 7: |
658 | case 7: |
691 | op->stats.dam += bonus; |
659 | op->stats.dam += bonus; |
692 | break; |
660 | break; |
… | |
… | |
712 | case 16: |
680 | case 16: |
713 | case 17: |
681 | case 17: |
714 | case 18: |
682 | case 18: |
715 | case 19: |
683 | case 19: |
716 | { |
684 | { |
717 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
685 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
718 | |
686 | |
719 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
687 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
720 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
688 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
721 | |
689 | |
722 | /* Cursed items need to have higher negative values to equal out with |
690 | /* Cursed items need to have higher negative values to equal out with |
723 | * positive values for how protections work out. Put another |
691 | * positive values for how protections work out. Put another |
724 | * little random element in since that they don't always end up with |
692 | * little random element in since that they don't always end up with |
725 | * even values. |
693 | * even values. |
726 | */ |
694 | */ |
727 | if (bonus < 0) |
695 | if (bonus < 0) |
728 | val = 2 * -val - RANDOM () % b; |
696 | val = 2 * -val - rndm (b); |
729 | if (val > 35) |
697 | if (val > 35) |
730 | val = 35; /* Upper limit */ |
698 | val = 35; /* Upper limit */ |
731 | b = 0; |
699 | b = 0; |
|
|
700 | |
732 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
701 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
733 | { |
|
|
734 | resist = RANDOM () % num_resist_table; |
702 | resist = rndm (num_resist_table); |
735 | } |
703 | |
736 | if (b == 4) |
704 | if (b == 4) |
737 | return; /* Not able to find a free resistance */ |
705 | return; /* Not able to find a free resistance */ |
|
|
706 | |
738 | op->resist[resist_table[resist]] = val; |
707 | op->resist[resist_table[resist]] = val; |
739 | /* We should probably do something more clever here to adjust value |
708 | /* We should probably do something more clever here to adjust value |
740 | * based on how good a resistance we gave. |
709 | * based on how good a resistance we gave. |
741 | */ |
710 | */ |
742 | break; |
711 | break; |
… | |
… | |
770 | case 22: |
739 | case 22: |
771 | op->stats.exp += bonus; /* Speed! */ |
740 | op->stats.exp += bonus; /* Speed! */ |
772 | op->value = (op->value * 2) / 3; |
741 | op->value = (op->value * 2) / 3; |
773 | break; |
742 | break; |
774 | } |
743 | } |
|
|
744 | |
775 | if (bonus > 0) |
745 | if (bonus > 0) |
776 | op->value *= 2 * bonus; |
746 | op->value *= 2 * bonus; |
777 | else |
747 | else |
778 | op->value = -(op->value * 2 * bonus) / 3; |
748 | op->value = -(op->value * 2 * bonus) / 3; |
779 | } |
749 | } |
… | |
… | |
784 | * higher is the chance of returning a low number. |
754 | * higher is the chance of returning a low number. |
785 | * It is only used in fix_generated_treasure() to set bonuses on |
755 | * It is only used in fix_generated_treasure() to set bonuses on |
786 | * rings and amulets. |
756 | * rings and amulets. |
787 | * Another scheme is used to calculate the magic of weapons and armours. |
757 | * Another scheme is used to calculate the magic of weapons and armours. |
788 | */ |
758 | */ |
789 | |
|
|
790 | int |
759 | int |
791 | get_magic (int diff) |
760 | get_magic (int diff) |
792 | { |
761 | { |
793 | int i; |
762 | int i; |
794 | |
763 | |
795 | if (diff < 3) |
764 | if (diff < 3) |
796 | diff = 3; |
765 | diff = 3; |
|
|
766 | |
797 | for (i = 0; i < 4; i++) |
767 | for (i = 0; i < 4; i++) |
798 | if (RANDOM () % diff) |
768 | if (rndm (diff)) |
799 | return i; |
769 | return i; |
|
|
770 | |
800 | return 4; |
771 | return 4; |
801 | } |
772 | } |
802 | |
773 | |
803 | #define DICE2 (get_magic(2)==2?2:1) |
774 | #define DICE2 (get_magic(2)==2?2:1) |
804 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
775 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
805 | |
776 | |
806 | /* |
777 | /* |
807 | * fix_generated_item(): This is called after an item is generated, in |
778 | * fix_generated_item(): This is called after an item is generated, in |
808 | * order to set it up right. This produced magical bonuses, puts spells |
779 | * order to set it up right. This produced magical bonuses, puts spells |
809 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
780 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
… | |
… | |
823 | * value. |
794 | * value. |
824 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
