1 | |
|
|
2 | /* |
1 | /* |
3 | * static char *rcs_treasure_c = |
|
|
4 | * "$Id: treasure.C,v 1.12 2006/09/04 13:55:54 root Exp $"; |
|
|
5 | */ |
|
|
6 | |
|
|
7 | /* |
|
|
8 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
9 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
14 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
21 | * |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
23 | */ |
29 | |
24 | |
30 | #define ALLOWED_COMBINATION |
25 | #define ALLOWED_COMBINATION |
31 | |
26 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 | * It is useful for finding bugs in the treasures file. Since it only |
28 | * It is useful for finding bugs in the treasures file. Since it only |
… | |
… | |
35 | * left on |
30 | * left on |
36 | */ |
31 | */ |
37 | #define TREASURE_DEBUG |
32 | #define TREASURE_DEBUG |
38 | |
33 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
34 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
|
|
35 | |
40 | /* #define TREASURE_VERBOSE */ |
36 | /* #define TREASURE_VERBOSE */ |
41 | |
37 | |
42 | #include <global.h> |
38 | #include <global.h> |
43 | #include <treasure.h> |
39 | #include <treasure.h> |
44 | #include <funcpoint.h> |
40 | #include <funcpoint.h> |
45 | #include <loader.h> |
41 | #include <loader.h> |
46 | |
42 | |
47 | |
43 | |
48 | static void change_treasure (treasure * t, object * op); /* overrule default values */ |
44 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | extern char *spell_mapping[]; |
45 | extern char *spell_mapping[]; |
50 | |
46 | |
51 | /* |
47 | /* |
52 | * Initialize global archtype pointers: |
48 | * Initialize global archtype pointers: |
53 | */ |
49 | */ |
54 | |
50 | |
55 | void |
51 | void |
56 | init_archetype_pointers () |
52 | init_archetype_pointers () |
57 | { |
53 | { |
58 | int prev_warn = warn_archetypes; |
54 | int prev_warn = warn_archetypes; |
|
|
55 | |
59 | warn_archetypes = 1; |
56 | warn_archetypes = 1; |
60 | if (ring_arch == NULL) |
57 | if (ring_arch == NULL) |
61 | ring_arch = find_archetype ("ring"); |
58 | ring_arch = archetype::find ("ring"); |
62 | if (amulet_arch == NULL) |
59 | if (amulet_arch == NULL) |
63 | amulet_arch = find_archetype ("amulet"); |
60 | amulet_arch = archetype::find ("amulet"); |
64 | if (staff_arch == NULL) |
61 | if (staff_arch == NULL) |
65 | staff_arch = find_archetype ("staff"); |
62 | staff_arch = archetype::find ("staff"); |
66 | if (crown_arch == NULL) |
63 | if (crown_arch == NULL) |
67 | crown_arch = find_archetype ("crown"); |
64 | crown_arch = archetype::find ("crown"); |
68 | warn_archetypes = prev_warn; |
65 | warn_archetypes = prev_warn; |
69 | } |
66 | } |
70 | |
67 | |
71 | /* |
68 | /* |
72 | * Allocate and return the pointer to an empty treasurelist structure. |
69 | * Allocate and return the pointer to an empty treasurelist structure. |
… | |
… | |
108 | while (fgets (buf, MAX_BUF, fp) != NULL) |
105 | while (fgets (buf, MAX_BUF, fp) != NULL) |
109 | { |
106 | { |
110 | (*line)++; |
107 | (*line)++; |
111 | |
108 | |
112 | if (*buf == '#') |
109 | if (*buf == '#') |
113 | continue; |
110 | continue; |
114 | if ((cp = strchr (buf, '\n')) != NULL) |
111 | if ((cp = strchr (buf, '\n')) != NULL) |
115 | *cp = '\0'; |
112 | *cp = '\0'; |
116 | cp = buf; |
113 | cp = buf; |
117 | while (isspace (*cp)) /* Skip blanks */ |
114 | while (isspace (*cp)) /* Skip blanks */ |
118 | cp++; |
115 | cp++; |
119 | |
116 | |
120 | if (sscanf (cp, "arch %s", variable)) |
117 | if (sscanf (cp, "arch %s", variable)) |
121 | { |
118 | { |
122 | if ((t->item = find_archetype (variable)) == NULL) |
119 | if ((t->item = archetype::find (variable)) == NULL) |
123 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
120 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
124 | } |
121 | } |
125 | else if (sscanf (cp, "list %s", variable)) |
122 | else if (sscanf (cp, "list %s", variable)) |
126 | t->name = variable; |
123 | t->name = variable; |
127 | else if (sscanf (cp, "change_name %s", variable)) |
124 | else if (sscanf (cp, "change_name %s", variable)) |
128 | t->change_arch.name = variable; |
125 | t->change_arch.name = variable; |
129 | else if (sscanf (cp, "change_title %s", variable)) |
126 | else if (sscanf (cp, "change_title %s", variable)) |
130 | t->change_arch.title = variable; |
127 | t->change_arch.title = variable; |
131 | else if (sscanf (cp, "change_slaying %s", variable)) |
128 | else if (sscanf (cp, "change_slaying %s", variable)) |
132 | t->change_arch.slaying = variable; |
129 | t->change_arch.slaying = variable; |
133 | else if (sscanf (cp, "chance %d", &value)) |
130 | else if (sscanf (cp, "chance %d", &value)) |
134 | t->chance = (uint8) value; |
131 | t->chance = (uint8) value; |
135 | else if (sscanf (cp, "nrof %d", &value)) |
132 | else if (sscanf (cp, "nrof %d", &value)) |
136 | t->nrof = (uint16) value; |
133 | t->nrof = (uint16) value; |
137 | else if (sscanf (cp, "magic %d", &value)) |
134 | else if (sscanf (cp, "magic %d", &value)) |
138 | t->magic = (uint8) value; |
135 | t->magic = (uint8) value; |
139 | else if (!strcmp (cp, "yes")) |
136 | else if (!strcmp (cp, "yes")) |
140 | t->next_yes = load_treasure (fp, line); |
137 | t->next_yes = load_treasure (fp, line); |
141 | else if (!strcmp (cp, "no")) |
138 | else if (!strcmp (cp, "no")) |
142 | t->next_no = load_treasure (fp, line); |
139 | t->next_no = load_treasure (fp, line); |
143 | else if (!strcmp (cp, "end")) |
140 | else if (!strcmp (cp, "end")) |
144 | return t; |
141 | return t; |
145 | else if (!strcmp (cp, "more")) |
142 | else if (!strcmp (cp, "more")) |
146 | { |
143 | { |
147 | t->next = load_treasure (fp, line); |
144 | t->next = load_treasure (fp, line); |
148 | return t; |
145 | return t; |
149 | } |
146 | } |
150 | else |
147 | else |
151 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
148 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
152 | } |
149 | } |
153 | LOG (llevError, "treasure lacks 'end'.\n"); |
150 | LOG (llevError, "treasure lacks 'end'.\n"); |
154 | return t; |
151 | return t; |
155 | } |
152 | } |
156 | |
153 | |
157 | #ifdef TREASURE_DEBUG |
154 | #ifdef TREASURE_DEBUG |
|
|
155 | |
158 | /* recursived checks the linked list. Treasurelist is passed only |
156 | /* recursived checks the linked list. Treasurelist is passed only |
159 | * so that the treasure name can be printed out |
157 | * so that the treasure name can be printed out |
160 | */ |
158 | */ |
161 | static void |
159 | static void |
162 | check_treasurelist (const treasure * t, const treasurelist * tl) |
160 | check_treasurelist (const treasure *t, const treasurelist * tl) |
163 | { |
161 | { |
164 | if (t->item == NULL && t->name == NULL) |
|
|
165 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
|
|
166 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
162 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
167 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
163 | LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
168 | /* find_treasurelist will print out its own error message */ |
164 | /* find_treasurelist will print out its own error message */ |
169 | if (t->name && *t->name) |
165 | if (t->name && *t->name) |
170 | (void) find_treasurelist (t->name); |
166 | find_treasurelist (t->name); |
171 | if (t->next) |
167 | if (t->next) |
172 | check_treasurelist (t->next, tl); |
168 | check_treasurelist (t->next, tl); |
173 | if (t->next_yes) |
169 | if (t->next_yes) |
174 | check_treasurelist (t->next_yes, tl); |
170 | check_treasurelist (t->next_yes, tl); |
175 | if (t->next_no) |
171 | if (t->next_no) |
… | |
… | |
199 | } |
195 | } |
200 | while (fgets (buf, MAX_BUF, fp) != NULL) |
196 | while (fgets (buf, MAX_BUF, fp) != NULL) |
201 | { |
197 | { |
202 | line++; |
198 | line++; |
203 | if (*buf == '#') |
199 | if (*buf == '#') |
204 | continue; |
200 | continue; |
205 | |
201 | |
206 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
202 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
207 | { |
203 | { |
208 | treasurelist *tl = get_empty_treasurelist (); |
204 | treasurelist *tl = get_empty_treasurelist (); |
|
|
205 | |
209 | tl->name = name; |
206 | tl->name = name; |
210 | if (previous == NULL) |
207 | if (previous == NULL) |
211 | first_treasurelist = tl; |
208 | first_treasurelist = tl; |
212 | else |
209 | else |
213 | previous->next = tl; |
210 | previous->next = tl; |
214 | previous = tl; |
211 | previous = tl; |
215 | tl->items = load_treasure (fp, &line); |
212 | tl->items = load_treasure (fp, &line); |
216 | |
213 | |
217 | /* This is a one of the many items on the list should be generated. |
214 | /* This is a one of the many items on the list should be generated. |
218 | * Add up the chance total, and check to make sure the yes & no |
215 | * Add up the chance total, and check to make sure the yes & no |
219 | * fields of the treasures are not being used. |
216 | * fields of the treasures are not being used. |
220 | */ |
217 | */ |
221 | if (!strncmp (buf, "treasureone", 11)) |
218 | if (!strncmp (buf, "treasureone", 11)) |
222 | { |
219 | { |
223 | for (t = tl->items; t != NULL; t = t->next) |
220 | for (t = tl->items; t != NULL; t = t->next) |
224 | { |
221 | { |
225 | #ifdef TREASURE_DEBUG |
222 | #ifdef TREASURE_DEBUG |
226 | if (t->next_yes || t->next_no) |
223 | if (t->next_yes || t->next_no) |
227 | { |
224 | { |
228 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
225 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
229 | LOG (llevError, " the next_yes or next_no field is set\n"); |
226 | LOG (llevError, " the next_yes or next_no field is set\n"); |
230 | } |
227 | } |
231 | #endif |
228 | #endif |
232 | tl->total_chance += t->chance; |
229 | tl->total_chance += t->chance; |
233 | } |
230 | } |
234 | } |
231 | } |
235 | } |
232 | } |
236 | else |
233 | else |
237 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
234 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
238 | } |
235 | } |
239 | close_and_delete (fp, comp); |
236 | close_and_delete (fp, comp); |
240 | |
237 | |
241 | #ifdef TREASURE_DEBUG |
238 | #ifdef TREASURE_DEBUG |
242 | /* Perform some checks on how valid the treasure data actually is. |
239 | /* Perform some checks on how valid the treasure data actually is. |
… | |
… | |
255 | */ |
252 | */ |
256 | |
253 | |
257 | treasurelist * |
254 | treasurelist * |
258 | find_treasurelist (const char *name) |
255 | find_treasurelist (const char *name) |
259 | { |
256 | { |
260 | /* Special cases - randomitems of NULL is to override default. If |
257 | shstr_cmp name_ (name); |
261 | * first_treasurelist is null, it means we are on the first pass of |
258 | |
262 | * of loading archetypes, so for now, just return - second pass will |
|
|
263 | * init these values. |
|
|
264 | */ |
|
|
265 | if (!name) |
259 | if (!name_) |
266 | return 0; |
260 | return 0; |
267 | |
261 | |
268 | if (const char *tmp = shstr::find (name)) |
|
|
269 | for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) |
262 | for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) |
270 | if (tmp == tl->name) |
263 | if (name_ == tl->name) |
271 | return tl; |
264 | return tl; |
272 | |
265 | |
273 | if (first_treasurelist) |
266 | if (first_treasurelist) |
274 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
