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/* |
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* CrossFire, A Multiplayer game for X-windows |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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#define ALLOWED_COMBINATION |
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|
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/* TREASURE_DEBUG does some checking on the treasurelists after loading. |
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* It is useful for finding bugs in the treasures file. Since it only |
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* slows the startup some (and not actual game play), it is by default |
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* left on |
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*/ |
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#define TREASURE_DEBUG |
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|
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/* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
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|
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/* #define TREASURE_VERBOSE */ |
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|
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#include <global.h> |
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#include <treasure.h> |
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#include <funcpoint.h> |
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#include <loader.h> |
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|
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extern char *spell_mapping[]; |
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|
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static treasurelist *first_treasurelist; |
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|
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static void change_treasure (treasure *t, object *op); /* overrule default values */ |
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|
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typedef std::tr1::unordered_map< |
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const char *, |
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treasurelist *, |
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str_hash, |
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str_equal, |
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slice_allocator< std::pair<const char *const, treasurelist *> >, |
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true |
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> tl_map_t; |
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|
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static tl_map_t tl_map; |
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|
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/* |
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* Initialize global archtype pointers: |
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*/ |
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void |
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init_archetype_pointers () |
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{ |
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int prev_warn = warn_archetypes; |
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|
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warn_archetypes = 1; |
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|
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if (ring_arch == NULL) |
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ring_arch = archetype::find ("ring"); |
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if (amulet_arch == NULL) |
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amulet_arch = archetype::find ("amulet"); |
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if (staff_arch == NULL) |
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staff_arch = archetype::find ("staff"); |
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if (crown_arch == NULL) |
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crown_arch = archetype::find ("crown"); |
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|
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warn_archetypes = prev_warn; |
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} |
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|
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/* |
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* Searches for the given treasurelist in the globally linked list |
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* of treasurelists which has been built by load_treasures(). |
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*/ |
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treasurelist * |
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treasurelist::find (const char *name) |
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{ |
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if (!name) |
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return 0; |
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|
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AUTODECL (i, tl_map.find (name)); |
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|
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if (i == tl_map.end ()) |
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return 0; |
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|
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return i->second; |
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} |
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|
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/* |
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* Searches for the given treasurelist in the globally linked list |
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* of treasurelists which has been built by load_treasures(). |
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*/ |
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treasurelist * |
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treasurelist::get (const char *name) |