795 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
825 | * a working object - don't change magic, value, etc, but set it material |
796 | * a working object - don't change magic, value, etc, but set it material |
826 | * type as appropriate, for objects that need spell objects, set those, etc |
797 | * type as appropriate, for objects that need spell objects, set those, etc |
827 | */ |
798 | */ |
828 | |
|
|
829 | void |
799 | void |
830 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
800 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
831 | { |
801 | { |
832 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
802 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
833 | |
803 | |
… | |
… | |
838 | save_item_power = op->item_power; |
808 | save_item_power = op->item_power; |
839 | op->item_power = 0; |
809 | op->item_power = 0; |
840 | |
810 | |
841 | if (op->randomitems && op->type != SPELL) |
811 | if (op->randomitems && op->type != SPELL) |
842 | { |
812 | { |
843 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
813 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
844 | if (!op->inv) |
|
|
845 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
846 | |
|
|
847 | /* So the treasure doesn't get created again */ |
814 | /* So the treasure doesn't get created again */ |
848 | op->randomitems = NULL; |
815 | op->randomitems = 0; |
849 | } |
816 | } |
850 | |
817 | |
851 | if (difficulty < 1) |
818 | if (difficulty < 1) |
852 | difficulty = 1; |
819 | difficulty = 1; |
853 | |
820 | |
… | |
… | |
857 | ARG_INT (flags))) |
824 | ARG_INT (flags))) |
858 | return; |
825 | return; |
859 | |
826 | |
860 | if (!(flags & GT_MINIMAL)) |
827 | if (!(flags & GT_MINIMAL)) |
861 | { |
828 | { |
862 | if (op->arch == crown_arch) |
829 | if (IS_ARCH (op->arch, crown)) |
863 | { |
830 | { |
864 | set_magic (difficulty, op, max_magic, flags); |
831 | set_magic (difficulty, op, max_magic, flags); |
865 | num_enchantments = calc_item_power (op, 1); |
832 | num_enchantments = calc_item_power (op, 1); |
866 | generate_artifact (op, difficulty); |
833 | generate_artifact (op, difficulty); |
867 | } |
834 | } |
… | |
… | |
870 | if (!op->magic && max_magic) |
837 | if (!op->magic && max_magic) |
871 | set_magic (difficulty, op, max_magic, flags); |
838 | set_magic (difficulty, op, max_magic, flags); |
872 | |
839 | |
873 | num_enchantments = calc_item_power (op, 1); |
840 | num_enchantments = calc_item_power (op, 1); |
874 | |
841 | |
875 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
842 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
876 | * used for shop_floors or treasures */ |
843 | || op->type == HORN |
|
|
844 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
877 | generate_artifact (op, difficulty); |
845 | generate_artifact (op, difficulty); |
878 | } |
846 | } |
879 | |
847 | |
880 | /* Object was made an artifact. Calculate its item_power rating. |
848 | /* Object was made an artifact. Calculate its item_power rating. |
881 | * the item_power in the object is what the artfiact adds. |
849 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
923 | { |
891 | { |
924 | if (op->type == POTION) |
892 | if (op->type == POTION) |
925 | /* Handle healing and magic power potions */ |
893 | /* Handle healing and magic power potions */ |
926 | if (op->stats.sp && !op->randomitems) |
894 | if (op->stats.sp && !op->randomitems) |
927 | { |
895 | { |
928 | object *tmp; |
|
|
929 | |
|
|
930 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
896 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
931 | insert_ob_in_ob (tmp, op); |
897 | insert_ob_in_ob (tmp, op); |
932 | op->stats.sp = 0; |
898 | op->stats.sp = 0; |
933 | } |
899 | } |
934 | } |
900 | } |
935 | else if (!op->title) /* Only modify object if not special */ |
901 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
938 | case WEAPON: |
904 | case WEAPON: |
939 | case ARMOUR: |
905 | case ARMOUR: |
940 | case SHIELD: |
906 | case SHIELD: |
941 | case HELMET: |
907 | case HELMET: |
942 | case CLOAK: |
908 | case CLOAK: |
943 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
909 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
944 | set_ring_bonus (op, -DICE2); |
910 | set_ring_bonus (op, -DICE2); |
945 | break; |
911 | break; |
946 | |
912 | |
947 | case BRACERS: |
913 | case BRACERS: |
948 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
914 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
949 | { |
915 | { |
950 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