267 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
275 | |
268 | |
276 | return 0; |
269 | return 0; |
… | |
… | |
286 | * being generated. |
279 | * being generated. |
287 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
280 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
288 | * abilities. This is used by summon spells, thus no summoned monsters |
281 | * abilities. This is used by summon spells, thus no summoned monsters |
289 | * start with equipment, but only their abilities). |
282 | * start with equipment, but only their abilities). |
290 | */ |
283 | */ |
291 | |
|
|
292 | |
|
|
293 | static void |
284 | static void |
294 | put_treasure (object * op, object * creator, int flags) |
285 | put_treasure (object *op, object *creator, int flags) |
295 | { |
286 | { |
296 | object *tmp; |
287 | object *tmp; |
297 | |
288 | |
298 | /* Bit of a hack - spells should never be put onto the map. The entire |
289 | /* Bit of a hack - spells should never be put onto the map. The entire |
299 | * treasure stuff is a problem - there is no clear idea of knowing |
290 | * treasure stuff is a problem - there is no clear idea of knowing |
300 | * this is the original object, or if this is an object that should be created |
291 | * this is the original object, or if this is an object that should be created |
301 | * by another object. |
292 | * by another object. |
302 | */ |
293 | */ |
303 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
294 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
304 | { |
295 | { |
305 | op->x = creator->x; |
|
|
306 | op->y = creator->y; |
|
|
307 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
296 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
308 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
297 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
309 | } |
298 | } |
310 | else |
299 | else |
311 | { |
300 | { |
312 | op = insert_ob_in_ob (op, creator); |
301 | op = creator->insert (op); |
|
|
302 | |
313 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
303 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
314 | monster_check_apply (creator, op); |
304 | monster_check_apply (creator, op); |
|
|
305 | |
315 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
306 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
316 | esrv_send_item (tmp, op); |
307 | esrv_send_item (tmp, op); |
317 | } |
308 | } |
318 | } |
309 | } |
319 | |
310 | |
320 | /* if there are change_xxx commands in the treasure, we include the changes |
311 | /* if there are change_xxx commands in the treasure, we include the changes |
321 | * in the generated object |
312 | * in the generated object |
… | |
… | |
343 | object *tmp; |
334 | object *tmp; |
344 | |
335 | |
345 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
336 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
346 | { |
337 | { |
347 | if (t->name) |
338 | if (t->name) |
348 | { |
339 | { |
349 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
340 | if (difficulty >= t->magic) |
350 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
341 | { |
351 | } |
342 | treasurelist *tl = find_treasurelist (t->name); |
|
|
343 | if (tl) |
|
|
344 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
345 | } |
|
|
346 | } |
352 | else |
347 | else |
353 | { |
348 | { |
354 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
349 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
355 | { |
350 | { |
356 | tmp = arch_to_object (t->item); |
351 | tmp = arch_to_object (t->item); |
357 | if (t->nrof && tmp->nrof <= 1) |
352 | if (t->nrof && tmp->nrof <= 1) |
358 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
353 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
359 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
354 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
360 | change_treasure (t, tmp); |
355 | change_treasure (t, tmp); |
361 | put_treasure (tmp, op, flag); |
356 | put_treasure (tmp, op, flag); |
362 | } |
357 | } |
363 | } |
358 | } |
364 | |
359 | |
365 | if (t->next_yes != NULL) |
360 | if (t->next_yes != NULL) |
366 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
361 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
367 | } |
362 | } |
368 | else if (t->next_no != NULL) |
363 | else if (t->next_no != NULL) |
369 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
364 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
370 | |
365 | |
371 | if (t->next != NULL) |
366 | if (t->next != NULL) |
372 | create_all_treasures (t->next, op, flag, difficulty, tries); |
367 | create_all_treasures (t->next, op, flag, difficulty, tries); |
373 | } |
368 | } |
374 | |
369 | |
375 | void |
370 | void |
376 | create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) |
371 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
377 | { |
372 | { |
378 | int value = RANDOM () % tl->total_chance; |
373 | int value = RANDOM () % tl->total_chance; |
379 | treasure *t; |
374 | treasure *t; |
380 | |
375 | |
381 | if (tries++ > 100) |
376 | if (tries++ > 100) |
… | |
… | |
387 | for (t = tl->items; t != NULL; t = t->next) |
382 | for (t = tl->items; t != NULL; t = t->next) |
388 | { |
383 | { |
389 | value -= t->chance; |
384 | value -= t->chance; |
390 | |
385 | |
391 | if (value < 0) |
386 | if (value < 0) |
392 | break; |
387 | break; |
393 | } |
388 | } |
394 | |
389 | |
395 | if (!t || value >= 0) |
390 | if (!t || value >= 0) |
396 | { |
391 | { |
397 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
392 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
… | |
… | |
399 | return; |
394 | return; |
400 | } |
395 | } |
401 | |
396 | |
402 | if (t->name) |
397 | if (t->name) |
403 | { |
398 | { |
404 | if (!strcmp (t->name, "NONE")) |
|
|
405 | return; |
|
|
406 | |
|
|
407 | if (difficulty >= t->magic) |
399 | if (difficulty >= t->magic) |
408 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
400 | { |
|
|
401 | treasurelist *tl = find_treasurelist (t->name); |
|
|
402 | if (tl) |
|
|
403 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
404 | } |
409 | else if (t->nrof) |
405 | else if (t->nrof) |
410 | create_one_treasure (tl, op, flag, difficulty, tries); |
406 | create_one_treasure (tl, op, flag, difficulty, tries); |
411 | |
407 | |
412 | return; |
408 | return; |
413 | } |
409 | } |
414 | |
410 | |
415 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
411 | if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
416 | { |
412 | { |
417 | object *tmp = arch_to_object (t->item); |
413 | object *tmp = arch_to_object (t->item); |
418 | |
414 | |
419 | if (!tmp) |
415 | if (!tmp) |
420 | return; |
416 | return; |
421 | |
417 | |
422 | if (t->nrof && tmp->nrof <= 1) |
418 | if (t->nrof && tmp->nrof <= 1) |
423 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
419 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
424 | |
420 | |
425 | // fix_generated_item (tmp, op, difficulty, t->magic, flag); |
421 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
426 | // change_treasure (t, tmp); |
422 | change_treasure (t, tmp); |
427 | put_treasure (tmp, op, flag); |
423 | put_treasure (tmp, op, flag); |
428 | } |
424 | } |
429 | } |
425 | } |
430 | |
426 | |
431 | /* This calls the appropriate treasure creation function. tries is passed |
427 | /* This calls the appropriate treasure creation function. tries is passed |
… | |
… | |
434 | * list transitions, or so that excessively good treasure will not be |
430 | * list transitions, or so that excessively good treasure will not be |
435 | * created on weak maps, because it will exceed the number of allowed tries |
431 | * created on weak maps, because it will exceed the number of allowed tries |
436 | * to do that. |
432 | * to do that. |
437 | */ |
433 | */ |
438 | void |
434 | void |
439 | create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) |
435 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
440 | { |
436 | { |
441 | |
437 | |
442 | if (tries++ > 100) |
438 | if (tries++ > 100) |
443 | { |
439 | { |
444 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
440 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
445 | return; |
441 | return; |
446 | } |
442 | } |
447 | if (t->total_chance) |
443 | if (tl->total_chance) |
448 | create_one_treasure (t, op, flag, difficulty, tries); |
444 | create_one_treasure (tl, op, flag, difficulty, tries); |
449 | else |
445 | else |
450 | create_all_treasures (t->items, op, flag, difficulty, tries); |
446 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
451 | } |
447 | } |
452 | |
448 | |
453 | /* This is similar to the old generate treasure function. However, |
449 | /* This is similar to the old generate treasure function. However, |
454 | * it instead takes a treasurelist. It is really just a wrapper around |
450 | * it instead takes a treasurelist. It is really just a wrapper around |
455 | * create_treasure. We create a dummy object that the treasure gets |
451 | * create_treasure. We create a dummy object that the treasure gets |
456 | * inserted into, and then return that treausre |
452 | * inserted into, and then return that treausre |
457 | */ |
453 | */ |
458 | object * |
454 | object * |
459 | generate_treasure (treasurelist * t, int difficulty) |
455 | generate_treasure (treasurelist *tl, int difficulty) |
460 | { |
456 | { |
|
|
457 | difficulty = clamp (difficulty, 1, settings.max_level); |
|
|
458 | |
461 | object *ob = get_object (), *tmp; |
459 | object *ob = object::create (), *tmp; |
462 | |
460 | |
463 | create_treasure (t, ob, 0, difficulty, 0); |
461 | create_treasure (tl, ob, 0, difficulty, 0); |
464 | |
462 | |
465 | /* Don't want to free the object we are about to return */ |
463 | /* Don't want to free the object we are about to return */ |
466 | tmp = ob->inv; |
464 | tmp = ob->inv; |
467 | if (tmp != NULL) |
465 | if (tmp != NULL) |
468 | remove_ob (tmp); |
466 | tmp->remove (); |
|
|
467 | |
469 | if (ob->inv) |
468 | if (ob->inv) |
470 | { |
|
|
471 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
469 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
472 | } |
470 | |
473 | free_object (ob); |
471 | ob->destroy (); |
474 | return tmp; |
472 | return tmp; |
475 | } |
473 | } |
476 | |
474 | |
477 | /* |
475 | /* |
478 | * This is a new way of calculating the chance for an item to have |
476 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
480 | * The array has two arguments, the difficulty of the level, and the |
478 | * The array has two arguments, the difficulty of the level, and the |
481 | * magical bonus "wanted". |
479 | * magical bonus "wanted". |
482 | */ |
480 | */ |
483 | |
481 | |
484 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
482 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
|
|
483 | |
485 | /*chance of magic difficulty*/ |
484 | /*chance of magic difficulty*/ |
|
|
485 | |
486 | /* +0 +1 +2 +3 +4 */ |
486 | /* +0 +1 +2 +3 +4 */ |
487 | {95, 2, 2, 1, 0}, /*1 */ |
487 | {95, 2, 2, 1, 0}, /*1 */ |
488 | {92, 5, 2, 1, 0}, /*2 */ |
488 | {92, 5, 2, 1, 0}, /*2 */ |
489 | {85, 10, 4, 1, 0}, /*3 */ |
489 | {85, 10, 4, 1, 0}, /*3 */ |
490 | {80, 14, 4, 2, 0}, /*4 */ |
490 | {80, 14, 4, 2, 0}, /*4 */ |
491 | {75, 17, 5, 2, 1}, /*5 */ |
491 | {75, 17, 5, 2, 1}, /*5 */ |
