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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | * 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 |
27 | * 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 |
… | |
… | |
33 | |
32 | |
34 | //#define TREASURE_VERBOSE |
33 | //#define TREASURE_VERBOSE |
35 | |
34 | |
36 | #include <global.h> |
35 | #include <global.h> |
37 | #include <treasure.h> |
36 | #include <treasure.h> |
38 | #include <funcpoint.h> |
|
|
39 | #include <loader.h> |
37 | #include <loader.h> |
40 | |
38 | |
41 | extern char *spell_mapping[]; |
39 | extern char *spell_mapping[]; |
42 | |
40 | |
43 | static treasurelist *first_treasurelist; |
41 | static treasurelist *first_treasurelist; |
… | |
… | |
140 | |
138 | |
141 | f.next (); |
139 | f.next (); |
142 | |
140 | |
143 | for (;;) |
141 | for (;;) |
144 | { |
142 | { |
145 | coroapi::cede_to_tick_every (10); |
143 | coroapi::cede_to_tick (); |
146 | |
144 | |
147 | switch (f.kw) |
145 | switch (f.kw) |
148 | { |
146 | { |
149 | case KW_arch: |
147 | case KW_arch: |
150 | if (!(t->item = archetype::find (f.get_str ()))) |
148 | t->item = archetype::find (f.get_str ()); |
151 | LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); |
149 | |
|
|
150 | if (!t->item) |
|
|
151 | { |
|
|
152 | f.parse_warn ("treasure references unknown archetype"); |
|
|
153 | t->item = archetype::empty; |
|
|
154 | } |
|
|
155 | |
152 | break; |
156 | break; |
153 | |
157 | |
154 | case KW_list: f.get (t->name); break; |
158 | case KW_list: f.get (t->name); break; |
155 | case KW_change_name: f.get (t->change_arch.name); break; |
159 | case KW_change_name: f.get (t->change_arch.name); break; |
156 | case KW_change_title: f.get (t->change_arch.title); break; |
160 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
170 | t->next = read_treasure (f); |
174 | t->next = read_treasure (f); |
171 | return t; |
175 | return t; |
172 | |
176 | |
173 | default: |
177 | default: |
174 | if (!f.parse_error ("treasurelist", t->name)) |
178 | if (!f.parse_error ("treasurelist", t->name)) |
175 | return 0; |
179 | goto error; |
176 | |
180 | |
177 | return t; |
181 | return t; |
178 | } |
182 | } |
179 | |
183 | |
180 | f.next (); |
184 | f.next (); |
181 | } |
185 | } |
|
|
186 | |
|
|
187 | // not reached |
|
|
188 | |
|
|
189 | error: |
|
|
190 | delete t; |
|
|
191 | return 0; |
182 | } |
192 | } |
183 | |
193 | |
184 | /* |
194 | /* |
185 | * Each treasure is parsed with the help of load_treasure(). |
195 | * Each treasure is parsed with the help of load_treasure(). |
186 | */ |
196 | */ |
… | |
… | |
198 | |
208 | |
199 | /* 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. |
200 | * 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 |
201 | * fields of the treasures are not being used. |
211 | * fields of the treasures are not being used. |
202 | */ |
212 | */ |
203 | tl->total_chance = 0; |
|
|
204 | |
|
|
205 | if (one) |
213 | if (one) |
206 | { |
214 | { |
207 | for (treasure *t = tl->items; t; t = t->next) |
215 | for (treasure *t = tl->items; t; t = t->next) |
208 | { |
216 | { |
209 | if (t->next_yes || t->next_no) |
217 | if (t->next_yes || t->next_no) |
210 | { |
218 | { |
211 | 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); |
212 | 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"); |
213 | } |
221 | } |
214 | |
222 | |
215 | tl->total_chance += t->chance; |
223 | tl->total_chance += t->chance; |
216 | } |
224 | } |
… | |
… | |
231 | * start with equipment, but only their abilities). |
239 | * start with equipment, but only their abilities). |
232 | */ |
240 | */ |
233 | static void |
241 | static void |
234 | put_treasure (object *op, object *creator, int flags) |