916 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
951 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
917 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
952 | op->value *= 3; |
918 | op->value *= 3; |
953 | } |
919 | } |
… | |
… | |
979 | */ |
945 | */ |
980 | if (op->inv && op->randomitems) |
946 | if (op->inv && op->randomitems) |
981 | { |
947 | { |
982 | /* value multiplier is same as for scrolls */ |
948 | /* value multiplier is same as for scrolls */ |
983 | op->value = (op->value * op->inv->value); |
949 | op->value = (op->value * op->inv->value); |
984 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
950 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
985 | } |
951 | } |
986 | else |
952 | else |
987 | { |
953 | { |
988 | op->name = "potion"; |
954 | op->name = "potion"; |
989 | op->name_pl = "potions"; |
955 | op->name_pl = "potions"; |
990 | } |
956 | } |
991 | |
957 | |
992 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
958 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
993 | SET_FLAG (op, FLAG_CURSED); |
959 | SET_FLAG (op, FLAG_CURSED); |
994 | break; |
960 | break; |
995 | } |
961 | } |
996 | |
962 | |
997 | case AMULET: |
963 | case AMULET: |
998 | if (op->arch == amulet_arch) |
964 | if (IS_ARCH (op->arch, amulet)) |
999 | op->value *= 5; /* Since it's not just decoration */ |
965 | op->value *= 5; /* Since it's not just decoration */ |
1000 | |
966 | |
1001 | case RING: |
967 | case RING: |
1002 | if (op->arch == NULL) |
968 | if (!op->arch) // wtf? schmorp |
1003 | { |
969 | { |
1004 | op->destroy (); |
970 | op->destroy (); |
1005 | op = 0; |
971 | op = 0; |
1006 | break; |
972 | break; |
1007 | } |
973 | } |
1008 | |
974 | |
1009 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
975 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1010 | break; |
976 | break; |
1011 | |
977 | |
1012 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
978 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1013 | SET_FLAG (op, FLAG_CURSED); |
979 | SET_FLAG (op, FLAG_CURSED); |
1014 | |
980 | |
1015 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
981 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1016 | |
982 | |
1017 | if (op->type != RING) /* Amulets have only one ability */ |
983 | if (op->type != RING) /* Amulets have only one ability */ |
1018 | break; |
984 | break; |
1019 | |
985 | |
1020 | if (!(RANDOM () % 4)) |
986 | if (!(rndm (4))) |
1021 | { |
987 | { |
1022 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
988 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1023 | |
989 | |
1024 | if (d > 0) |
990 | if (d > 0) |
1025 | op->value *= 3; |
991 | op->value *= 3; |
1026 | |
992 | |
1027 | set_ring_bonus (op, d); |
993 | set_ring_bonus (op, d); |
1028 | |
994 | |
1029 | if (!(RANDOM () % 4)) |
995 | if (!(rndm (4))) |
1030 | { |
996 | { |
1031 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
997 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1032 | |
998 | |
1033 | if (d > 0) |
999 | if (d > 0) |
1034 | op->value *= 5; |
1000 | op->value *= 5; |
1035 | set_ring_bonus (op, d); |
1001 | set_ring_bonus (op, d); |
1036 | } |
1002 | } |
1037 | } |
1003 | } |
1038 | |
1004 | |
1039 | if (GET_ANIM_ID (op)) |
1005 | if (GET_ANIM_ID (op)) |
1040 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1006 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1041 | |
1007 | |
1042 | break; |
1008 | break; |
1043 | |
1009 | |
1044 | case BOOK: |
1010 | case BOOK: |
1045 | /* Is it an empty book?, if yes lets make a special· |
1011 | /* Is it an empty book?, if yes lets make a special· |
1046 | * msg for it, and tailor its properties based on the· |
1012 | * msg for it, and tailor its properties based on the· |
1047 | * creator and/or map level we found it on. |
1013 | * creator and/or map level we found it on. |
1048 | */ |
1014 | */ |
1049 | if (!op->msg && RANDOM () % 10) |
1015 | if (!op->msg && rndm (10)) |
1050 | { |
1016 | { |
1051 | /* set the book level properly */ |
1017 | /* set the book level properly */ |
1052 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1018 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1053 | { |
1019 | { |
1054 | if (op->map && op->map->difficulty) |
1020 | if (op->map && op->map->difficulty) |
1055 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1021 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1056 | else |
1022 | else |
1057 | op->level = RANDOM () % 20 + 1; |
1023 | op->level = rndm (20) + 1; |
1058 | } |