492 | {70, 18, 8, 3, 1}, /*6 */ |
492 | {70, 18, 8, 3, 1}, /*6 */ |
493 | {65, 21, 10, 3, 1}, /*7 */ |
493 | {65, 21, 10, 3, 1}, /*7 */ |
494 | {60, 22, 12, 4, 2}, /*8 */ |
494 | {60, 22, 12, 4, 2}, /*8 */ |
495 | {55, 25, 14, 4, 2}, /*9 */ |
495 | {55, 25, 14, 4, 2}, /*9 */ |
496 | {50, 27, 16, 5, 2}, /*10 */ |
496 | {50, 27, 16, 5, 2}, /*10 */ |
497 | {45, 28, 18, 6, 3}, /*11 */ |
497 | {45, 28, 18, 6, 3}, /*11 */ |
498 | {42, 28, 20, 7, 3}, /*12 */ |
498 | {42, 28, 20, 7, 3}, /*12 */ |
499 | {40, 27, 21, 8, 4}, /*13 */ |
499 | {40, 27, 21, 8, 4}, /*13 */ |
500 | {38, 25, 22, 10, 5}, /*14 */ |
500 | {38, 25, 22, 10, 5}, /*14 */ |
501 | {36, 23, 23, 12, 6}, /*15 */ |
501 | {36, 23, 23, 12, 6}, /*15 */ |
502 | {33, 21, 24, 14, 8}, /*16 */ |
502 | {33, 21, 24, 14, 8}, /*16 */ |
503 | {31, 19, 25, 16, 9}, /*17 */ |
503 | {31, 19, 25, 16, 9}, /*17 */ |
504 | {27, 15, 30, 18, 10}, /*18 */ |
504 | {27, 15, 30, 18, 10}, /*18 */ |
505 | {20, 12, 30, 25, 13}, /*19 */ |
505 | {20, 12, 30, 25, 13}, /*19 */ |
506 | {15, 10, 28, 30, 17}, /*20 */ |
506 | {15, 10, 28, 30, 17}, /*20 */ |
507 | {13, 9, 27, 28, 23}, /*21 */ |
507 | {13, 9, 27, 28, 23}, /*21 */ |
508 | {10, 8, 25, 28, 29}, /*22 */ |
508 | {10, 8, 25, 28, 29}, /*22 */ |
509 | {8, 7, 23, 26, 36}, /*23 */ |
509 | {8, 7, 23, 26, 36}, /*23 */ |
510 | {6, 6, 20, 22, 46}, /*24 */ |
510 | {6, 6, 20, 22, 46}, /*24 */ |
511 | {4, 5, 17, 18, 56}, /*25 */ |
511 | {4, 5, 17, 18, 56}, /*25 */ |
512 | {2, 4, 12, 14, 68}, /*26 */ |
512 | {2, 4, 12, 14, 68}, /*26 */ |
513 | {0, 3, 7, 10, 80}, /*27 */ |
513 | {0, 3, 7, 10, 80}, /*27 */ |
514 | {0, 0, 3, 7, 90}, /*28 */ |
514 | {0, 0, 3, 7, 90}, /*28 */ |
515 | {0, 0, 0, 3, 97}, /*29 */ |
515 | {0, 0, 0, 3, 97}, /*29 */ |
516 | {0, 0, 0, 0, 100}, /*30 */ |
516 | {0, 0, 0, 0, 100}, /*30 */ |
517 | {0, 0, 0, 0, 100}, /*31 */ |
517 | {0, 0, 0, 0, 100}, /*31 */ |
518 | }; |
518 | }; |
519 | |
519 | |
520 | |
520 | |
521 | /* calculate the appropriate level for wands staves and scrolls. |
521 | /* calculate the appropriate level for wands staves and scrolls. |
522 | * This code presumes that op has had its spell object created (in op->inv) |
522 | * This code presumes that op has had its spell object created (in op->inv) |
… | |
… | |
524 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
524 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
525 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
525 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
526 | */ |
526 | */ |
527 | |
527 | |
528 | int |
528 | int |
529 | level_for_item (const object * op, int difficulty) |
529 | level_for_item (const object *op, int difficulty) |
530 | { |
530 | { |
531 | int mult = 0, olevel = 0; |
531 | int olevel = 0; |
532 | |
532 | |
533 | if (!op->inv) |
533 | if (!op->inv) |
534 | { |
534 | { |
535 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
535 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
536 | return 0; |
536 | return 0; |
… | |
… | |
577 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
577 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
578 | { |
578 | { |
579 | percent -= difftomagic_list[scaled_diff][magic]; |
579 | percent -= difftomagic_list[scaled_diff][magic]; |
580 | |
580 | |
581 | if (percent < 0) |
581 | if (percent < 0) |
582 | break; |
582 | break; |
583 | } |
583 | } |
584 | |
584 | |
585 | if (magic == (MAXMAGIC + 1)) |
585 | if (magic == (MAXMAGIC + 1)) |
586 | { |
586 | { |
587 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
587 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
… | |
… | |
600 | * This function doesn't work properly, should add use of archetypes |
600 | * This function doesn't work properly, should add use of archetypes |
601 | * to make it truly absolute. |
601 | * to make it truly absolute. |
602 | */ |
602 | */ |
603 | |
603 | |
604 | void |
604 | void |
605 | set_abs_magic (object * op, int magic) |
605 | set_abs_magic (object *op, int magic) |
606 | { |
606 | { |
607 | if (!magic) |
607 | if (!magic) |
608 | return; |
608 | return; |
609 | |
609 | |
610 | op->magic = magic; |
610 | op->magic = magic; |
611 | if (op->arch) |
611 | if (op->arch) |
612 | { |
612 | { |
613 | if (op->type == ARMOUR) |
613 | if (op->type == ARMOUR) |
614 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
614 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
615 | |
615 | |
616 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
616 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
617 | magic = (-magic); |
617 | magic = (-magic); |
618 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
618 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
619 | } |
619 | } |
620 | else |
620 | else |
621 | { |
621 | { |
622 | if (op->type == ARMOUR) |
622 | if (op->type == ARMOUR) |
623 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
623 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
624 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
624 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
625 | magic = (-magic); |
625 | magic = (-magic); |
626 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
626 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
627 | } |
627 | } |
628 | } |
628 | } |
629 | |
629 | |
630 | /* |
630 | /* |
631 | * Sets a random magical bonus in the given object based upon |
631 | * Sets a random magical bonus in the given object based upon |
632 | * the given difficulty, and the given max possible bonus. |
632 | * the given difficulty, and the given max possible bonus. |
633 | */ |
633 | */ |
634 | |
634 | |
635 | static void |
635 | static void |
636 | set_magic (int difficulty, object * op, int max_magic, int flags) |
636 | set_magic (int difficulty, object *op, int max_magic, int flags) |
637 | { |
637 | { |
638 | int i; |
638 | int i; |
|
|
639 | |
639 | i = magic_from_difficulty (difficulty); |
640 | i = magic_from_difficulty (difficulty); |
640 | if ((flags & GT_ONLY_GOOD) && i < 0) |
641 | if ((flags & GT_ONLY_GOOD) && i < 0) |
641 | i = -i; |
642 | i = -i; |
642 | if (i > max_magic) |
643 | if (i > max_magic) |
643 | i = max_magic; |
644 | i = max_magic; |
… | |
… | |
654 | * other bonuses previously rolled and ones the item might natively have. |
655 | * other bonuses previously rolled and ones the item might natively have. |
655 | * 2) Add code to deal with new PR method. |
656 | * 2) Add code to deal with new PR method. |
656 | */ |
657 | */ |
657 | |
658 | |
658 | void |
659 | void |
659 | set_ring_bonus (object * op, int bonus) |
660 | set_ring_bonus (object *op, int bonus) |
660 | { |
661 | { |
661 | |
662 | |
662 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
663 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
663 | |
664 | |
664 | if (op->type == AMULET) |
665 | if (op->type == AMULET) |
665 | { |
666 | { |
666 | if (!(RANDOM () % 21)) |
667 | if (!(RANDOM () % 21)) |
667 | r = 20 + RANDOM () % 2; |
668 | r = 20 + RANDOM () % 2; |
668 | else |
669 | else |
669 | { |
670 | { |
670 | if (RANDOM () & 2) |
671 | if (RANDOM () & 2) |
671 | r = 10; |
672 | r = 10; |
672 | else |
673 | else |
673 | r = 11 + RANDOM () % 9; |
674 | r = 11 + RANDOM () % 9; |
674 | } |
675 | } |
675 | } |
676 | } |
676 | |
677 | |
677 | switch (r) |
678 | switch (r) |
678 | { |
679 | { |
679 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
680 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
680 | * bonuses and penalties will stack and add to existing values. |
681 | * bonuses and penalties will stack and add to existing values. |
681 | * of the item. |
682 | * of the item. |
682 | */ |
683 | */ |
683 | case 0: |
684 | case 0: |
684 | case 1: |
685 | case 1: |
685 | case 2: |
686 | case 2: |
686 | case 3: |
687 | case 3: |
687 | case 4: |
688 | case 4: |
688 | case 5: |
689 | case 5: |
689 | case 6: |
690 | case 6: |
690 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
691 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
691 | break; |
692 | break; |
692 | |
693 | |
693 | case 7: |
694 | case 7: |
694 | op->stats.dam += bonus; |
695 | op->stats.dam += bonus; |
695 | break; |
696 | break; |
696 | |
697 | |
697 | case 8: |
698 | case 8: |
698 | op->stats.wc += bonus; |
699 | op->stats.wc += bonus; |
699 | break; |
700 | break; |
700 | |
701 | |
701 | case 9: |
702 | case 9: |
702 | op->stats.food += bonus; /* hunger/sustenance */ |
703 | op->stats.food += bonus; /* hunger/sustenance */ |
703 | break; |
704 | break; |
704 | |
705 | |
705 | case 10: |
706 | case 10: |
706 | op->stats.ac += bonus; |
707 | op->stats.ac += bonus; |
707 | break; |
708 | break; |
708 | |
709 | |
709 | /* Item that gives protections/vulnerabilities */ |
710 | /* Item that gives protections/vulnerabilities */ |
710 | case 11: |
711 | case 11: |
711 | case 12: |
712 | case 12: |
712 | case 13: |
713 | case 13: |
713 | case 14: |
714 | case 14: |
714 | case 15: |
715 | case 15: |
715 | case 16: |
716 | case 16: |
716 | case 17: |
717 | case 17: |
717 | case 18: |
718 | case 18: |
718 | case 19: |
719 | case 19: |
719 | { |
720 | { |
720 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
721 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
721 | |
722 | |
722 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
723 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
723 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
724 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
724 | |
725 | |
725 | /* Cursed items need to have higher negative values to equal out with |
726 | /* Cursed items need to have higher negative values to equal out with |
726 | * positive values for how protections work out. Put another |
727 | * positive values for how protections work out. Put another |
727 | * little random element in since that they don't always end up with |
728 | * little random element in since that they don't always end up with |
728 | * even values. |
729 | * even values. |
729 | */ |
730 | */ |
730 | if (bonus < 0) |
731 | if (bonus < 0) |
731 | val = 2 * -val - RANDOM () % b; |
732 | val = 2 * -val - RANDOM () % b; |
732 | if (val > 35) |
733 | if (val > 35) |
733 | val = 35; /* Upper limit */ |
734 | val = 35; /* Upper limit */ |
734 | b = 0; |
735 | b = 0; |
735 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
736 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
736 | { |
737 | { |
737 | resist = RANDOM () % num_resist_table; |
738 | resist = RANDOM () % num_resist_table; |
738 | } |
739 | } |
739 | if (b == 4) |
740 | if (b == 4) |
740 | return; /* Not able to find a free resistance */ |
741 | return; /* Not able to find a free resistance */ |
741 | op->resist[resist_table[resist]] = val; |
742 | op->resist[resist_table[resist]] = val; |
742 | /* We should probably do something more clever here to adjust value |
743 | /* We should probably do something more clever here to adjust value |
743 | * based on how good a resistance we gave. |
744 | * based on how good a resistance we gave. |
744 | */ |
745 | */ |
745 | break; |
746 | break; |
746 | } |
747 | } |
747 | case 20: |
748 | case 20: |
748 | if (op->type == AMULET) |
749 | if (op->type == AMULET) |
749 | { |
750 | { |
750 | SET_FLAG (op, FLAG_REFL_SPELL); |
751 | SET_FLAG (op, FLAG_REFL_SPELL); |
751 | op->value *= 11; |
752 | op->value *= 11; |