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{ |
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treasurelist *tl = find (name); |
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|
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if (!tl) |
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{ |
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tl = new treasurelist; |
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|
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tl->name = name; |
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tl->next = first_treasurelist; |
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first_treasurelist = tl; |
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|
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tl_map.insert (std::make_pair (tl->name, tl)); |
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} |
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|
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return tl; |
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} |
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|
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//TODO: class method |
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void |
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clear (treasurelist *tl) |
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{ |
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if (tl->items) |
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{ |
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free_treasurestruct (tl->items); |
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tl->items = 0; |
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} |
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} |
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|
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/* |
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* Reads the lib/treasure file from disk, and parses the contents |
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* into an internal treasure structure (very linked lists) |
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*/ |
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|
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static treasure * |
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load_treasure (FILE * fp, int *line) |
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{ |
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char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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treasure *t = new treasure; |
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int value; |
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|
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nroftreasures++; |
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while (fgets (buf, MAX_BUF, fp) != NULL) |
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{ |
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(*line)++; |
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|
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if (*buf == '#') |
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continue; |
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if ((cp = strchr (buf, '\n')) != NULL) |
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*cp = '\0'; |
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cp = buf; |
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while (isspace (*cp)) /* Skip blanks */ |
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cp++; |
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|
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if (sscanf (cp, "arch %s", variable)) |
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{ |
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if ((t->item = archetype::find (variable)) == NULL) |
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LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
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} |
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else if (sscanf (cp, "list %s", variable)) |
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t->name = variable; |
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else if (sscanf (cp, "change_name %s", variable)) |
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t->change_arch.name = variable; |
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else if (sscanf (cp, "change_title %s", variable)) |
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t->change_arch.title = variable; |
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else if (sscanf (cp, "change_slaying %s", variable)) |
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t->change_arch.slaying = variable; |
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else if (sscanf (cp, "chance %d", &value)) |
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t->chance = (uint8) value; |
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else if (sscanf (cp, "nrof %d", &value)) |
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t->nrof = (uint16) value; |
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else if (sscanf (cp, "magic %d", &value)) |
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t->magic = (uint8) value; |
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else if (!strcmp (cp, "yes")) |
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t->next_yes = load_treasure (fp, line); |
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else if (!strcmp (cp, "no")) |
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t->next_no = load_treasure (fp, line); |
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else if (!strcmp (cp, "end")) |
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return t; |
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else if (!strcmp (cp, "more")) |
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{ |
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t->next = load_treasure (fp, line); |
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return t; |
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} |
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else |