1024 | } |
1059 | else |
1025 | else |
1060 | op->level = RANDOM () % creator->level; |
1026 | op->level = rndm (creator->level); |
1061 | |
1027 | |
1062 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1028 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1063 | /* books w/ info are worth more! */ |
1029 | /* books w/ info are worth more! */ |
1064 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1030 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1065 | /* creator related stuff */ |
1031 | /* creator related stuff */ |
… | |
… | |
1164 | */ |
1130 | */ |
1165 | |
1131 | |
1166 | /* |
1132 | /* |
1167 | * Allocate and return the pointer to an empty artifactlist structure. |
1133 | * Allocate and return the pointer to an empty artifactlist structure. |
1168 | */ |
1134 | */ |
1169 | |
|
|
1170 | static artifactlist * |
1135 | static artifactlist * |
1171 | get_empty_artifactlist (void) |
1136 | get_empty_artifactlist (void) |
1172 | { |
1137 | { |
1173 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1138 | return salloc0<artifactlist> (); |
1174 | |
|
|
1175 | if (tl == NULL) |
|
|
1176 | fatal (OUT_OF_MEMORY); |
|
|
1177 | tl->next = NULL; |
|
|
1178 | tl->items = NULL; |
|
|
1179 | tl->total_chance = 0; |
|
|
1180 | return tl; |
|
|
1181 | } |
1139 | } |
1182 | |
1140 | |
1183 | /* |
1141 | /* |
1184 | * Allocate and return the pointer to an empty artifact structure. |
1142 | * Allocate and return the pointer to an empty artifact structure. |
1185 | */ |
1143 | */ |
1186 | |
|
|
1187 | static artifact * |
1144 | static artifact * |
1188 | get_empty_artifact (void) |
1145 | get_empty_artifact (void) |
1189 | { |
1146 | { |
1190 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1147 | return salloc0<artifact> (); |
1191 | |
|
|
1192 | if (t == NULL) |
|
|
1193 | fatal (OUT_OF_MEMORY); |
|
|
1194 | t->item = NULL; |
|
|
1195 | t->next = NULL; |
|
|
1196 | t->chance = 0; |
|
|
1197 | t->difficulty = 0; |
|
|
1198 | t->allowed = NULL; |
|
|
1199 | return t; |
|
|
1200 | } |
1148 | } |
1201 | |
1149 | |
1202 | /* |
1150 | /* |
1203 | * Searches the artifact lists and returns one that has the same type |
1151 | * Searches the artifact lists and returns one that has the same type |
1204 | * of objects on it. |
1152 | * of objects on it. |
1205 | */ |
1153 | */ |
1206 | |
|
|
1207 | artifactlist * |
1154 | artifactlist * |
1208 | find_artifactlist (int type) |
1155 | find_artifactlist (int type) |
1209 | { |
1156 | { |
1210 | artifactlist *al; |
|
|
1211 | |
|
|
1212 | for (al = first_artifactlist; al != NULL; al = al->next) |
1157 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1213 | if (al->type == type) |
1158 | if (al->type == type) |
1214 | return al; |
1159 | return al; |
1215 | return NULL; |
|
|
1216 | } |
|
|
1217 | |
1160 | |
1218 | /* |
|
|
1219 | * For debugging purposes. Dumps all tables. |
|
|
1220 | */ |
|
|
1221 | |
|
|
1222 | void |
|
|
1223 | dump_artifacts (void) |
|
|
1224 | { |
|
|
1225 | artifactlist *al; |
|
|
1226 | artifact *art; |
|
|
1227 | linked_char *next; |
|
|
1228 | |
|
|
1229 | fprintf (logfile, "\n"); |
|
|
1230 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1231 | { |
|
|
1232 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1233 | for (art = al->items; art != NULL; art = art->next) |
|
|
1234 | { |
|
|
1235 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1236 | if (art->allowed != NULL) |
|
|
1237 | { |
|
|
1238 | fprintf (logfile, "\tAllowed combinations:"); |
|
|
1239 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1240 | fprintf (logfile, "%s,", &next->name); |
|
|
1241 | fprintf (logfile, "\n"); |
|
|
1242 | } |
|
|
1243 | } |
|
|
1244 | } |
|
|
1245 | fprintf (logfile, "\n"); |
|
|
1246 | } |
|
|
1247 | |
|
|
1248 | /* |
|
|
1249 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1250 | */ |
|
|
1251 | void |
|
|
1252 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1253 | { |
|
|
1254 | treasurelist *tl; |
|
|
1255 | int i; |
|
|
1256 | |
|
|
1257 | if (depth > 100) |
|
|
1258 | return; |
1161 | return 0; |
1259 | while (t != NULL) |
|
|
1260 | { |
|
|
1261 | if (t->name != NULL) |
|
|
1262 | { |
|
|
1263 | for (i = 0; i < depth; i++) |
|
|
1264 | fprintf (logfile, " "); |
|
|
1265 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1266 | tl = find_treasurelist (t->name); |
|
|
1267 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1268 | for (i = 0; i < depth; i++) |
|
|
1269 | fprintf (logfile, " "); |
|
|
1270 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1271 | } |