752 | } |
753 | } |
753 | else |
754 | else |
754 | { |
755 | { |
755 | op->stats.hp = 1; /* regenerate hit points */ |
756 | op->stats.hp = 1; /* regenerate hit points */ |
756 | op->value *= 4; |
757 | op->value *= 4; |
757 | } |
758 | } |
758 | break; |
759 | break; |
759 | |
760 | |
760 | case 21: |
761 | case 21: |
761 | if (op->type == AMULET) |
762 | if (op->type == AMULET) |
762 | { |
763 | { |
763 | SET_FLAG (op, FLAG_REFL_MISSILE); |
764 | SET_FLAG (op, FLAG_REFL_MISSILE); |
764 | op->value *= 9; |
765 | op->value *= 9; |
765 | } |
766 | } |
766 | else |
767 | else |
767 | { |
768 | { |
768 | op->stats.sp = 1; /* regenerate spell points */ |
769 | op->stats.sp = 1; /* regenerate spell points */ |
769 | op->value *= 3; |
770 | op->value *= 3; |
770 | } |
771 | } |
771 | break; |
772 | break; |
772 | |
773 | |
773 | case 22: |
774 | case 22: |
774 | op->stats.exp += bonus; /* Speed! */ |
775 | op->stats.exp += bonus; /* Speed! */ |
775 | op->value = (op->value * 2) / 3; |
776 | op->value = (op->value * 2) / 3; |
776 | break; |
777 | break; |
777 | } |
778 | } |
778 | if (bonus > 0) |
779 | if (bonus > 0) |
779 | op->value *= 2 * bonus; |
780 | op->value *= 2 * bonus; |
780 | else |
781 | else |
781 | op->value = -(op->value * 2 * bonus) / 3; |
782 | op->value = -(op->value * 2 * bonus) / 3; |
… | |
… | |
792 | |
793 | |
793 | int |
794 | int |
794 | get_magic (int diff) |
795 | get_magic (int diff) |
795 | { |
796 | { |
796 | int i; |
797 | int i; |
|
|
798 | |
797 | if (diff < 3) |
799 | if (diff < 3) |
798 | diff = 3; |
800 | diff = 3; |
799 | for (i = 0; i < 4; i++) |
801 | for (i = 0; i < 4; i++) |
800 | if (RANDOM () % diff) |
802 | if (RANDOM () % diff) |
801 | return i; |
803 | return i; |
… | |
… | |
808 | /* |
810 | /* |
809 | * fix_generated_item(): This is called after an item is generated, in |
811 | * fix_generated_item(): This is called after an item is generated, in |
810 | * order to set it up right. This produced magical bonuses, puts spells |
812 | * order to set it up right. This produced magical bonuses, puts spells |
811 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
813 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
812 | */ |
814 | */ |
|
|
815 | |
813 | /* 4/28/96 added creator object from which op may now inherit properties based on |
816 | /* 4/28/96 added creator object from which op may now inherit properties based on |
814 | * op->type. Right now, which stuff the creator passes on is object type |
817 | * op->type. Right now, which stuff the creator passes on is object type |
815 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
818 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
816 | * way to do this? b.t. */ |
819 | * way to do this? b.t. */ |
|
|
820 | |
817 | /* |
821 | /* |
818 | * ! (flags & GT_ENVIRONMENT): |
822 | * ! (flags & GT_ENVIRONMENT): |
819 | * Automatically calls fix_flesh_item(). |
823 | * Automatically calls fix_flesh_item(). |
820 | * |
824 | * |
821 | * flags: |
825 | * flags: |
… | |
… | |
825 | * a working object - don't change magic, value, etc, but set it material |
829 | * 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 |
830 | * type as appropriate, for objects that need spell objects, set those, etc |
827 | */ |
831 | */ |
828 | |
832 | |
829 | void |
833 | void |
830 | fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) |
834 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
831 | { |
835 | { |
832 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
836 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
833 | |
837 | |
834 | if (!creator || creator->type == op->type) |
838 | if (!creator || creator->type == op->type) |
835 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
839 | creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
836 | |
840 | |
837 | /* If we make an artifact, this information will be destroyed */ |
841 | /* If we make an artifact, this information will be destroyed */ |
838 | save_item_power = op->item_power; |
842 | save_item_power = op->item_power; |
839 | op->item_power = 0; |
843 | op->item_power = 0; |
840 | |
844 | |
841 | if (op->randomitems && op->type != SPELL) |
845 | if (op->randomitems && op->type != SPELL) |
842 | { |
846 | { |
843 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
847 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
844 | if (!op->inv) |
848 | if (!op->inv) |
845 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
849 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
846 | |
850 | |
847 | /* So the treasure doesn't get created again */ |
851 | /* So the treasure doesn't get created again */ |
848 | op->randomitems = NULL; |
852 | op->randomitems = NULL; |
849 | } |
853 | } |
850 | |
854 | |
851 | if (difficulty < 1) |
855 | if (difficulty < 1) |
852 | difficulty = 1; |
856 | difficulty = 1; |
853 | |
857 | |
|
|
858 | if (INVOKE_OBJECT (ADD_BONUS, op, |
|
|
859 | ARG_OBJECT (creator != op ? creator : 0), |
|
|
860 | ARG_INT (difficulty), ARG_INT (max_magic), |
|
|
861 | ARG_INT (flags))) |
|
|
862 | return; |
|
|
863 | |
854 | if (!(flags & GT_MINIMAL)) |
864 | if (!(flags & GT_MINIMAL)) |
855 | { |
865 | { |
856 | if (op->arch == crown_arch) |
866 | if (op->arch == crown_arch) |
857 | { |
867 | { |
858 | set_magic (difficulty, op, max_magic, flags); |
868 | set_magic (difficulty, op, max_magic, flags); |
859 | num_enchantments = calc_item_power (op, 1); |
869 | num_enchantments = calc_item_power (op, 1); |
860 | generate_artifact (op, difficulty); |
870 | generate_artifact (op, difficulty); |
861 | } |
871 | } |
862 | else |
872 | else |
863 | { |
873 | { |
864 | if (!op->magic && max_magic) |
874 | if (!op->magic && max_magic) |
865 | set_magic (difficulty, op, max_magic, flags); |
875 | set_magic (difficulty, op, max_magic, flags); |
866 | |
876 | |
867 | num_enchantments = calc_item_power (op, 1); |
877 | num_enchantments = calc_item_power (op, 1); |
868 | |
878 | |
869 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
879 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
870 | * used for shop_floors or treasures */ |
880 | * used for shop_floors or treasures */ |
871 | generate_artifact (op, difficulty); |
881 | generate_artifact (op, difficulty); |
872 | } |
882 | } |
873 | |
883 | |
874 | /* Object was made an artifact. Calculate its item_power rating. |
884 | /* Object was made an artifact. Calculate its item_power rating. |
875 | * the item_power in the object is what the artfiact adds. |
885 | * the item_power in the object is what the artfiact adds. |
876 | */ |
886 | */ |
877 | if (op->title) |
887 | if (op->title) |
878 | { |
888 | { |
879 | /* if save_item_power is set, then most likely we started with an |
889 | /* if save_item_power is set, then most likely we started with an |
880 | * artifact and have added new abilities to it - this is rare, but |
890 | * artifact and have added new abilities to it - this is rare, but |
881 | * but I have seen things like 'strange rings of fire'. So just figure |
891 | * but I have seen things like 'strange rings of fire'. So just figure |
882 | * out the power from the base power plus what this one adds. Note |
892 | * out the power from the base power plus what this one adds. Note |
883 | * that since item_power is not quite linear, this actually ends up |
893 | * that since item_power is not quite linear, this actually ends up |
884 | * being somewhat of a bonus |
894 | * being somewhat of a bonus |
885 | */ |
895 | */ |
886 | if (save_item_power) |
896 | if (save_item_power) |
887 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
897 | op->item_power = save_item_power + get_power_from_ench (op->item_power); |
888 | else |
898 | else |
889 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
899 | op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
890 | } |
900 | } |
891 | else if (save_item_power) |
901 | else if (save_item_power) |
892 | { |
902 | { |
893 | /* restore the item_power field to the object if we haven't changed it. |
903 | /* restore the item_power field to the object if we haven't changed it. |
894 | * we don't care about num_enchantments - that will basically just |
904 | * we don't care about num_enchantments - that will basically just |
895 | * have calculated some value from the base attributes of the archetype. |
905 | * have calculated some value from the base attributes of the archetype. |
896 | */ |
906 | */ |
897 | op->item_power = save_item_power; |
907 | op->item_power = save_item_power; |
898 | } |
908 | } |
899 | else |
909 | else |
900 | { |
910 | { |
901 | /* item_power was zero. This is suspicious, as it may be because it |
911 | /* item_power was zero. This is suspicious, as it may be because it |
902 | * was never previously calculated. Let's compute a value and see if |
912 | * was never previously calculated. Let's compute a value and see if |
903 | * it is non-zero. If it indeed is, then assign it as the new |
913 | * it is non-zero. If it indeed is, then assign it as the new |
904 | * item_power value. |
914 | * item_power value. |
905 | * - gros, 21th of July 2006. |
915 | * - gros, 21th of July 2006. |
906 | */ |
916 | */ |
907 | op->item_power = calc_item_power (op, 0); |
917 | op->item_power = calc_item_power (op, 0); |
908 | save_item_power = op->item_power; /* Just in case it would get used |
918 | save_item_power = op->item_power; /* Just in case it would get used |
909 | * again below */ |
919 | * again below */ |
910 | } |
920 | } |
911 | } |
921 | } |
912 | |
922 | |
913 | /* materialtype modifications. Note we allow this on artifacts. */ |
923 | /* materialtype modifications. Note we allow this on artifacts. */ |
914 | set_materialname (op, difficulty, NULL); |
924 | set_materialname (op, difficulty, NULL); |
915 | |
925 | |
916 | if (flags & GT_MINIMAL) |
926 | if (flags & GT_MINIMAL) |
917 | { |
927 | { |
918 | if (op->type == POTION) |
928 | if (op->type == POTION) |
919 | /* Handle healing and magic power potions */ |
929 | /* Handle healing and magic power potions */ |
920 | if (op->stats.sp && !op->randomitems) |
930 | if (op->stats.sp && !op->randomitems) |
921 | { |
931 | { |
922 | object *tmp; |
932 | object *tmp; |
923 | |
933 | |
924 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
934 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
925 | insert_ob_in_ob (tmp, op); |
935 | insert_ob_in_ob (tmp, op); |
926 | op->stats.sp = 0; |
936 | op->stats.sp = 0; |
927 | } |
937 | } |
928 | } |
938 | } |
929 | else if (!op->title) /* Only modify object if not special */ |
939 | else if (!op->title) /* Only modify object if not special */ |
930 | switch (op->type) |
940 | switch (op->type) |
931 | { |
941 | { |
932 | case WEAPON: |
942 | case WEAPON: |
933 | case ARMOUR: |
943 | case ARMOUR: |
934 | case SHIELD: |
944 | case SHIELD: |
935 | case HELMET: |
945 | case HELMET: |
936 | case CLOAK: |
946 | case CLOAK: |
937 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
947 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
938 | set_ring_bonus (op, -DICE2); |
948 | set_ring_bonus (op, -DICE2); |
939 | break; |
949 | break; |
940 | |
950 | |
941 | case BRACERS: |
951 | case BRACERS: |
942 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
952 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