242 | put_treasure (object *op, object *creator, int flags) |
235 | { |
243 | { |
236 | object *tmp; |
244 | if (flags & GT_ENVIRONMENT) |
237 | |
245 | { |
238 | /* 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 |
239 | * 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 |
240 | * 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 |
241 | * by another object. |
249 | * by another object. |
242 | */ |
250 | */ |
243 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
251 | //TODO: flag such as objects... as such (no drop, anybody?) |
244 | { |
252 | if (op->type == SPELL) |
|
|
253 | { |
|
|
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 | { |
245 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
264 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
246 | 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); |
|
|
266 | } |
247 | } |
267 | } |
248 | else |
268 | else |
249 | { |
269 | { |
250 | op = creator->insert (op); |
270 | op = creator->insert (op); |
251 | |
271 | |
252 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
272 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
253 | monster_check_apply (creator, op); |
273 | monster_check_apply (creator, op); |
254 | |
|
|
255 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
|
|
256 | esrv_send_item (tmp, op); |
|
|
257 | } |
274 | } |
258 | } |
275 | } |
259 | |
276 | |
260 | /* 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 |
261 | * in the generated object |
278 | * in the generated object |
… | |
… | |
290 | else |
307 | else |
291 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
308 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
292 | } |
309 | } |
293 | else |
310 | else |
294 | { |
311 | { |
295 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
312 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
296 | { |
313 | { |
297 | object *tmp = arch_to_object (t->item); |
314 | object *tmp = arch_to_object (t->item); |
298 | |
315 | |
299 | if (t->nrof && tmp->nrof <= 1) |
316 | if (t->nrof && tmp->nrof <= 1) |
300 | tmp->nrof = rndm (t->nrof) + 1; |
317 | tmp->nrof = rndm (t->nrof) + 1; |
… | |
… | |
347 | create_treasure (tl, op, flag, difficulty, tries); |
364 | create_treasure (tl, op, flag, difficulty, tries); |
348 | } |
365 | } |
349 | else if (t->nrof) |
366 | else if (t->nrof) |
350 | create_one_treasure (tl, op, flag, difficulty, tries); |
367 | create_one_treasure (tl, op, flag, difficulty, tries); |
351 | } |
368 | } |
352 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
369 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
353 | { |
370 | { |
354 | if (object *tmp = arch_to_object (t->item)) |
371 | if (object *tmp = arch_to_object (t->item)) |
355 | { |
372 | { |
356 | if (t->nrof && tmp->nrof <= 1) |
373 | if (t->nrof && tmp->nrof <= 1) |
357 | tmp->nrof = rndm (t->nrof) + 1; |
374 | tmp->nrof = rndm (t->nrof) + 1; |
… | |
… | |
359 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
376 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
360 | change_treasure (t, tmp); |
377 | change_treasure (t, tmp); |
361 | put_treasure (tmp, op, flag); |
378 | put_treasure (tmp, op, flag); |
362 | } |
379 | } |
363 | } |
380 | } |
|
|
381 | } |
|
|
382 | |
|
|
383 | void |
|
|
384 | object::create_treasure (treasurelist *tl, int flags) |
|
|
385 | { |
|
|
386 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
364 | } |
387 | } |
365 | |
388 | |
366 | /* This calls the appropriate treasure creation function. tries is passed |
389 | /* This calls the appropriate treasure creation function. tries is passed |
367 | * to determine how many list transitions or attempts to create treasure |