|
|
1272 | else |
|
|
1273 | { |
|
|
1274 | for (i = 0; i < depth; i++) |
|
|
1275 | fprintf (logfile, " "); |
|
|
1276 | if (t->item->clone.type == FLESH) |
|
|
1277 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1278 | else |
|
|
1279 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1280 | } |
|
|
1281 | if (t->next_yes != NULL) |
|
|
1282 | { |
|
|
1283 | for (i = 0; i < depth; i++) |
|
|
1284 | fprintf (logfile, " "); |
|
|
1285 | fprintf (logfile, " (if yes)\n"); |
|
|
1286 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1287 | } |
|
|
1288 | if (t->next_no != NULL) |
|
|
1289 | { |
|
|
1290 | for (i = 0; i < depth; i++) |
|
|
1291 | fprintf (logfile, " "); |
|
|
1292 | fprintf (logfile, " (if no)\n"); |
|
|
1293 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1294 | } |
|
|
1295 | t = t->next; |
|
|
1296 | } |
|
|
1297 | } |
|
|
1298 | |
|
|
1299 | /* |
|
|
1300 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1301 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1302 | */ |
|
|
1303 | |
|
|
1304 | void |
|
|
1305 | dump_monster_treasure (const char *name) |
|
|
1306 | { |
|
|
1307 | archetype *at; |
|
|
1308 | int found; |
|
|
1309 | |
|
|
1310 | found = 0; |
|
|
1311 | fprintf (logfile, "\n"); |
|
|
1312 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1313 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1314 | { |
|
|
1315 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1316 | if (at->clone.randomitems != NULL) |
|
|
1317 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1318 | else |
|
|
1319 | fprintf (logfile, "(nothing)\n"); |
|
|
1320 | fprintf (logfile, "\n"); |
|
|
1321 | found++; |
|
|
1322 | } |
|
|
1323 | if (found == 0) |
|
|
1324 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1325 | } |
1162 | } |
1326 | |
1163 | |
1327 | /* |
1164 | /* |
1328 | * Builds up the lists of artifacts from the file in the libdir. |
1165 | * Builds up the lists of artifacts from the file in the libdir. |
1329 | */ |
1166 | */ |
1330 | |
|
|
1331 | void |
1167 | void |
1332 | init_artifacts (void) |
1168 | init_artifacts (void) |
1333 | { |
1169 | { |
1334 | static int has_been_inited = 0; |
1170 | static int has_been_inited = 0; |
1335 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1171 | char filename[MAX_BUF]; |
1336 | artifact *art = NULL; |
1172 | artifact *art = NULL; |
1337 | linked_char *tmp; |
|
|
1338 | int value; |
|
|
1339 | artifactlist *al; |
1173 | artifactlist *al; |
1340 | |
1174 | |
1341 | if (has_been_inited) |
1175 | if (has_been_inited) |
1342 | return; |
1176 | return; |
1343 | else |
1177 | else |
1344 | has_been_inited = 1; |
1178 | has_been_inited = 1; |
1345 | |
1179 | |
1346 | sprintf (filename, "%s/artifacts", settings.datadir); |
1180 | sprintf (filename, "%s/artifacts", settings.datadir); |
1347 | object_thawer thawer (filename); |
1181 | object_thawer f (filename); |
1348 | |
1182 | |
1349 | if (!thawer) |
1183 | if (!f) |
1350 | return; |
1184 | return; |
1351 | |
1185 | |
1352 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1186 | for (;;) |
1353 | { |
1187 | { |
1354 | if (*buf == '#') |
1188 | switch (f.kw) |
1355 | continue; |
|
|
1356 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1357 | *cp = '\0'; |
|
|
1358 | cp = buf; |
|
|
1359 | while (*cp == ' ') /* Skip blanks */ |
|
|
1360 | cp++; |
|
|
1361 | if (*cp == '\0') |
|
|
1362 | continue; |
|
|
1363 | |
|
|
1364 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1365 | { |
1189 | { |
|
|
1190 | case KW_allowed: |
1366 | if (art == NULL) |
1191 | if (!art) |
|
|
1192 | art = get_empty_artifact (); |
|
|
1193 | |
1367 | { |
1194 | { |
1368 | art = get_empty_artifact (); |
1195 | if (!strcmp (f.get_str (), "all")) |
1369 | nrofartifacts++; |
1196 | break; |
|
|
1197 | |
|
|
1198 | char *next, *cp = f.get_str (); |
|
|
1199 | |
|
|
1200 | do |
|
|
1201 | { |
|
|
1202 | if ((next = strchr (cp, ','))) |
|
|
1203 | *next++ = '\0'; |
|
|
1204 | |
|
|
1205 | linked_char *tmp = new linked_char; |
|
|
1206 | |
|
|
1207 | tmp->name = cp; |
|
|
1208 | tmp->next = art->allowed; |
|
|
1209 | art->allowed = tmp; |
|
|
1210 | } |
|
|
1211 | while ((cp = next)); |
1370 | } |
1212 | } |
1371 | cp = strchr (cp, ' ') + 1; |
1213 | break; |
1372 | if (!strcmp (cp, "all")) |
1214 | |
|
|
1215 | case KW_chance: |
|
|
1216 | f.get (art->chance); |
|
|
1217 | break; |
|
|
1218 | |
|
|
1219 | case KW_difficulty: |
|
|
1220 | f.get (art->difficulty); |
|
|
1221 | break; |
|
|
1222 | |
|
|
1223 | case KW_object: |
|
|
1224 | { |
|
|