943 | { |
953 | { |
|
|
954 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
955 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
956 | op->value *= 3; |
|
|
957 | } |
|
|
958 | break; |
|
|
959 | |
|
|
960 | case POTION: |
|
|
961 | { |
|
|
962 | int too_many_tries = 0, is_special = 0; |
|
|
963 | |
|
|
964 | /* Handle healing and magic power potions */ |
|
|
965 | if (op->stats.sp && !op->randomitems) |
|
|
966 | { |
|
|
967 | object *tmp; |
|
|
968 | |
|
|
969 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
970 | insert_ob_in_ob (tmp, op); |
|
|
971 | op->stats.sp = 0; |
|
|
972 | } |
|
|
973 | |
|
|
974 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
975 | { |
|
|
976 | generate_artifact (op, difficulty); |
|
|
977 | if (too_many_tries++ > 10) |
|
|
978 | break; |
|
|
979 | } |
|
|
980 | |
|
|
981 | /* don't want to change value for healing/magic power potions, |
|
|
982 | * since the value set on those is already correct. |
|
|
983 | */ |
|
|
984 | if (op->inv && op->randomitems) |
|
|
985 | { |
|
|
986 | /* value multiplier is same as for scrolls */ |
|
|
987 | op->value = (op->value * op->inv->value); |
|
|
988 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
|
|
989 | } |
|
|
990 | else |
|
|
991 | { |
|
|
992 | op->name = "potion"; |
|
|
993 | op->name_pl = "potions"; |
|
|
994 | } |
|
|
995 | |
|
|
996 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
997 | SET_FLAG (op, FLAG_CURSED); |
|
|
998 | break; |
|
|
999 | } |
|
|
1000 | |
|
|
1001 | case AMULET: |
|
|
1002 | if (op->arch == amulet_arch) |
|
|
1003 | op->value *= 5; /* Since it's not just decoration */ |
|
|
1004 | |
|
|
1005 | case RING: |
|
|
1006 | if (op->arch == NULL) |
|
|
1007 | { |
|
|
1008 | op->destroy (); |
|
|
1009 | op = 0; |
|
|
1010 | break; |
|
|
1011 | } |
|
|
1012 | |
|
|
1013 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
1014 | break; |
|
|
1015 | |
|
|
1016 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
1017 | SET_FLAG (op, FLAG_CURSED); |
|
|
1018 | |
944 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1019 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
945 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
|
|
946 | op->value *= 3; |
|
|
947 | } |
|
|
948 | break; |
|
|
949 | |
1020 | |
950 | case POTION: |
|
|
951 | { |
|
|
952 | int too_many_tries = 0, is_special = 0; |
|
|
953 | |
|
|
954 | /* Handle healing and magic power potions */ |
|
|
955 | if (op->stats.sp && !op->randomitems) |
|
|
956 | { |
|
|
957 | object *tmp; |
|
|
958 | |
|
|
959 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
|
|
960 | insert_ob_in_ob (tmp, op); |
|
|
961 | op->stats.sp = 0; |
|
|
962 | } |
|
|
963 | |
|
|
964 | while (!(is_special = special_potion (op)) && !op->inv) |
|
|
965 | { |
|
|
966 | generate_artifact (op, difficulty); |
|
|
967 | if (too_many_tries++ > 10) |
|
|
968 | break; |
|
|
969 | } |
|
|
970 | |
|
|
971 | /* don't want to change value for healing/magic power potions, |
|
|
972 | * since the value set on those is already correct. |
|
|
973 | */ |
|
|
974 | if (op->inv && op->randomitems) |
|
|
975 | { |
|
|
976 | /* value multiplier is same as for scrolls */ |
|
|
977 | op->value = (op->value * op->inv->value); |
|
|
978 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
|
|
979 | } |
|
|
980 | else |
|
|
981 | { |
|
|
982 | op->name = "potion"; |
|
|
983 | op->name_pl = "potions"; |
|
|
984 | } |
|
|
985 | |
|
|
986 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
|
|
987 | SET_FLAG (op, FLAG_CURSED); |
|
|
988 | break; |
|
|
989 | } |
|
|
990 | |
|
|
991 | case AMULET: |
|
|
992 | if (op->arch == amulet_arch) |
|
|
993 | op->value *= 5; /* Since it's not just decoration */ |
|
|
994 | |
|
|
995 | case RING: |
|
|
996 | if (op->arch == NULL) |
|
|
997 | { |
|
|
998 | remove_ob (op); |
|
|
999 | free_object (op); |
|
|
1000 | op = NULL; |
|
|
1001 | break; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
|
|
1005 | break; |
|
|
1006 | |
|
|
1007 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
|
|
1008 | SET_FLAG (op, FLAG_CURSED); |
|
|
1009 | |
|
|
1010 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
|
|
1011 | |
|
|
1012 | if (op->type != RING) /* Amulets have only one ability */ |
1021 | if (op->type != RING) /* Amulets have only one ability */ |
1013 | break; |
1022 | break; |
1014 | |
1023 | |
1015 | if (!(RANDOM () % 4)) |
1024 | if (!(RANDOM () % 4)) |
1016 | { |
1025 | { |
1017 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1026 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1018 | |
1027 | |
1019 | if (d > 0) |
1028 | if (d > 0) |
1020 | op->value *= 3; |
1029 | op->value *= 3; |
1021 | |
1030 | |
1022 | set_ring_bonus (op, d); |
1031 | set_ring_bonus (op, d); |
1023 | |
1032 | |
1024 | if (!(RANDOM () % 4)) |
1033 | if (!(RANDOM () % 4)) |
1025 | { |
1034 | { |
1026 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1035 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1027 | if (d > 0) |
|
|
1028 | op->value *= 5; |
|
|
1029 | set_ring_bonus (op, d); |
|
|
1030 | } |
|
|
1031 | } |
|
|
1032 | |
1036 | |
|
|
1037 | if (d > 0) |
|
|
1038 | op->value *= 5; |
|
|
1039 | set_ring_bonus (op, d); |
|
|
1040 | } |
|
|
1041 | } |
|
|
1042 | |
1033 | if (GET_ANIM_ID (op)) |
1043 | if (GET_ANIM_ID (op)) |
1034 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1044 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1035 | |
1045 | |
1036 | break; |
1046 | break; |
1037 | |
1047 | |
1038 | case BOOK: |
1048 | case BOOK: |
1039 | /* Is it an empty book?, if yes lets make a special· |
1049 | /* Is it an empty book?, if yes lets make a special· |
1040 | * msg for it, and tailor its properties based on the· |
1050 | * msg for it, and tailor its properties based on the· |
1041 | * creator and/or map level we found it on. |
1051 | * creator and/or map level we found it on. |
1042 | */ |
1052 | */ |
1043 | if (!op->msg && RANDOM () % 10) |
1053 | if (!op->msg && RANDOM () % 10) |
1044 | { |
1054 | { |
1045 | /* set the book level properly */ |
1055 | /* set the book level properly */ |
1046 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1056 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1047 | { |
1057 | { |
1048 | if (op->map && op->map->difficulty) |
1058 | if (op->map && op->map->difficulty) |
1049 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1059 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1050 | else |
1060 | else |
1051 | op->level = RANDOM () % 20 + 1; |
1061 | op->level = RANDOM () % 20 + 1; |
1052 | } |
1062 | } |
1053 | else |
1063 | else |
1054 | op->level = RANDOM () % creator->level; |
1064 | op->level = RANDOM () % creator->level; |
1055 | |
1065 | |
1056 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1066 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1057 | /* books w/ info are worth more! */ |
1067 | /* books w/ info are worth more! */ |
1058 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1068 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1059 | /* creator related stuff */ |
1069 | /* creator related stuff */ |
1060 | |
1070 | |
1061 | /* for library, chained books. Note that some monsters have no_pick |
1071 | /* for library, chained books. Note that some monsters have no_pick |
1062 | * set - we don't want to set no pick in that case. |
1072 | * set - we don't want to set no pick in that case. |
1063 | */ |
1073 | */ |
1064 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1074 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1065 | SET_FLAG (op, FLAG_NO_PICK); |
1075 | SET_FLAG (op, FLAG_NO_PICK); |
1066 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1076 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1067 | op->slaying = creator->slaying; |
1077 | op->slaying = creator->slaying; |
1068 | |
1078 | |
1069 | /* add exp so reading it gives xp (once) */ |
1079 | /* add exp so reading it gives xp (once) */ |
1070 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1080 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1071 | } |
1081 | } |
1072 | break; |
1082 | break; |
1073 | |
1083 | |
1074 | case SPELLBOOK: |
1084 | case SPELLBOOK: |
1075 | op->value = op->value * op->inv->value; |
1085 | op->value = op->value * op->inv->value; |
1076 | /* add exp so learning gives xp */ |
1086 | /* add exp so learning gives xp */ |
1077 | op->level = op->inv->level; |
1087 | op->level = op->inv->level; |
1078 | op->stats.exp = op->value; |
1088 | op->stats.exp = op->value; |
1079 | break; |
1089 | break; |
1080 | |
1090 | |
1081 | case WAND: |
1091 | case WAND: |
1082 | /* nrof in the treasure list is number of charges, |
1092 | /* nrof in the treasure list is number of charges, |
1083 | * not number of wands. So copy that into food (charges), |
1093 | * not number of wands. So copy that into food (charges), |
1084 | * and reset nrof. |
1094 | * and reset nrof. |
1085 | */ |
1095 | */ |
1086 | op->stats.food = op->inv->nrof; |
1096 | op->stats.food = op->inv->nrof; |
1087 | op->nrof = 1; |
1097 | op->nrof = 1; |
1088 | /* If the spell changes by level, choose a random level |
1098 | /* If the spell changes by level, choose a random level |
1089 | * for it, and adjust price. If the spell doesn't |
1099 | * for it, and adjust price. If the spell doesn't |
1090 | * change by level, just set the wand to the level of |
1100 | * change by level, just set the wand to the level of |
1091 | * the spell, and value calculation is simpler. |
1101 | * the spell, and value calculation is simpler. |
1092 | */ |
1102 | */ |
1093 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1103 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1094 | { |
1104 | { |
|
|
1105 | op->level = level_for_item (op, difficulty); |
|
|
1106 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1107 | } |
|
|
1108 | else |
|
|
1109 | { |
|
|
1110 | op->level = op->inv->level; |
|
|
1111 | op->value = op->value * op->inv->value; |
|
|
1112 | } |
|
|
1113 | break; |
|
|
1114 | |
|
|
1115 | case ROD: |
1095 | op->level = level_for_item (op, difficulty); |
1116 | op->level = level_for_item (op, difficulty); |
|
|
1117 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1118 | * reasonable. Otherwise, a high level version of a low level |
|
|
1119 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1120 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1121 | */ |
1096 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1122 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1097 | } |
1123 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1098 | else |
1124 | if (op->stats.maxhp) |
1099 | { |
1125 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1100 | op->level = op->inv->level; |
1126 | else |
1101 | op->value = op->value * op->inv->value; |
1127 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1102 | } |
|
|
1103 | break; |
|
|
1104 | |
1128 | |
|
|
1129 | op->stats.hp = op->stats.maxhp; |
|
|
1130 | break; |
|
|
1131 | |
1105 | case ROD: |
1132 | case SCROLL: |
1106 | op->level = level_for_item (op, difficulty); |
1133 | op->level = level_for_item (op, difficulty); |
1107 | /* Add 50 to both level an divisor to keep prices a little more |
|
|
1108 | * reasonable. Otherwise, a high level version of a low level |
|
|