390 | * to determine how many list transitions or attempts to create treasure |
368 | * 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 |
… | |
… | |
381 | { |
404 | { |
382 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
405 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
383 | return; |
406 | return; |
384 | } |
407 | } |
385 | |
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 | |
386 | if (tl->total_chance) |
418 | if (tl->total_chance) |
387 | create_one_treasure (tl, op, flag, difficulty, tries); |
419 | create_one_treasure (tl, op, flag, difficulty, tries); |
388 | else |
420 | else |
389 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
421 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
390 | } |
422 | } |
… | |
… | |
397 | object * |
429 | object * |
398 | generate_treasure (treasurelist *tl, int difficulty) |
430 | generate_treasure (treasurelist *tl, int difficulty) |
399 | { |
431 | { |
400 | difficulty = clamp (difficulty, 1, settings.max_level); |
432 | difficulty = clamp (difficulty, 1, settings.max_level); |
401 | |
433 | |
402 | object *ob = object::create (), *tmp; |
434 | object *ob = object::create (); |
403 | |
435 | |
404 | create_treasure (tl, ob, 0, difficulty, 0); |
436 | create_treasure (tl, ob, 0, difficulty, 0); |
405 | |
437 | |
406 | /* 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 */ |
407 | tmp = ob->inv; |
439 | object *tmp = ob->inv; |
408 | if (tmp != NULL) |
440 | if (tmp) |
409 | tmp->remove (); |
441 | tmp->remove (); |
410 | |
442 | |
411 | if (ob->inv) |
443 | if (ob->inv) |
412 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
444 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
413 | |
445 | |
… | |
… | |
421 | * 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 |
422 | * magical bonus "wanted". |
454 | * magical bonus "wanted". |
423 | */ |
455 | */ |
424 | |
456 | |
425 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
457 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
426 | |
|
|
427 | // chance of magic difficulty |
458 | // chance of magic difficulty |
428 | // +0 +1 +2 +3 +4 |
459 | // +0 +1 +2 +3 +4 |
429 | {95, 2, 2, 1, 0}, // 1 |
460 | {95, 2, 2, 1, 0}, // 1 |
430 | {92, 5, 2, 1, 0}, // 2 |
461 | {92, 5, 2, 1, 0}, // 2 |
431 | {85, 10, 4, 1, 0}, // 3 |
462 | {85, 10, 4, 1, 0}, // 3 |
… | |
… | |
457 | { 0, 0, 0, 3, 97}, // 29 |
488 | { 0, 0, 0, 3, 97}, // 29 |
458 | { 0, 0, 0, 0, 100}, // 30 |
489 | { 0, 0, 0, 0, 100}, // 30 |
459 | { 0, 0, 0, 0, 100}, // 31 |
490 | { 0, 0, 0, 0, 100}, // 31 |
460 | }; |
491 | }; |
461 | |
492 | |
462 | |
|
|
463 | /* calculate the appropriate level for wands staves and scrolls. |
493 | /* calculate the appropriate level for wands staves and scrolls. |
464 | * 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) |
465 | * |
495 | * |
466 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
496 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
467 | * 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. |
468 | */ |
498 | */ |
469 | |
|
|
470 | int |
499 | int |
471 | level_for_item (const object *op, int difficulty) |
500 | level_for_item (const object *op, int difficulty) |
472 | { |
501 | { |
473 | int olevel = 0; |
|
|
474 | |
|
|
475 | if (!op->inv) |
502 | if (!op->inv) |
476 | { |
503 | { |
477 | 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); |
478 | return 0; |
505 | return 0; |
479 | } |
506 | } |
480 | |
507 | |
481 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
508 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
482 | |
509 | |
483 | if (olevel <= 0) |
510 | if (olevel <= 0) |
484 | olevel = rndm (1, MIN (op->inv->level, 1)); |
511 | olevel = rndm (1, op->inv->level); |
485 | |
512 | |