1225 | art->item = object::create (); |
|
|
1226 | f.get (art->item->name); |
|
|
1227 | f.next (); |
|
|
1228 | |
|
|
1229 | if (!art->item->parse_kv (f)) |
|
|
1230 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1231 | |
|
|
1232 | al = find_artifactlist (art->item->type); |
|
|
1233 | |
|
|
1234 | if (!al) |
|
|
1235 | { |
|
|
1236 | al = get_empty_artifactlist (); |
|
|
1237 | al->type = art->item->type; |
|
|
1238 | al->next = first_artifactlist; |
|
|
1239 | first_artifactlist = al; |
|
|
1240 | } |
|
|
1241 | |
|
|
1242 | art->next = al->items; |
|
|
1243 | al->items = art; |
|
|
1244 | art = 0; |
|
|
1245 | } |
1373 | continue; |
1246 | continue; |
1374 | |
1247 | |
1375 | do |
1248 | case KW_EOF: |
|
|
1249 | goto done; |
|
|
1250 | |
|
|
1251 | default: |
|
|
1252 | if (!f.parse_error ("artifacts file")) |
|
|
1253 | cleanup ("artifacts file required"); |
1376 | { |
1254 | break; |
1377 | nrofallowedstr++; |
|
|
1378 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1379 | *(next++) = '\0'; |
|
|
1380 | tmp = new linked_char; |
|
|
1381 | |
|
|
1382 | tmp->name = cp; |
|
|
1383 | tmp->next = art->allowed; |
|
|
1384 | art->allowed = tmp; |
|
|
1385 | } |
|
|
1386 | while ((cp = next) != NULL); |
|
|
1387 | } |
|
|
1388 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1389 | art->chance = (uint16) value; |
|
|
1390 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1391 | art->difficulty = (uint8) value; |
|
|
1392 | else if (!strncmp (cp, "Object", 6)) |
|
|
1393 | { |
1255 | } |
1394 | art->item = object::create (); |
|
|
1395 | |
1256 | |
1396 | if (!load_object (thawer, art->item, 0)) |
1257 | f.next (); |
1397 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1398 | |
|
|
1399 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1400 | al = find_artifactlist (art->item->type); |
|
|
1401 | if (al == NULL) |
|
|
1402 | { |
|
|
1403 | al = get_empty_artifactlist (); |
|
|
1404 | al->type = art->item->type; |
|
|
1405 | al->next = first_artifactlist; |
|
|
1406 | first_artifactlist = al; |
|
|
1407 | } |
|
|
1408 | art->next = al->items; |
|
|
1409 | al->items = art; |
|
|
1410 | art = NULL; |
|
|
1411 | } |
|
|
1412 | else |
|
|
1413 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1414 | } |
1258 | } |
1415 | |
1259 | |
|
|
1260 | done: |
1416 | for (al = first_artifactlist; al != NULL; al = al->next) |
1261 | for (al = first_artifactlist; al; al = al->next) |
1417 | { |
1262 | { |
|
|
1263 | al->total_chance = 0; |
|
|
1264 | |
1418 | for (art = al->items; art != NULL; art = art->next) |
1265 | for (art = al->items; art; art = art->next) |
1419 | { |
1266 | { |
1420 | if (!art->chance) |
1267 | if (!art->chance) |
1421 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1268 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1422 | else |
1269 | else |
1423 | al->total_chance += art->chance; |
1270 | al->total_chance += art->chance; |
… | |
… | |
1428 | } |
1275 | } |
1429 | |
1276 | |
1430 | LOG (llevDebug, "done.\n"); |
1277 | LOG (llevDebug, "done.\n"); |
1431 | } |
1278 | } |
1432 | |
1279 | |
1433 | |
|
|
1434 | /* |
1280 | /* |
1435 | * Used in artifact generation. The bonuses of the first object |
1281 | * Used in artifact generation. The bonuses of the first object |
1436 | * is modified by the bonuses of the second object. |
1282 | * is modified by the bonuses of the second object. |
1437 | */ |
1283 | */ |
1438 | |
|
|
1439 | void |
1284 | void |
1440 | add_abilities (object *op, object *change) |
1285 | add_abilities (object *op, object *change) |
1441 | { |
1286 | { |
1442 | int i, tmp; |
1287 | int i, tmp; |
1443 | |
1288 | |
1444 | if (change->face != blank_face) |
1289 | if (change->face != blank_face) |
1445 | { |
1290 | { |
1446 | #ifdef TREASURE_VERBOSE |
1291 | #ifdef TREASURE_VERBOSE |
1447 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1292 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1448 | #endif |
1293 | #endif |
1449 | op->face = change->face; |
1294 | op->face = change->face; |
1450 | } |
1295 | } |
1451 | |
1296 | |
1452 | for (i = 0; i < NUM_STATS; i++) |
1297 | for (i = 0; i < NUM_STATS; i++) |
1453 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1298 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1454 | |
1299 | |
1455 | op->attacktype |= change->attacktype; |
1300 | op->attacktype |= change->attacktype; |
1456 | op->path_attuned |= change->path_attuned; |
1301 | op->path_attuned |= change->path_attuned; |
1457 | op->path_repelled |= change->path_repelled; |
1302 | op->path_repelled |= change->path_repelled; |