1109 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1110 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1111 | */ |
|
|
1112 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1134 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1113 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
|
|
1114 | if (op->stats.maxhp) |
|
|
1115 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1116 | else |
|
|
1117 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
|
|
1118 | |
1135 | |
1119 | op->stats.hp = op->stats.maxhp; |
|
|
1120 | break; |
|
|
1121 | |
|
|
1122 | case SCROLL: |
|
|
1123 | op->level = level_for_item (op, difficulty); |
|
|
1124 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1125 | |
|
|
1126 | /* add exp so reading them properly gives xp */ |
1136 | /* add exp so reading them properly gives xp */ |
1127 | op->stats.exp = op->value / 5; |
1137 | op->stats.exp = op->value / 5; |
1128 | op->nrof = op->inv->nrof; |
1138 | op->nrof = op->inv->nrof; |
1129 | break; |
1139 | break; |
1130 | |
1140 | |
1131 | case RUNE: |
1141 | case RUNE: |
1132 | trap_adjust (op, difficulty); |
1142 | trap_adjust (op, difficulty); |
1133 | break; |
1143 | break; |
1134 | |
1144 | |
1135 | case TRAP: |
1145 | case TRAP: |
1136 | trap_adjust (op, difficulty); |
1146 | trap_adjust (op, difficulty); |
1137 | break; |
1147 | break; |
1138 | } /* switch type */ |
1148 | } /* switch type */ |
1139 | |
1149 | |
1140 | if (flags & GT_STARTEQUIP) |
1150 | if (flags & GT_STARTEQUIP) |
1141 | { |
1151 | { |
1142 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1152 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1143 | SET_FLAG (op, FLAG_STARTEQUIP); |
1153 | SET_FLAG (op, FLAG_STARTEQUIP); |
1144 | else if (op->type != MONEY) |
1154 | else if (op->type != MONEY) |
1145 | op->value = 0; |
1155 | op->value = 0; |
1146 | } |
1156 | } |
1147 | |
1157 | |
1148 | if (!(flags & GT_ENVIRONMENT)) |
1158 | if (!(flags & GT_ENVIRONMENT)) |
1149 | fix_flesh_item (op, creator); |
1159 | fix_flesh_item (op, creator); |
1150 | } |
1160 | } |
… | |
… | |
1162 | */ |
1172 | */ |
1163 | |
1173 | |
1164 | static artifactlist * |
1174 | static artifactlist * |
1165 | get_empty_artifactlist (void) |
1175 | get_empty_artifactlist (void) |
1166 | { |
1176 | { |
1167 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1177 | artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); |
|
|
1178 | |
1168 | if (tl == NULL) |
1179 | if (al == NULL) |
1169 | fatal (OUT_OF_MEMORY); |
1180 | fatal (OUT_OF_MEMORY); |
1170 | tl->next = NULL; |
1181 | al->next = NULL; |
1171 | tl->items = NULL; |
1182 | al->items = NULL; |
1172 | tl->total_chance = 0; |
1183 | al->total_chance = 0; |
1173 | return tl; |
1184 | return al; |
1174 | } |
1185 | } |
1175 | |
1186 | |
1176 | /* |
1187 | /* |
1177 | * Allocate and return the pointer to an empty artifact structure. |
1188 | * Allocate and return the pointer to an empty artifact structure. |
1178 | */ |
1189 | */ |
1179 | |
1190 | |
1180 | static artifact * |
1191 | static artifact * |
1181 | get_empty_artifact (void) |
1192 | get_empty_artifact (void) |
1182 | { |
1193 | { |
1183 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1194 | artifact *a = (artifact *) malloc (sizeof (artifact)); |
|
|
1195 | |
1184 | if (t == NULL) |
1196 | if (a == NULL) |
1185 | fatal (OUT_OF_MEMORY); |
1197 | fatal (OUT_OF_MEMORY); |
1186 | t->item = NULL; |
1198 | a->item = NULL; |
1187 | t->next = NULL; |
1199 | a->next = NULL; |
1188 | t->chance = 0; |
1200 | a->chance = 0; |
1189 | t->difficulty = 0; |
1201 | a->difficulty = 0; |
1190 | t->allowed = NULL; |
1202 | a->allowed = NULL; |
1191 | return t; |
1203 | return a; |
1192 | } |
1204 | } |
1193 | |
1205 | |
1194 | /* |
1206 | /* |
1195 | * Searches the artifact lists and returns one that has the same type |
1207 | * Searches the artifact lists and returns one that has the same type |
1196 | * of objects on it. |
1208 | * of objects on it. |
… | |
… | |
1221 | fprintf (logfile, "\n"); |
1233 | fprintf (logfile, "\n"); |
1222 | for (al = first_artifactlist; al != NULL; al = al->next) |
1234 | for (al = first_artifactlist; al != NULL; al = al->next) |
1223 | { |
1235 | { |
1224 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1236 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1225 | for (art = al->items; art != NULL; art = art->next) |
1237 | for (art = al->items; art != NULL; art = art->next) |
1226 | { |
1238 | { |
1227 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1239 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1228 | if (art->allowed != NULL) |
1240 | if (art->allowed != NULL) |
1229 | { |
1241 | { |
1230 | fprintf (logfile, "\tAllowed combinations:"); |
1242 | fprintf (logfile, "\tAllowed combinations:"); |
1231 | for (next = art->allowed; next != NULL; next = next->next) |
1243 | for (next = art->allowed; next != NULL; next = next->next) |
1232 | fprintf (logfile, "%s,", &next->name); |
1244 | fprintf (logfile, "%s,", &next->name); |
1233 | fprintf (logfile, "\n"); |
1245 | fprintf (logfile, "\n"); |
1234 | } |
1246 | } |
1235 | } |
1247 | } |
1236 | } |
1248 | } |
1237 | fprintf (logfile, "\n"); |
1249 | fprintf (logfile, "\n"); |
1238 | } |
1250 | } |
1239 | |
1251 | |
1240 | /* |
1252 | /* |
1241 | * For debugging purposes. Dumps all treasures recursively (see below). |
1253 | * For debugging purposes. Dumps all treasures recursively (see below). |
1242 | */ |
1254 | */ |
1243 | void |
1255 | void |
1244 | dump_monster_treasure_rec (const char *name, treasure * t, int depth) |
1256 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1245 | { |
1257 | { |
1246 | treasurelist *tl; |
1258 | treasurelist *tl; |
1247 | int i; |
1259 | int i; |
1248 | |
1260 | |
1249 | if (depth > 100) |
1261 | if (depth > 100) |
1250 | return; |
1262 | return; |
1251 | while (t != NULL) |
1263 | while (t) |
1252 | { |
1264 | { |
1253 | if (t->name != NULL) |
1265 | if (t->name) |
1254 | { |
1266 | { |
1255 | for (i = 0; i < depth; i++) |
1267 | for (i = 0; i < depth; i++) |
1256 | fprintf (logfile, " "); |
1268 | fprintf (logfile, " "); |
1257 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1269 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
1258 | tl = find_treasurelist (t->name); |
1270 | tl = find_treasurelist (t->name); |
|
|
1271 | if (tl) |
1259 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1272 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
1260 | for (i = 0; i < depth; i++) |
1273 | for (i = 0; i < depth; i++) |
1261 | fprintf (logfile, " "); |
1274 | fprintf (logfile, " "); |
1262 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1275 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1263 | } |
1276 | } |
1264 | else |
1277 | else |
1265 | { |
1278 | { |
1266 | for (i = 0; i < depth; i++) |
1279 | for (i = 0; i < depth; i++) |
1267 | fprintf (logfile, " "); |
1280 | fprintf (logfile, " "); |
1268 | if (t->item->clone.type == FLESH) |
1281 | if (t->item && t->item->clone.type == FLESH) |
1269 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1282 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1270 | else |
1283 | else |
1271 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1284 | fprintf (logfile, "%s\n", &t->item->clone.name); |
1272 | } |
1285 | } |
|
|
1286 | |
1273 | if (t->next_yes != NULL) |
1287 | if (t->next_yes) |
1274 | { |
1288 | { |
1275 | for (i = 0; i < depth; i++) |
1289 | for (i = 0; i < depth; i++) |
1276 | fprintf (logfile, " "); |
1290 | fprintf (logfile, " "); |
1277 | fprintf (logfile, " (if yes)\n"); |
1291 | fprintf (logfile, " (if yes)\n"); |
1278 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1292 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1279 | } |
1293 | } |
|
|
1294 | |
1280 | if (t->next_no != NULL) |
1295 | if (t->next_no) |
1281 | { |
1296 | { |
1282 | for (i = 0; i < depth; i++) |
1297 | for (i = 0; i < depth; i++) |
1283 | fprintf (logfile, " "); |
1298 | fprintf (logfile, " "); |
1284 | fprintf (logfile, " (if no)\n"); |
1299 | fprintf (logfile, " (if no)\n"); |
1285 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1300 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1286 | } |
1301 | } |
|
|
1302 | |
1287 | t = t->next; |
1303 | t = t->next; |
1288 | } |
1304 | } |
1289 | } |
1305 | } |
1290 | |
1306 | |
1291 | /* |
1307 | /* |
… | |
… | |
1302 | found = 0; |
1318 | found = 0; |
1303 | fprintf (logfile, "\n"); |
1319 | fprintf (logfile, "\n"); |
1304 | for (at = first_archetype; at != NULL; at = at->next) |
1320 | for (at = first_archetype; at != NULL; at = at->next) |
1305 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1321 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1306 | { |
1322 | { |
1307 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1323 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1308 | if (at->clone.randomitems != NULL) |
1324 | if (at->clone.randomitems != NULL) |
1309 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1325 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1310 | else |
1326 | else |
1311 | fprintf (logfile, "(nothing)\n"); |
1327 | fprintf (logfile, "(nothing)\n"); |
1312 | fprintf (logfile, "\n"); |
1328 | fprintf (logfile, "\n"); |
1313 | found++; |
1329 | found++; |
1314 | } |
1330 | } |
1315 | if (found == 0) |
1331 | if (found == 0) |
1316 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1332 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
1317 | } |
1333 | } |
1318 | |
1334 | |
… | |
… | |
1325 | { |
1341 | { |
1326 | static int has_been_inited = 0; |
1342 | static int has_been_inited = 0; |
1327 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1343 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1328 | artifact *art = NULL; |
1344 | artifact *art = NULL; |
1329 | linked_char *tmp; |
1345 | linked_char *tmp; |
1330 | int value, comp; |
1346 | int value; |
1331 | artifactlist *al; |
1347 | artifactlist *al; |
1332 | |
1348 | |
1333 | if (has_been_inited) |
1349 | if (has_been_inited) |
1334 | return; |
1350 | return; |
1335 | else |
1351 | else |
… | |
… | |
1342 | return; |
1358 | return; |
1343 | |
1359 | |
1344 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1360 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1345 | { |
1361 | { |
1346 | if (*buf == '#') |
1362 | if (*buf == '#') |
1347 | continue; |
1363 | continue; |
1348 | if ((cp = strchr (buf, '\n')) != NULL) |
1364 | if ((cp = strchr (buf, '\n')) != NULL) |
1349 | *cp = '\0'; |
1365 | *cp = '\0'; |
1350 | cp = buf; |
1366 | cp = buf; |
1351 | while (*cp == ' ') /* Skip blanks */ |
1367 | while (*cp == ' ') /* Skip blanks */ |
1352 | cp++; |
1368 | cp++; |
1353 | if (*cp == '\0') |
1369 | if (*cp == '\0') |
1354 | continue; |
1370 | continue; |
1355 | |
1371 | |
1356 | if (!strncmp (cp, "Allowed", 7)) |
1372 | if (!strncmp (cp, "Allowed", 7)) |
1357 | { |
1373 | { |
1358 | if (art == NULL) |
1374 | if (art == NULL) |
1359 | { |
1375 | { |
1360 | art = get_empty_artifact (); |
1376 | art = get_empty_artifact (); |
1361 | nrofartifacts++; |
1377 | nrofartifacts++; |
1362 | } |
1378 | } |
1363 | cp = strchr (cp, ' ') + 1; |
1379 | cp = strchr (cp, ' ') + 1; |
1364 | if (!strcmp (cp, "all")) |
1380 | if (!strcmp (cp, "all")) |
1365 | continue; |
1381 | continue; |
1366 | |