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LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
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} |
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LOG (llevError, "treasure lacks 'end'.\n"); |
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return t; |
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} |
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|
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#ifdef TREASURE_DEBUG |
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|
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/* recursived checks the linked list. Treasurelist is passed only |
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* so that the treasure name can be printed out |
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*/ |
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static void |
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check_treasurelist (const treasure *t, const treasurelist * tl) |
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{ |
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if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
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|
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if (t->next) |
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check_treasurelist (t->next, tl); |
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|
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if (t->next_yes) |
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check_treasurelist (t->next_yes, tl); |
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|
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if (t->next_no) |
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check_treasurelist (t->next_no, tl); |
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} |
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#endif |
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|
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/* |
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* Opens LIBDIR/treasure and reads all treasure-declarations from it. |
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* Each treasure is parsed with the help of load_treasure(). |
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*/ |
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|
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void |
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load_treasures (void) |
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{ |
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FILE *fp; |
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char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
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treasure *t; |
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int comp, line = 0; |
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|
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sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
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if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
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{ |
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LOG (llevError, "Can't open treasure file.\n"); |
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return; |
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} |
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while (fgets (buf, MAX_BUF, fp) != NULL) |
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{ |
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line++; |
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if (*buf == '#' || *buf == '\n') |
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; // ignore |
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else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
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{ |
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treasurelist *tl = treasurelist::get (name); |
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|
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clear (tl); |
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tl->items = load_treasure (fp, &line); |
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|
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/* This is a one of the many items on the list should be generated. |
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* Add up the chance total, and check to make sure the yes & no |
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* fields of the treasures are not being used. |
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*/ |
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if (!strncmp (buf, "treasureone", 11)) |
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{ |
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for (t = tl->items; t; t = t->next) |
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{ |
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#ifdef TREASURE_DEBUG |
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if (t->next_yes || t->next_no) |
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{ |
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LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
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LOG (llevError, " the next_yes or next_no field is set\n"); |
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} |
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#endif |
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tl->total_chance += t->chance; |
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} |
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} |
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} |
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else |
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LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
270 |
} |
271 |
|
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close_and_delete (fp, comp); |
273 |
|
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#ifdef TREASURE_DEBUG |
275 |
/* Perform some checks on how valid the treasure data actually is. |