1458 | op->path_denied |= change->path_denied; |
1303 | op->path_denied |= change->path_denied; |
… | |
… | |
1488 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1333 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1489 | /* so artifacts will join */ |
1334 | /* so artifacts will join */ |
1490 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1335 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1491 | op->speed = 0.0; |
1336 | op->speed = 0.0; |
1492 | |
1337 | |
1493 | update_ob_speed (op); |
1338 | op->set_speed (op->speed); |
1494 | } |
1339 | } |
1495 | |
1340 | |
1496 | if (change->nrof) |
1341 | if (change->nrof) |
1497 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1342 | op->nrof = rndm (change->nrof) + 1; |
1498 | |
1343 | |
1499 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1344 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1500 | op->stats.wc += change->stats.wc; |
1345 | op->stats.wc += change->stats.wc; |
1501 | op->stats.ac += change->stats.ac; |
1346 | op->stats.ac += change->stats.ac; |
1502 | |
1347 | |
… | |
… | |
1605 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1450 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1606 | } |
1451 | } |
1607 | |
1452 | |
1608 | op->value *= change->value; |
1453 | op->value *= change->value; |
1609 | |
1454 | |
1610 | if (change->material) |
1455 | if (change->materials) |
1611 | op->material = change->material; |
1456 | op->materials = change->materials; |
1612 | |
1457 | |
1613 | if (change->materialname) |
1458 | if (change->materialname) |
1614 | op->materialname = change->materialname; |
1459 | op->materialname = change->materialname; |
1615 | |
1460 | |
1616 | if (change->slaying) |
1461 | if (change->slaying) |
… | |
… | |
1622 | if (change->msg) |
1467 | if (change->msg) |
1623 | op->msg = change->msg; |
1468 | op->msg = change->msg; |
1624 | } |
1469 | } |
1625 | |
1470 | |
1626 | static int |
1471 | static int |
1627 | legal_artifact_combination (object *op, artifact * art) |
1472 | legal_artifact_combination (object *op, artifact *art) |
1628 | { |
1473 | { |
1629 | int neg, success = 0; |
1474 | int neg, success = 0; |
1630 | linked_char *tmp; |
1475 | linked_char *tmp; |
1631 | const char *name; |
1476 | const char *name; |
1632 | |
1477 | |
1633 | if (art->allowed == (linked_char *) NULL) |
1478 | if (!art->allowed) |
1634 | return 1; /* Ie, "all" */ |
1479 | return 1; /* Ie, "all" */ |
|
|
1480 | |
1635 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1481 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1636 | { |
1482 | { |
1637 | #ifdef TREASURE_VERBOSE |
1483 | #ifdef TREASURE_VERBOSE |
1638 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1484 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1639 | #endif |
1485 | #endif |
1640 | if (*tmp->name == '!') |
1486 | if (*tmp->name == '!') |
1641 | name = tmp->name + 1, neg = 1; |
1487 | name = tmp->name + 1, neg = 1; |
1642 | else |
1488 | else |
1643 | name = tmp->name, neg = 0; |
1489 | name = tmp->name, neg = 0; |
1644 | |
1490 | |
1645 | /* If we match name, then return the opposite of 'neg' */ |
1491 | /* If we match name, then return the opposite of 'neg' */ |
1646 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1492 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1647 | return !neg; |
1493 | return !neg; |
1648 | |
1494 | |
1649 | /* Set success as true, since if the match was an inverse, it means |
1495 | /* Set success as true, since if the match was an inverse, it means |
1650 | * everything is allowed except what we match |
1496 | * everything is allowed except what we match |
1651 | */ |
1497 | */ |
1652 | else if (neg) |
1498 | else if (neg) |
1653 | success = 1; |
1499 | success = 1; |
1654 | } |
1500 | } |
|
|
1501 | |
1655 | return success; |
1502 | return success; |
1656 | } |
1503 | } |
1657 | |
1504 | |
1658 | /* |
1505 | /* |
1659 | * Fixes the given object, giving it the abilities and titles |
1506 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1710 | return; |
1557 | return; |
1711 | } |
1558 | } |
1712 | |
1559 | |
1713 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1560 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1714 | { |
1561 | { |
1715 | int roll = RANDOM () % al->total_chance; |
1562 | int roll = rndm (al->total_chance); |
1716 | |
1563 | |
1717 | for (art = al->items; art != NULL; art = art->next) |
1564 | for (art = al->items; art; art = art->next) |
1718 | { |
1565 | { |
1719 | roll -= art->chance; |