1382 | |
1367 | do |
1383 | do |
1368 | { |
1384 | { |
1369 | nrofallowedstr++; |
1385 | nrofallowedstr++; |
1370 | if ((next = strchr (cp, ',')) != NULL) |
1386 | if ((next = strchr (cp, ',')) != NULL) |
1371 | *(next++) = '\0'; |
1387 | *(next++) = '\0'; |
1372 | tmp = new linked_char; |
1388 | tmp = new linked_char; |
|
|
1389 | |
1373 | tmp->name = cp; |
1390 | tmp->name = cp; |
1374 | tmp->next = art->allowed; |
1391 | tmp->next = art->allowed; |
1375 | art->allowed = tmp; |
1392 | art->allowed = tmp; |
1376 | } |
1393 | } |
1377 | while ((cp = next) != NULL); |
1394 | while ((cp = next) != NULL); |
1378 | } |
1395 | } |
1379 | else if (sscanf (cp, "chance %d", &value)) |
1396 | else if (sscanf (cp, "chance %d", &value)) |
1380 | art->chance = (uint16) value; |
1397 | art->chance = (uint16) value; |
1381 | else if (sscanf (cp, "difficulty %d", &value)) |
1398 | else if (sscanf (cp, "difficulty %d", &value)) |
1382 | art->difficulty = (uint8) value; |
1399 | art->difficulty = (uint8) value; |
1383 | else if (!strncmp (cp, "Object", 6)) |
1400 | else if (!strncmp (cp, "Object", 6)) |
1384 | { |
1401 | { |
1385 | art->item = get_object (); |
1402 | art->item = object::create (); |
1386 | |
1403 | |
1387 | if (!load_object (thawer, art->item, 0)) |
1404 | if (!load_object (thawer, art->item, 0)) |
1388 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1405 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1389 | |
1406 | |
1390 | art->item->name = strchr (cp, ' ') + 1; |
1407 | art->item->name = strchr (cp, ' ') + 1; |
1391 | al = find_artifactlist (art->item->type); |
1408 | al = find_artifactlist (art->item->type); |
1392 | if (al == NULL) |
1409 | if (al == NULL) |
1393 | { |
1410 | { |
1394 | al = get_empty_artifactlist (); |
1411 | al = get_empty_artifactlist (); |
1395 | al->type = art->item->type; |
1412 | al->type = art->item->type; |
1396 | al->next = first_artifactlist; |
1413 | al->next = first_artifactlist; |
1397 | first_artifactlist = al; |
1414 | first_artifactlist = al; |
1398 | } |
1415 | } |
1399 | art->next = al->items; |
1416 | art->next = al->items; |
1400 | al->items = art; |
1417 | al->items = art; |
1401 | art = NULL; |
1418 | art = NULL; |
1402 | } |
1419 | } |
1403 | else |
1420 | else |
1404 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
1421 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
1405 | } |
1422 | } |
1406 | |
1423 | |
1407 | for (al = first_artifactlist; al != NULL; al = al->next) |
1424 | for (al = first_artifactlist; al != NULL; al = al->next) |
1408 | { |
1425 | { |
1409 | for (art = al->items; art != NULL; art = art->next) |
1426 | for (art = al->items; art != NULL; art = art->next) |
1410 | { |
1427 | { |
1411 | if (!art->chance) |
1428 | if (!art->chance) |
1412 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1429 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1413 | else |
1430 | else |
1414 | al->total_chance += art->chance; |
1431 | al->total_chance += art->chance; |
1415 | } |
1432 | } |
1416 | #if 0 |
1433 | #if 0 |
1417 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1434 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1418 | #endif |
1435 | #endif |
1419 | } |
1436 | } |
1420 | |
1437 | |
… | |
… | |
1426 | * Used in artifact generation. The bonuses of the first object |
1443 | * Used in artifact generation. The bonuses of the first object |
1427 | * is modified by the bonuses of the second object. |
1444 | * is modified by the bonuses of the second object. |
1428 | */ |
1445 | */ |
1429 | |
1446 | |
1430 | void |
1447 | void |
1431 | add_abilities (object * op, object * change) |
1448 | add_abilities (object *op, object *change) |
1432 | { |
1449 | { |
1433 | int i, j, tmp; |
1450 | int i, tmp; |
1434 | |
1451 | |
1435 | if (change->face != blank_face) |
1452 | if (change->face != blank_face) |
1436 | { |
1453 | { |
1437 | #ifdef TREASURE_VERBOSE |
1454 | #ifdef TREASURE_VERBOSE |
1438 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1455 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
… | |
… | |
1477 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1494 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1478 | { |
1495 | { |
1479 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1496 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1480 | /* so artifacts will join */ |
1497 | /* so artifacts will join */ |
1481 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1498 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1482 | op->speed = 0.0; |
1499 | op->speed = 0.0; |
1483 | |
1500 | |
1484 | update_ob_speed (op); |
1501 | op->set_speed (op->speed); |
1485 | } |
1502 | } |
1486 | |
1503 | |
1487 | if (change->nrof) |
1504 | if (change->nrof) |
1488 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1505 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1489 | |
1506 | |
1490 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1507 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1491 | op->stats.wc += change->stats.wc; |
1508 | op->stats.wc += change->stats.wc; |
1492 | op->stats.ac += change->stats.ac; |
1509 | op->stats.ac += change->stats.ac; |
1493 | |
1510 | |
1494 | if (change->other_arch) |
1511 | if (change->other_arch) |
1495 | { |
1512 | { |
1496 | /* Basically, for horns & potions, the other_arch field is the spell |
1513 | /* Basically, for horns & potions, the other_arch field is the spell |
1497 | * to cast. So convert that to into a spell and put it into |
1514 | * to cast. So convert that to into a spell and put it into |
1498 | * this object. |
1515 | * this object. |
1499 | */ |
1516 | */ |
1500 | if (op->type == HORN || op->type == POTION) |
1517 | if (op->type == HORN || op->type == POTION) |
1501 | { |
1518 | { |
1502 | object *tmp_obj; |
1519 | object *tmp_obj; |
|
|
1520 | |
1503 | /* Remove any spells this object currently has in it */ |
1521 | /* Remove any spells this object currently has in it */ |
1504 | while (op->inv) |
1522 | while (op->inv) |
1505 | { |
1523 | op->inv->destroy (); |
1506 | tmp_obj = op->inv; |
|
|
1507 | remove_ob (tmp_obj); |
|
|
1508 | free_object (tmp_obj); |
|
|
1509 | } |
|
|
1510 | |
1524 | |
1511 | tmp_obj = arch_to_object (change->other_arch); |
1525 | tmp_obj = arch_to_object (change->other_arch); |
1512 | insert_ob_in_ob (tmp_obj, op); |
1526 | insert_ob_in_ob (tmp_obj, op); |
1513 | } |
1527 | } |
1514 | /* No harm setting this for potions/horns */ |
1528 | /* No harm setting this for potions/horns */ |
1515 | op->other_arch = change->other_arch; |
1529 | op->other_arch = change->other_arch; |
1516 | } |
1530 | } |
1517 | |
1531 | |
1518 | if (change->stats.hp < 0) |
1532 | if (change->stats.hp < 0) |
… | |
… | |
1551 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1565 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1552 | |
1566 | |
1553 | op->item_power = change->item_power; |
1567 | op->item_power = change->item_power; |
1554 | |
1568 | |
1555 | for (i = 0; i < NROFATTACKS; i++) |
1569 | for (i = 0; i < NROFATTACKS; i++) |
1556 | { |
|
|
1557 | if (change->resist[i]) |
1570 | if (change->resist[i]) |
1558 | { |
|
|
1559 | op->resist[i] += change->resist[i]; |
1571 | op->resist[i] += change->resist[i]; |
1560 | } |
|
|
1561 | } |
|
|
1562 | |
1572 | |
1563 | if (change->stats.dam) |
1573 | if (change->stats.dam) |
1564 | { |
1574 | { |
1565 | if (change->stats.dam < 0) |
1575 | if (change->stats.dam < 0) |
1566 | op->stats.dam = (-change->stats.dam); |
1576 | op->stats.dam = (-change->stats.dam); |
1567 | else if (op->stats.dam) |
1577 | else if (op->stats.dam) |
1568 | { |
1578 | { |
1569 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1579 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1570 | if (tmp == op->stats.dam) |
1580 | if (tmp == op->stats.dam) |
1571 | { |
1581 | { |
1572 | if (change->stats.dam < 10) |
1582 | if (change->stats.dam < 10) |
1573 | op->stats.dam--; |
1583 | op->stats.dam--; |
|
|
1584 | else |
|
|
1585 | op->stats.dam++; |
|
|
1586 | } |
1574 | else |
1587 | else |
1575 | op->stats.dam++; |
|
|
1576 | } |
|
|
1577 | else |
|
|
1578 | op->stats.dam = tmp; |
1588 | op->stats.dam = tmp; |
1579 | } |
1589 | } |
1580 | } |
1590 | } |
1581 | |
1591 | |
1582 | if (change->weight) |
1592 | if (change->weight) |
1583 | { |
1593 | { |
1584 | if (change->weight < 0) |
1594 | if (change->weight < 0) |
1585 | op->weight = (-change->weight); |
1595 | op->weight = (-change->weight); |
1586 | else |
1596 | else |
1587 | op->weight = (op->weight * (change->weight)) / 100; |
1597 | op->weight = (op->weight * (change->weight)) / 100; |
1588 | } |
1598 | } |
1589 | |
1599 | |
1590 | if (change->last_sp) |
1600 | if (change->last_sp) |
1591 | { |
1601 | { |
1592 | if (change->last_sp < 0) |
1602 | if (change->last_sp < 0) |
1593 | op->last_sp = (-change->last_sp); |
1603 | op->last_sp = (-change->last_sp); |
1594 | else |
1604 | else |
1595 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1605 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1596 | } |
1606 | } |
1597 | |
1607 | |
1598 | if (change->gen_sp_armour) |
1608 | if (change->gen_sp_armour) |
1599 | { |
1609 | { |
1600 | if (change->gen_sp_armour < 0) |
1610 | if (change->gen_sp_armour < 0) |
1601 | op->gen_sp_armour = (-change->gen_sp_armour); |
1611 | op->gen_sp_armour = (-change->gen_sp_armour); |
1602 | else |
1612 | else |
1603 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1613 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1604 | } |
1614 | } |
1605 | |
1615 | |
1606 | op->value *= change->value; |
1616 | op->value *= change->value; |
1607 | |
1617 | |
1608 | if (change->material) |
1618 | if (change->material) |
… | |
… | |
1620 | if (change->msg) |
1630 | if (change->msg) |
1621 | op->msg = change->msg; |
1631 | op->msg = change->msg; |
1622 | } |
1632 | } |
1623 | |
1633 | |
1624 | static int |
1634 | static int |
1625 | legal_artifact_combination (object * op, artifact * art) |
1635 | legal_artifact_combination (object *op, artifact * art) |
1626 | { |
1636 | { |
1627 | int neg, success = 0; |
1637 | int neg, success = 0; |
1628 | linked_char *tmp; |
1638 | linked_char *tmp; |
1629 | const char *name; |
1639 | const char *name; |
1630 | |
1640 | |
1631 | if (art->allowed == (linked_char *) NULL) |
1641 | if (art->allowed == (linked_char *) NULL) |
1632 | return 1; /* Ie, "all" */ |
1642 | return 1; /* Ie, "all" */ |
1633 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1643 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1634 | { |
1644 | { |
1635 | #ifdef TREASURE_VERBOSE |
1645 | #ifdef TREASURE_VERBOSE |
1636 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1646 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1637 | #endif |
1647 | #endif |
1638 | if (*tmp->name == '!') |
1648 | if (*tmp->name == '!') |
1639 | name = tmp->name + 1, neg = 1; |
1649 | name = tmp->name + 1, neg = 1; |
1640 | else |
1650 | else |
1641 | name = tmp->name, neg = 0; |
1651 | name = tmp->name, neg = 0; |
1642 | |
1652 | |
1643 | /* If we match name, then return the opposite of 'neg' */ |
1653 | /* If we match name, then return the opposite of 'neg' */ |
1644 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1654 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1645 | return !neg; |
1655 | return !neg; |