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* verify that list transitions work (ie, the list that it is supposed |
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* to transition to exists). Also, verify that at least the name |
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* or archetype is set for each treasure element. |
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*/ |
280 |
for (treasurelist *tl = first_treasurelist; tl; tl = tl->next) |
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check_treasurelist (tl->items, tl); |
282 |
#endif |
283 |
} |
284 |
|
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/* |
286 |
* Generates the objects specified by the given treasure. |
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* It goes recursively through the rest of the linked list. |
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* If there is a certain percental chance for a treasure to be generated, |
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* this is taken into consideration. |
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* The second argument specifies for which object the treasure is |
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* being generated. |
292 |
* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
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* abilities. This is used by summon spells, thus no summoned monsters |
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* start with equipment, but only their abilities). |
295 |
*/ |
296 |
static void |
297 |
put_treasure (object *op, object *creator, int flags) |
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{ |
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object *tmp; |
300 |
|
301 |
/* Bit of a hack - spells should never be put onto the map. The entire |
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* treasure stuff is a problem - there is no clear idea of knowing |
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* this is the original object, or if this is an object that should be created |
304 |
* by another object. |
305 |
*/ |
306 |
if (flags & GT_ENVIRONMENT && op->type != SPELL) |
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{ |
308 |
SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
309 |
op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
310 |
} |
311 |
else |
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{ |
313 |
op = creator->insert (op); |
314 |
|
315 |
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
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monster_check_apply (creator, op); |
317 |
|
318 |
if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
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esrv_send_item (tmp, op); |
320 |
} |
321 |
} |
322 |
|
323 |
/* if there are change_xxx commands in the treasure, we include the changes |
324 |
* in the generated object |
325 |
*/ |
326 |
static void |
327 |
change_treasure (treasure *t, object *op) |
328 |
{ |
329 |
/* CMD: change_name xxxx */ |
330 |
if (t->change_arch.name) |
331 |
{ |
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op->name = t->change_arch.name; |
333 |
op->name_pl = t->change_arch.name; |
334 |
} |
335 |
|
336 |
if (t->change_arch.title) |
337 |
op->title = t->change_arch.title; |
338 |
|
339 |
if (t->change_arch.slaying) |
340 |
op->slaying = t->change_arch.slaying; |
341 |
} |
342 |
|
343 |
static void |
344 |
create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
345 |
{ |
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if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
347 |
{ |
348 |
if (t->name) |
349 |
{ |
350 |
if (difficulty >= t->magic) |
351 |
create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); |
352 |
} |
353 |
else |
354 |
{ |
355 |
if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
356 |
{ |
357 |
object *tmp = arch_to_object (t->item); |
358 |
|
359 |
if (t->nrof && tmp->nrof <= 1) |
360 |
tmp->nrof = rndm (t->nrof) + 1; |
361 |
|
362 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
363 |
change_treasure (t, tmp); |
364 |
put_treasure (tmp, op, flag); |
365 |
} |
366 |
} |
367 |
|
368 |
if (t->next_yes) |
369 |
create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
370 |
} |
371 |
else if (t->next_no) |
372 |
create_all_treasures (t->next_no, op, flag, difficulty, tries); |
373 |
|
374 |
if (t->next) |
375 |
create_all_treasures (t->next, op, flag, difficulty, tries); |
376 |
} |
377 |
|
378 |
static void |
379 |
create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
380 |
{ |
381 |
int value = rndm (tl->total_chance); |
382 |
treasure *t; |
383 |
|
384 |
if (tries++ > 100) |
385 |
{ |
386 |
LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
387 |
return; |
388 |
} |
389 |
|
390 |
for (t = tl->items; t; t = t->next) |
391 |
{ |
392 |
value -= t->chance; |
393 |
|
394 |
if (value < 0) |
395 |
break; |
396 |
} |
397 |
|
398 |
if (!t || value >= 0) |
399 |
cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
400 |
|
401 |
if (t->name) |
402 |
{ |
403 |
if (difficulty >= t->magic) |
404 |
{ |
405 |
treasurelist *tl = treasurelist::find (t->name); |
406 |
if (tl) |
407 |
create_treasure (tl, op, flag, difficulty, tries); |
408 |
} |
409 |
else if (t->nrof) |
410 |
create_one_treasure (tl, op, flag, difficulty, tries); |
411 |
} |
412 |
else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
413 |
{ |
414 |
if (object *tmp = arch_to_object (t->item)) |
415 |
{ |
416 |
if (t->nrof && tmp->nrof <= 1) |
417 |
tmp->nrof = rndm (t->nrof) + 1; |
418 |
|
419 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
420 |
change_treasure (t, tmp); |
421 |
put_treasure (tmp, op, flag); |
422 |
} |
423 |
} |
424 |
} |
425 |
|
426 |
/* This calls the appropriate treasure creation function. tries is passed |
427 |
* to determine how many list transitions or attempts to create treasure |
428 |
* have been made. It is really in place to prevent infinite loops with |
429 |
* list transitions, or so that excessively good treasure will not be |
430 |
* created on weak maps, because it will exceed the number of allowed tries |
431 |
* to do that. |
432 |
*/ |
433 |
void |
434 |
create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
435 |
{ |
436 |
// empty treasurelists are legal |
437 |