486 | if (olevel > MAXLEVEL) |
513 | return min (olevel, MAXLEVEL); |
487 | olevel = MAXLEVEL; |
|
|
488 | |
|
|
489 | return olevel; |
|
|
490 | } |
514 | } |
491 | |
515 | |
492 | /* |
516 | /* |
493 | * Based upon the specified difficulty and upon the difftomagic_list array, |
517 | * Based upon the specified difficulty and upon the difftomagic_list array, |
494 | * a random magical bonus is returned. This is used when determine |
518 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
550 | |
574 | |
551 | op->magic = magic; |
575 | op->magic = magic; |
552 | if (op->arch) |
576 | if (op->arch) |
553 | { |
577 | { |
554 | if (op->type == ARMOUR) |
578 | if (op->type == ARMOUR) |
555 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
556 | |
580 | |
557 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
558 | magic = (-magic); |
582 | magic = (-magic); |
559 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
583 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
560 | } |
584 | } |
561 | else |
585 | else |
562 | { |
586 | { |
563 | if (op->type == ARMOUR) |
587 | if (op->type == ARMOUR) |
564 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
588 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
… | |
… | |
626 | case 2: |
650 | case 2: |
627 | case 3: |
651 | case 3: |
628 | case 4: |
652 | case 4: |
629 | case 5: |
653 | case 5: |
630 | case 6: |
654 | case 6: |
631 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
655 | op->stats.stat (r) += bonus; |
632 | break; |
656 | break; |
633 | |
657 | |
634 | case 7: |
658 | case 7: |
635 | op->stats.dam += bonus; |
659 | op->stats.dam += bonus; |
636 | break; |
660 | break; |
… | |
… | |
784 | save_item_power = op->item_power; |
808 | save_item_power = op->item_power; |
785 | op->item_power = 0; |
809 | op->item_power = 0; |
786 | |
810 | |
787 | if (op->randomitems && op->type != SPELL) |
811 | if (op->randomitems && op->type != SPELL) |
788 | { |
812 | { |
789 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
813 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
790 | if (!op->inv) |
|
|
791 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ()); |
|
|
792 | |
|
|
793 | /* So the treasure doesn't get created again */ |
814 | /* So the treasure doesn't get created again */ |
794 | op->randomitems = 0; |
815 | op->randomitems = 0; |
795 | } |
816 | } |
796 | |
817 | |
797 | if (difficulty < 1) |
818 | if (difficulty < 1) |
… | |
… | |
803 | ARG_INT (flags))) |
824 | ARG_INT (flags))) |
804 | return; |
825 | return; |
805 | |
826 | |
806 | if (!(flags & GT_MINIMAL)) |
827 | if (!(flags & GT_MINIMAL)) |
807 | { |
828 | { |
808 | if (op->arch == crown_arch) |
829 | if (IS_ARCH (op->arch, crown)) |
809 | { |
830 | { |
810 | set_magic (difficulty, op, max_magic, flags); |
831 | set_magic (difficulty, op, max_magic, flags); |
811 | num_enchantments = calc_item_power (op, 1); |
832 | num_enchantments = calc_item_power (op, 1); |
812 | generate_artifact (op, difficulty); |
833 | generate_artifact (op, difficulty); |
813 | } |
834 | } |
… | |
… | |
818 | |
839 | |
819 | num_enchantments = calc_item_power (op, 1); |
840 | num_enchantments = calc_item_power (op, 1); |
820 | |
841 | |
821 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
842 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
822 | || op->type == HORN |
843 | || op->type == HORN |
823 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
844 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
824 | * used for shop_floors or treasures */ |
|
|
825 | generate_artifact (op, difficulty); |
845 | generate_artifact (op, difficulty); |
826 | } |
846 | } |
827 | |
847 | |
828 | /* Object was made an artifact. Calculate its item_power rating. |