1646 | |
1656 | |
1647 | /* Set success as true, since if the match was an inverse, it means |
1657 | /* Set success as true, since if the match was an inverse, it means |
1648 | * everything is allowed except what we match |
1658 | * everything is allowed except what we match |
1649 | */ |
1659 | */ |
1650 | else if (neg) |
1660 | else if (neg) |
1651 | success = 1; |
1661 | success = 1; |
1652 | } |
1662 | } |
1653 | return success; |
1663 | return success; |
1654 | } |
1664 | } |
1655 | |
1665 | |
1656 | /* |
1666 | /* |
… | |
… | |
1663 | { |
1673 | { |
1664 | char new_name[MAX_BUF]; |
1674 | char new_name[MAX_BUF]; |
1665 | |
1675 | |
1666 | sprintf (new_name, "of %s", &artifct->name); |
1676 | sprintf (new_name, "of %s", &artifct->name); |
1667 | op->title = new_name; |
1677 | op->title = new_name; |
1668 | add_abilities (op, artifct); /* Give out the bonuses */ |
1678 | add_abilities (op, artifct); /* Give out the bonuses */ |
1669 | |
1679 | |
1670 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1680 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1671 | { |
1681 | { |
1672 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1682 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
|
|
1683 | |
1673 | SET_FLAG (op, FLAG_IDENTIFIED); |
1684 | SET_FLAG (op, FLAG_IDENTIFIED); |
1674 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1685 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1675 | if (!identified) |
1686 | if (!identified) |
1676 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1687 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1677 | } |
1688 | } |
… | |
… | |
1689 | |
1700 | |
1690 | /* Give 1 re-roll attempt per artifact */ |
1701 | /* Give 1 re-roll attempt per artifact */ |
1691 | #define ARTIFACT_TRIES 2 |
1702 | #define ARTIFACT_TRIES 2 |
1692 | |
1703 | |
1693 | void |
1704 | void |
1694 | generate_artifact (object * op, int difficulty) |
1705 | generate_artifact (object *op, int difficulty) |
1695 | { |
1706 | { |
1696 | artifactlist *al; |
1707 | artifactlist *al; |
1697 | artifact *art; |
1708 | artifact *art; |
1698 | int i; |
1709 | int i; |
1699 | |
1710 | |
1700 | al = find_artifactlist (op->type); |
1711 | al = find_artifactlist (op->type); |
1701 | |
1712 | |
1702 | if (al == NULL) |
1713 | if (al == NULL) |
1703 | { |
1714 | { |
1704 | #if 0 /* This is too verbose, usually */ |
1715 | #if 0 /* This is too verbose, usually */ |
1705 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1716 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1706 | #endif |
1717 | #endif |
1707 | return; |
1718 | return; |
1708 | } |
1719 | } |
1709 | |
1720 | |
1710 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1721 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1711 | { |
1722 | { |
1712 | int roll = RANDOM () % al->total_chance; |
1723 | int roll = RANDOM () % al->total_chance; |
1713 | |
1724 | |
1714 | for (art = al->items; art != NULL; art = art->next) |
1725 | for (art = al->items; art != NULL; art = art->next) |
1715 | { |
1726 | { |
1716 | roll -= art->chance; |
1727 | roll -= art->chance; |
1717 | if (roll < 0) |
1728 | if (roll < 0) |
1718 | break; |
1729 | break; |
1719 | } |
1730 | } |
1720 | |
1731 | |
1721 | if (art == NULL || roll >= 0) |
1732 | if (art == NULL || roll >= 0) |
1722 | { |
1733 | { |
1723 | #if 1 |
1734 | #if 1 |
1724 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1735 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1725 | #endif |
1736 | #endif |
1726 | return; |
1737 | return; |
1727 | } |
1738 | } |
1728 | if (!strcmp (art->item->name, "NONE")) |
1739 | if (!strcmp (art->item->name, "NONE")) |
1729 | return; |
1740 | return; |
1730 | if (FABS (op->magic) < art->item->magic) |
1741 | if (FABS (op->magic) < art->item->magic) |
1731 | continue; /* Not magic enough to be this item */ |
1742 | continue; /* Not magic enough to be this item */ |
1732 | |
1743 | |
1733 | /* Map difficulty not high enough */ |
1744 | /* Map difficulty not high enough */ |
1734 | if (difficulty < art->difficulty) |
1745 | if (difficulty < art->difficulty) |
1735 | continue; |
1746 | continue; |
1736 | |
1747 | |
1737 | if (!legal_artifact_combination (op, art)) |
1748 | if (!legal_artifact_combination (op, art)) |
1738 | { |
1749 | { |
1739 | #ifdef TREASURE_VERBOSE |
1750 | #ifdef TREASURE_VERBOSE |
1740 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1751 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1741 | #endif |
1752 | #endif |
1742 | continue; |
1753 | continue; |
1743 | } |
1754 | } |
1744 | give_artifact_abilities (op, art->item); |
1755 | give_artifact_abilities (op, art->item); |
1745 | return; |
1756 | return; |
1746 | } |
1757 | } |
1747 | } |
1758 | } |
1748 | |
1759 | |
… | |
… | |
1750 | * FOOD, except they inherit properties (name, food value, etc). |
1761 | * FOOD, except they inherit properties (name, food value, etc). |
1751 | * based on the original owner (or 'donor' if you like). -b.t. |
1762 | * based on the original owner (or 'donor' if you like). -b.t. |
1752 | */ |
1763 | */ |
1753 | |
1764 | |
1754 | void |
1765 | void |
1755 | fix_flesh_item (object * item, object * donor) |
1766 | fix_flesh_item (object *item, object *donor) |
1756 | { |
1767 | { |
1757 | char tmpbuf[MAX_BUF]; |
1768 | char tmpbuf[MAX_BUF]; |
1758 | int i; |
1769 | int i; |
1759 | |
1770 | |
1760 | if (item->type == FLESH && donor) |
1771 | if (item->type == FLESH && donor) |
1761 | { |
1772 | { |
1762 | /* change the name */ |
1773 | /* change the name */ |
1763 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; |
1774 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
|
|
1775 | item->name = tmpbuf; |
1764 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; |
1776 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
|
|
1777 | item->name_pl = tmpbuf; |
1765 | |
1778 | |
1766 | /* weight is FLESH weight/100 * donor */ |
1779 | /* weight is FLESH weight/100 * donor */ |
1767 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1780 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1768 | item->weight = 1; |
1781 | item->weight = 1; |
1769 | |
1782 | |
1770 | /* value is multiplied by level of donor */ |
1783 | /* value is multiplied by level of donor */ |
1771 | item->value *= isqrt (donor->level * 2); |
1784 | item->value *= isqrt (donor->level * 2); |
1772 | |
1785 | |
1773 | /* food value */ |
1786 | /* food value */ |
… | |
… | |
1775 | |
1788 | |
1776 | /* flesh items inherit some abilities of donor, but not |
1789 | /* flesh items inherit some abilities of donor, but not |
1777 | * full effect. |
1790 | * full effect. |
1778 | */ |
1791 | */ |
1779 | for (i = 0; i < NROFATTACKS; i++) |
1792 | for (i = 0; i < NROFATTACKS; i++) |
1780 | item->resist[i] = donor->resist[i] / 2; |
1793 | item->resist[i] = donor->resist[i] / 2; |
1781 | |
1794 | |
1782 | /* item inherits donor's level (important for quezals) */ |
1795 | /* item inherits donor's level (important for quezals) */ |
1783 | item->level = donor->level; |
1796 | item->level = donor->level; |
1784 | |
1797 | |
1785 | /* if donor has some attacktypes, the flesh is poisonous */ |
1798 | /* if donor has some attacktypes, the flesh is poisonous */ |
1786 | if (donor->attacktype & AT_POISON) |
1799 | if (donor->attacktype & AT_POISON) |
1787 | item->type = POISON; |
1800 | item->type = POISON; |
1788 | if (donor->attacktype & AT_ACID) |
1801 | if (donor->attacktype & AT_ACID) |
1789 | item->stats.hp = -1 * item->stats.food; |
1802 | item->stats.hp = -1 * item->stats.food; |
1790 | SET_FLAG (item, FLAG_NO_STEAL); |
1803 | SET_FLAG (item, FLAG_NO_STEAL); |
1791 | } |
1804 | } |
1792 | } |
1805 | } |
1793 | |
1806 | |
1794 | /* special_potion() - so that old potion code is still done right. */ |
1807 | /* special_potion() - so that old potion code is still done right. */ |
1795 | |
1808 | |
1796 | int |
1809 | int |
1797 | special_potion (object * op) |
1810 | special_potion (object *op) |
1798 | { |
1811 | { |
1799 | |
|
|
1800 | int i; |
|
|
1801 | |
|
|
1802 | if (op->attacktype) |
1812 | if (op->attacktype) |
1803 | return 1; |
1813 | return 1; |
1804 | |
1814 | |
1805 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1815 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1806 | return 1; |
1816 | return 1; |
1807 | |
1817 | |
1808 | for (i = 0; i < NROFATTACKS; i++) |
1818 | for (int i = 0; i < NROFATTACKS; i++) |
1809 | if (op->resist[i]) |
1819 | if (op->resist[i]) |
1810 | return 1; |
1820 | return 1; |
1811 | |
1821 | |
1812 | return 0; |
1822 | return 0; |
1813 | } |
1823 | } |
1814 | |
1824 | |
1815 | void |
1825 | void |
1816 | free_treasurestruct (treasure * t) |
1826 | free_treasurestruct (treasure *t) |
1817 | { |
1827 | { |
1818 | if (t->next) |
1828 | if (t->next) |
1819 | free_treasurestruct (t->next); |
1829 | free_treasurestruct (t->next); |
1820 | if (t->next_yes) |
1830 | if (t->next_yes) |
1821 | free_treasurestruct (t->next_yes); |
1831 | free_treasurestruct (t->next_yes); |
… | |
… | |
1824 | |
1834 | |
1825 | delete t; |
1835 | delete t; |
1826 | } |
1836 | } |
1827 | |
1837 | |
1828 | void |
1838 | void |
1829 | free_charlinks (linked_char * lc) |
1839 | free_charlinks (linked_char *lc) |
1830 | { |
1840 | { |
1831 | if (lc->next) |
1841 | if (lc->next) |
1832 | free_charlinks (lc->next); |
1842 | free_charlinks (lc->next); |
1833 | |
1843 | |
1834 | delete lc; |
1844 | delete lc; |
1835 | } |
1845 | } |
1836 | |
1846 | |
1837 | void |
1847 | void |
1838 | free_artifact (artifact * at) |
1848 | free_artifact (artifact * at) |
1839 | { |
1849 | { |
1840 | |
|
|
1841 | if (at->next) |
1850 | if (at->next) |
1842 | free_artifact (at->next); |
1851 | free_artifact (at->next); |
|
|
1852 | |
1843 | if (at->allowed) |
1853 | if (at->allowed) |
1844 | free_charlinks (at->allowed); |
1854 | free_charlinks (at->allowed); |
1845 | |
1855 | |
1846 | delete at->item; |
1856 | at->item->destroy (1); |
1847 | |
1857 | |
1848 | delete at; |
1858 | delete at; |
1849 | } |
1859 | } |
1850 | |
1860 | |
1851 | void |
1861 | void |
1852 | free_artifactlist (artifactlist * al) |
1862 | free_artifactlist (artifactlist * al) |
1853 | { |
1863 | { |
1854 | artifactlist *nextal; |
1864 | artifactlist *nextal; |
|
|
1865 | |
1855 | for (al = first_artifactlist; al != NULL; al = nextal) |
1866 | for (al = first_artifactlist; al; al = nextal) |
1856 | { |
1867 | { |
1857 | nextal = al->next; |
1868 | nextal = al->next; |
|
|
1869 | |
1858 | if (al->items) |
1870 | if (al->items) |
1859 | { |
|
|
1860 | free_artifact (al->items); |
1871 | free_artifact (al->items); |
1861 | } |
1872 | |
1862 | free (al); |
1873 | free (al); |
1863 | } |
1874 | } |
1864 | } |
1875 | } |
1865 | |
1876 | |
1866 | void |
1877 | void |
… | |
… | |
1871 | |
1882 | |
1872 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1883 | for (tl = first_treasurelist; tl != NULL; tl = next) |
1873 | { |
1884 | { |
1874 | next = tl->next; |
1885 | next = tl->next; |
1875 | if (tl->items) |
1886 | if (tl->items) |
1876 | free_treasurestruct (tl->items); |
1887 | free_treasurestruct (tl->items); |
1877 | delete tl; |
1888 | delete tl; |
1878 | } |
1889 | } |
1879 | free_artifactlist (first_artifactlist); |
1890 | free_artifactlist (first_artifactlist); |
1880 | } |
1891 | } |