1566 | roll -= art->chance; |
1720 | if (roll < 0) |
1567 | if (roll < 0) |
1721 | break; |
1568 | break; |
1722 | } |
1569 | } |
… | |
… | |
1738 | continue; |
1585 | continue; |
1739 | |
1586 | |
1740 | if (!legal_artifact_combination (op, art)) |
1587 | if (!legal_artifact_combination (op, art)) |
1741 | { |
1588 | { |
1742 | #ifdef TREASURE_VERBOSE |
1589 | #ifdef TREASURE_VERBOSE |
1743 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1590 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1744 | #endif |
1591 | #endif |
1745 | continue; |
1592 | continue; |
1746 | } |
1593 | } |
|
|
1594 | |
1747 | give_artifact_abilities (op, art->item); |
1595 | give_artifact_abilities (op, art->item); |
1748 | return; |
1596 | return; |
1749 | } |
1597 | } |
1750 | } |
1598 | } |
1751 | |
1599 | |
… | |
… | |
1795 | SET_FLAG (item, FLAG_NO_STEAL); |
1643 | SET_FLAG (item, FLAG_NO_STEAL); |
1796 | } |
1644 | } |
1797 | } |
1645 | } |
1798 | |
1646 | |
1799 | /* special_potion() - so that old potion code is still done right. */ |
1647 | /* special_potion() - so that old potion code is still done right. */ |
1800 | |
|
|
1801 | int |
1648 | int |
1802 | special_potion (object *op) |
1649 | special_potion (object *op) |
1803 | { |
1650 | { |
1804 | |
|
|
1805 | int i; |
|
|
1806 | |
|
|
1807 | if (op->attacktype) |
1651 | if (op->attacktype) |
1808 | return 1; |
1652 | return 1; |
1809 | |
1653 | |
1810 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1654 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1811 | return 1; |
1655 | return 1; |
1812 | |
1656 | |
1813 | for (i = 0; i < NROFATTACKS; i++) |
1657 | for (int i = 0; i < NROFATTACKS; i++) |
1814 | if (op->resist[i]) |
1658 | if (op->resist[i]) |
1815 | return 1; |
1659 | return 1; |
1816 | |
1660 | |
1817 | return 0; |
1661 | return 0; |
1818 | } |
1662 | } |
1819 | |
1663 | |
1820 | void |
1664 | void |
1821 | free_treasurestruct (treasure *t) |
1665 | free_treasurestruct (treasure *t) |
1822 | { |
1666 | { |
1823 | if (t->next) |
|
|
1824 | free_treasurestruct (t->next); |
1667 | if (t->next) free_treasurestruct (t->next); |
1825 | if (t->next_yes) |
|
|
1826 | free_treasurestruct (t->next_yes); |
1668 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1827 | if (t->next_no) |
|
|
1828 | free_treasurestruct (t->next_no); |
1669 | if (t->next_no) free_treasurestruct (t->next_no); |
1829 | |
1670 | |
1830 | delete t; |
1671 | delete t; |
1831 | } |
1672 | } |
1832 | |
1673 | |
1833 | void |
1674 | void |
… | |
… | |
1838 | |
1679 | |
1839 | delete lc; |
1680 | delete lc; |
1840 | } |
1681 | } |
1841 | |
1682 | |
1842 | void |
1683 | void |
1843 | free_artifact (artifact * at) |
1684 | free_artifact (artifact *at) |
1844 | { |
1685 | { |
1845 | if (at->next) |
|
|
1846 | free_artifact (at->next); |
1686 | if (at->next) free_artifact (at->next); |
1847 | |
|
|
1848 | if (at->allowed) |
|
|
1849 | free_charlinks (at->allowed); |
1687 | if (at->allowed) free_charlinks (at->allowed); |
1850 | |
1688 | |
1851 | at->item->destroy (1); |
1689 | at->item->destroy (1); |
1852 | |
1690 | |
1853 | delete at; |
1691 | sfree (at); |
1854 | } |
1692 | } |
1855 | |
1693 | |
1856 | void |
1694 | void |
1857 | free_artifactlist (artifactlist * al) |
1695 | free_artifactlist (artifactlist *al) |
1858 | { |
1696 | { |
1859 | artifactlist *nextal; |
1697 | artifactlist *nextal; |
1860 | |
1698 | |
1861 | for (al = first_artifactlist; al; al = nextal) |
1699 | for (al = first_artifactlist; al; al = nextal) |
1862 | { |
1700 | { |
1863 | nextal = al->next; |
1701 | nextal = al->next; |
1864 | |
1702 | |
1865 | if (al->items) |
1703 | if (al->items) |
1866 | free_artifact (al->items); |
1704 | free_artifact (al->items); |
1867 | |
1705 | |
1868 | free (al); |
1706 | sfree (al); |
1869 | } |
1707 | } |
1870 | } |
1708 | } |
1871 | |
1709 | |
1872 | void |
1710 | void |
1873 | free_all_treasures (void) |
1711 | free_all_treasures (void) |
1874 | { |
1712 | { |
1875 | treasurelist *tl, *next; |
1713 | treasurelist *tl, *next; |
1876 | |
1714 | |
1877 | |
|
|
1878 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1715 | for (tl = first_treasurelist; tl; tl = next) |
1879 | { |
1716 | { |
|
|
1717 | clear (tl); |
|
|
1718 | |
1880 | next = tl->next; |
1719 | next = tl->next; |
1881 | if (tl->items) |
|
|
1882 | free_treasurestruct (tl->items); |
|
|
1883 | delete tl; |
1720 | delete tl; |
1884 | } |
1721 | } |
|
|
1722 | |
1885 | free_artifactlist (first_artifactlist); |
1723 | free_artifactlist (first_artifactlist); |
1886 | } |
1724 | } |