848 | /* Object was made an artifact. Calculate its item_power rating. |
829 | * the item_power in the object is what the artfiact adds. |
849 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
871 | { |
891 | { |
872 | if (op->type == POTION) |
892 | if (op->type == POTION) |
873 | /* Handle healing and magic power potions */ |
893 | /* Handle healing and magic power potions */ |
874 | if (op->stats.sp && !op->randomitems) |
894 | if (op->stats.sp && !op->randomitems) |
875 | { |
895 | { |
876 | object *tmp; |
|
|
877 | |
|
|
878 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
896 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
879 | insert_ob_in_ob (tmp, op); |
897 | insert_ob_in_ob (tmp, op); |
880 | op->stats.sp = 0; |
898 | op->stats.sp = 0; |
881 | } |
899 | } |
882 | } |
900 | } |
883 | else if (!op->title) /* Only modify object if not special */ |
901 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
941 | SET_FLAG (op, FLAG_CURSED); |
959 | SET_FLAG (op, FLAG_CURSED); |
942 | break; |
960 | break; |
943 | } |
961 | } |
944 | |
962 | |
945 | case AMULET: |
963 | case AMULET: |
946 | if (op->arch == amulet_arch) |
964 | if (IS_ARCH (op->arch, amulet)) |
947 | op->value *= 5; /* Since it's not just decoration */ |
965 | op->value *= 5; /* Since it's not just decoration */ |
948 | |
966 | |
949 | case RING: |
967 | case RING: |
950 | if (op->arch == NULL) |
968 | if (!op->arch) // wtf? schmorp |
951 | { |
969 | { |
952 | op->destroy (); |
970 | op->destroy (); |
953 | op = 0; |
971 | op = 0; |
954 | break; |
972 | break; |
955 | } |
973 | } |
956 | |
974 | |
957 | 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! */ |
958 | break; |
976 | break; |
959 | |
977 | |
960 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
978 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
961 | SET_FLAG (op, FLAG_CURSED); |
979 | SET_FLAG (op, FLAG_CURSED); |
962 | |
980 | |
… | |
… | |
1115 | * Allocate and return the pointer to an empty artifactlist structure. |
1133 | * Allocate and return the pointer to an empty artifactlist structure. |
1116 | */ |
1134 | */ |
1117 | static artifactlist * |
1135 | static artifactlist * |
1118 | get_empty_artifactlist (void) |
1136 | get_empty_artifactlist (void) |
1119 | { |
1137 | { |
1120 | return salloc0 <artifactlist> (); |
1138 | return salloc0<artifactlist> (); |
1121 | } |
1139 | } |
1122 | |
1140 | |
1123 | /* |
1141 | /* |
1124 | * Allocate and return the pointer to an empty artifact structure. |
1142 | * Allocate and return the pointer to an empty artifact structure. |
1125 | */ |
1143 | */ |
1126 | static artifact * |
1144 | static artifact * |
1127 | get_empty_artifact (void) |
1145 | get_empty_artifact (void) |
1128 | { |
1146 | { |
1129 | return salloc0 <artifact> (); |
1147 | return salloc0<artifact> (); |
1130 | } |
1148 | } |
1131 | |
1149 | |
1132 | /* |
1150 | /* |
1133 | * 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 |
1134 | * of objects on it. |
1152 | * of objects on it. |
… | |
… | |
1139 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1157 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1140 | if (al->type == type) |
1158 | if (al->type == type) |
1141 | return al; |
1159 | return al; |
1142 | |
1160 | |
1143 | return 0; |
1161 | return 0; |
1144 | } |
|
|
1145 | |
|
|
1146 | /* |
|
|
1147 | * For debugging purposes. Dumps all tables. |
|
|
1148 | */ |
|
|
1149 | void |
|
|
1150 | dump_artifacts (void) |
|
|
1151 | { |
|
|
1152 | artifactlist *al; |
|
|
1153 | artifact *art; |
|
|
1154 | linked_char *next; |
|
|
1155 | |
|
|
1156 | fprintf (logfile, "\n"); |
|
|
1157 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1158 | { |
|
|
1159 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1160 | for (art = al->items; art != NULL; art = art->next) |
|
|
1161 | { |
|
|
1162 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1163 | if (art->allowed != NULL) |
|
|
1164 | { |
|
|
1165 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1166 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1167 | fprintf (logfile, "%s,", &next->name); |
|
|
1168 | fprintf (logfile, "\n"); |
|
|
1169 | } |
|
|
1170 | } |
|
|
1171 | } |
|
|
1172 | fprintf (logfile, "\n"); |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | /* |
|
|
1176 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1177 | */ |
|
|
1178 | void |
|
|
1179 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1180 | { |
|
|
1181 | treasurelist *tl; |
|
|
1182 | int i; |
|
|
1183 | |
|
|
1184 | if (depth > 100) |
|
|
1185 | return; |
|
|
1186 | |
|
|
1187 | while (t) |
|
|
1188 | { |
|
|
1189 | if (t->name) |
|
|
1190 | { |
|
|
1191 | for (i = 0; i < depth; i++) |
|
|
1192 | fprintf (logfile, " "); |
|
|
1193 | |
|
|
1194 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1195 | |
|
|
1196 | tl = treasurelist::find (t->name); |
|
|
1197 | if (tl) |
|
|
1198 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1199 | |
|
|
1200 | for (i = 0; i < depth; i++) |
|
|
1201 | fprintf (logfile, " "); |
|
|
1202 | |
|
|
1203 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1204 | } |
|
|
1205 | else |
|
|
1206 | { |
|
|
1207 | for (i = 0; i < depth; i++) |
|
|
1208 | fprintf (logfile, " "); |
|
|
1209 | |
|
|
1210 | if (t->item && t->item->clone.type == FLESH) |
|
|
1211 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1212 | else |
|
|
1213 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1214 | } |
|
|
1215 | |
|
|
1216 | if (t->next_yes) |
|
|
1217 | { |
|
|
1218 | for (i = 0; i < depth; i++) |
|
|
1219 | fprintf (logfile, " "); |
|
|
1220 | |
|
|
1221 | fprintf (logfile, " (if yes)\n"); |
|
|
1222 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1223 | } |
|
|
1224 | |
|
|
1225 | if (t->next_no) |
|
|
1226 | { |
|
|
1227 | for (i = 0; i < depth; i++) |
|
|
1228 | fprintf (logfile, " "); |
|
|
1229 | |
|
|
1230 | fprintf (logfile, " (if no)\n"); |
|
|
1231 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1232 | } |
|
|
1233 | |
|
|
1234 | t = t->next; |
|
|
1235 | } |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | /* |
|
|
1239 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1240 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1241 | */ |
|
|
1242 | void |
|
|
1243 | dump_monster_treasure (const char *name) |
|
|
1244 | { |
|
|
1245 | archetype *at; |
|
|
1246 | int found; |
|
|
1247 | |
|
|
1248 | found = 0; |
|
|
1249 | fprintf (logfile, "\n"); |
|
|
1250 | |
|
|
1251 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1252 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1253 | { |
|
|
1254 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1255 | if (at->clone.randomitems != NULL) |
|
|
1256 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1257 | else |
|
|
1258 | fprintf (logfile, "(nothing)\n"); |
|
|
1259 | |
|
|
1260 | fprintf (logfile, "\n"); |
|
|
1261 | found++; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | if (found == 0) |
|
|
1265 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1266 | } |
1162 | } |
1267 | |
1163 | |
1268 | /* |
1164 | /* |
1269 | * 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. |
1270 | */ |
1166 | */ |
… | |
… | |
1284 | sprintf (filename, "%s/artifacts", settings.datadir); |
1180 | sprintf (filename, "%s/artifacts", settings.datadir); |
1285 | object_thawer f (filename); |
1181 | object_thawer f (filename); |
1286 | |
1182 | |
1287 | if (!f) |
1183 | if (!f) |
1288 | return; |
1184 | return; |
1289 | |
|
|
1290 | f.next (); |
|
|
1291 | |
1185 | |
1292 | for (;;) |
1186 | for (;;) |
1293 | { |
1187 | { |
1294 | switch (f.kw) |
1188 | switch (f.kw) |
1295 | { |
1189 | { |
… | |
… | |
1327 | break; |
1221 | break; |
1328 | |
1222 | |
1329 | case KW_object: |
1223 | case KW_object: |
1330 | { |
1224 | { |
1331 | art->item = object::create (); |
1225 | art->item = object::create (); |
|
|
1226 | f.get (art->item->name); |
|
|
1227 | f.next (); |
1332 | |
1228 | |
1333 | if (!art->item->parse_kv (f)) |
1229 | if (!art->item->parse_kv (f)) |
1334 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1230 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1335 | |
1231 | |
1336 | al = find_artifactlist (art->item->type); |
1232 | al = find_artifactlist (art->item->type); |
… | |
… | |
1397 | #endif |
1293 | #endif |
1398 | op->face = change->face; |
1294 | op->face = change->face; |
1399 | } |
1295 | } |
1400 | |
1296 | |
1401 | for (i = 0; i < NUM_STATS; i++) |
1297 | for (i = 0; i < NUM_STATS; i++) |
1402 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1298 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1403 | |
1299 | |
1404 | op->attacktype |= change->attacktype; |
1300 | op->attacktype |= change->attacktype; |
1405 | op->path_attuned |= change->path_attuned; |
1301 | op->path_attuned |= change->path_attuned; |
1406 | op->path_repelled |= change->path_repelled; |
1302 | op->path_repelled |= change->path_repelled; |
1407 | op->path_denied |= change->path_denied; |
1303 | op->path_denied |= change->path_denied; |
… | |
… | |
1571 | if (change->msg) |
1467 | if (change->msg) |
1572 | op->msg = change->msg; |
1468 | op->msg = change->msg; |
1573 | } |
1469 | } |
1574 | |
1470 | |
1575 | static int |
1471 | static int |
1576 | legal_artifact_combination (object *op, artifact * art) |
1472 | legal_artifact_combination (object *op, artifact *art) |
1577 | { |
1473 | { |
1578 | int neg, success = 0; |
1474 | int neg, success = 0; |
1579 | linked_char *tmp; |
1475 | linked_char *tmp; |
1580 | const char *name; |
1476 | const char *name; |
1581 | |
1477 | |
1582 | if (art->allowed == (linked_char *) NULL) |
1478 | if (!art->allowed) |
1583 | return 1; /* Ie, "all" */ |
1479 | return 1; /* Ie, "all" */ |
|
|
1480 | |
1584 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1481 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1585 | { |
1482 | { |
1586 | #ifdef TREASURE_VERBOSE |
1483 | #ifdef TREASURE_VERBOSE |
1587 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1484 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1588 | #endif |
1485 | #endif |
… | |
… | |
1590 | name = tmp->name + 1, neg = 1; |
1487 | name = tmp->name + 1, neg = 1; |
1591 | else |
1488 | else |
1592 | name = tmp->name, neg = 0; |
1489 | name = tmp->name, neg = 0; |
1593 | |
1490 | |
1594 | /* If we match name, then return the opposite of 'neg' */ |
1491 | /* If we match name, then return the opposite of 'neg' */ |
1595 | 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))) |
1596 | return !neg; |
1493 | return !neg; |
1597 | |
1494 | |
1598 | /* 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 |
1599 | * everything is allowed except what we match |
1496 | * everything is allowed except what we match |
1600 | */ |
1497 | */ |
1601 | else if (neg) |
1498 | else if (neg) |
1602 | success = 1; |
1499 | success = 1; |
1603 | } |
1500 | } |
|
|
1501 | |
1604 | return success; |
1502 | return success; |
1605 | } |
1503 | } |
1606 | |
1504 | |
1607 | /* |
1505 | /* |
1608 | * Fixes the given object, giving it the abilities and titles |
1506 | * Fixes the given object, giving it the abilities and titles |