if (!tl->items) |
438 |
return; |
439 |
|
440 |
if (tries++ > 100) |
441 |
{ |
442 |
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
443 |
return; |
444 |
} |
445 |
|
446 |
if (tl->total_chance) |
447 |
create_one_treasure (tl, op, flag, difficulty, tries); |
448 |
else |
449 |
create_all_treasures (tl->items, op, flag, difficulty, tries); |
450 |
} |
451 |
|
452 |
/* This is similar to the old generate treasure function. However, |
453 |
* it instead takes a treasurelist. It is really just a wrapper around |
454 |
* create_treasure. We create a dummy object that the treasure gets |
455 |
* inserted into, and then return that treausre |
456 |
*/ |
457 |
object * |
458 |
generate_treasure (treasurelist *tl, int difficulty) |
459 |
{ |
460 |
difficulty = clamp (difficulty, 1, settings.max_level); |
461 |
|
462 |
object *ob = object::create (), *tmp; |
463 |
|
464 |
create_treasure (tl, ob, 0, difficulty, 0); |
465 |
|
466 |
/* Don't want to free the object we are about to return */ |
467 |
tmp = ob->inv; |
468 |
if (tmp != NULL) |
469 |
tmp->remove (); |
470 |
|
471 |
if (ob->inv) |
472 |
LOG (llevError, "In generate treasure, created multiple objects.\n"); |
473 |
|
474 |
ob->destroy (); |
475 |
return tmp; |
476 |
} |
477 |
|
478 |
/* |
479 |
* This is a new way of calculating the chance for an item to have |
480 |
* a specific magical bonus. |
481 |
* The array has two arguments, the difficulty of the level, and the |
482 |
* magical bonus "wanted". |
483 |
*/ |
484 |
|
485 |
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
486 |
|
487 |
/*chance of magic difficulty*/ |
488 |
|
489 |
/* +0 +1 +2 +3 +4 */ |
490 |
{95, 2, 2, 1, 0}, /*1 */ |
491 |
{92, 5, 2, 1, 0}, /*2 */ |
492 |
{85, 10, 4, 1, 0}, /*3 */ |
493 |
{80, 14, 4, 2, 0}, /*4 */ |
494 |
{75, 17, 5, 2, 1}, /*5 */ |
495 |
{70, 18, 8, 3, 1}, /*6 */ |
496 |
{65, 21, 10, 3, 1}, /*7 */ |
497 |
{60, 22, 12, 4, 2}, /*8 */ |
498 |
{55, 25, 14, 4, 2}, /*9 */ |
499 |
{50, 27, 16, 5, 2}, /*10 */ |
500 |
{45, 28, 18, 6, 3}, /*11 */ |
501 |
{42, 28, 20, 7, 3}, /*12 */ |
502 |
{40, 27, 21, 8, 4}, /*13 */ |
503 |
{38, 25, 22, 10, 5}, /*14 */ |
504 |
{36, 23, 23, 12, 6}, /*15 */ |
505 |
{33, 21, 24, 14, 8}, /*16 */ |
506 |
{31, 19, 25, 16, 9}, /*17 */ |
507 |
{27, 15, 30, 18, 10}, /*18 */ |
508 |
{20, 12, 30, 25, 13}, /*19 */ |
509 |
{15, 10, 28, 30, 17}, /*20 */ |
510 |
{13, 9, 27, 28, 23}, /*21 */ |
511 |
{10, 8, 25, 28, 29}, /*22 */ |
512 |
{8, 7, 23, 26, 36}, /*23 */ |
513 |
{6, 6, 20, 22, 46}, /*24 */ |
514 |
{4, 5, 17, 18, 56}, /*25 */ |
515 |
{2, 4, 12, 14, 68}, /*26 */ |
516 |
{0, 3, 7, 10, 80}, /*27 */ |
517 |
{0, 0, 3, 7, 90}, /*28 */ |
518 |
{0, 0, 0, 3, 97}, /*29 */ |
519 |
{0, 0, 0, 0, 100}, /*30 */ |
520 |
{0, 0, 0, 0, 100}, /*31 */ |
521 |
}; |
522 |
|
523 |
|
524 |
/* calculate the appropriate level for wands staves and scrolls. |
525 |
* This code presumes that op has had its spell object created (in op->inv) |
526 |
* |
527 |
* elmex Wed Aug 9 17:44:59 CEST 2006: |
528 |
* Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
529 |
*/ |
530 |
|
531 |
int |
532 |
level_for_item (const object *op, int difficulty) |
533 |
{ |
534 |
int olevel = 0; |
535 |
|
536 |
if (!op->inv) |
537 |
{ |
538 |
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
539 |
return 0; |
540 |
} |
541 |
|
542 |
olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
543 |
|
544 |
if (olevel <= 0) |
545 |
olevel = rndm (1, MIN (op->inv->level, 1)); |
546 |
|
547 |
if (olevel > MAXLEVEL) |
548 |
olevel = MAXLEVEL; |
549 |
|
550 |
return olevel; |
551 |
} |
552 |
|
553 |
/* |
554 |
* Based upon the specified difficulty and upon the difftomagic_list array, |
555 |
* a random magical bonus is returned. This is used when determine |
556 |
* the magical bonus created on specific maps. |
557 |
* |
558 |
* elmex Thu Aug 10 18:45:44 CEST 2006: |
559 |
* Scaling difficulty by max_level, as difficulty is a level and not some |
560 |
* weird integer between 1-31. |
561 |
* |
562 |
*/ |
563 |
int |
564 |
magic_from_difficulty (int difficulty) |
565 |
{ |
566 |
int percent = 0, magic = 0; |
567 |
int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
568 |
|
569 |
scaled_diff--; |
570 |
|
571 |
if (scaled_diff < 0) |
572 |
scaled_diff = 0; |
573 |
|
574 |
if (scaled_diff >= DIFFLEVELS) |
575 |
scaled_diff = DIFFLEVELS - 1; |
576 |
|
577 |
percent = rndm (100); |
578 |
|
579 |
for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
580 |
{ |
581 |
percent -= difftomagic_list[scaled_diff][magic]; |
582 |
|
583 |
if (percent < 0) |
584 |
break; |
585 |
} |
586 |
|
587 |
if (magic == (MAXMAGIC + 1)) |
588 |
{ |
589 |
LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
590 |
magic = 0; |
591 |
} |
592 |
|
593 |
magic = (rndm (3)) ? magic : -magic; |
594 |
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
595 |
|
596 |
return magic; |
597 |
} |
598 |
|
599 |
/* |
600 |
* Sets magical bonus in an object, and recalculates the effect on |
601 |
* the armour variable, and the effect on speed of armour. |
602 |
* This function doesn't work properly, should add use of archetypes |
603 |
* to make it truly absolute. |
604 |
*/ |
605 |
|
606 |
void |
607 |
set_abs_magic (object *op, int magic) |
608 |
{ |
609 |
if (!magic) |
610 |
return; |
611 |
|
612 |
op->magic = magic; |
613 |
if (op->arch) |
614 |
{ |
615 |
if (op->type == ARMOUR) |
616 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
617 |
|
618 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
619 |
magic = (-magic); |
620 |
op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
621 |
} |
622 |
else |
623 |
{ |
624 |
if (op->type == ARMOUR) |
625 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
626 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
627 |
magic = (-magic); |
628 |
op->weight = (op->weight * (100 - magic * 10)) / 100; |
629 |
} |
630 |
} |
631 |
|
632 |
/* |
633 |
* Sets a random magical bonus in the given object based upon |
634 |
* the given difficulty, and the given max possible bonus. |
635 |
*/ |
636 |
|
637 |
static void |
638 |
set_magic (int difficulty, object *op, int max_magic, int flags) |
639 |
{ |
640 |
int i; |
641 |
|
642 |
i = magic_from_difficulty (difficulty); |
643 |
if ((flags & GT_ONLY_GOOD) && i < 0) |
644 |
i = -i; |
645 |
if (i > max_magic) |
646 |
i = max_magic; |
647 |
set_abs_magic (op, i); |
648 |
if (i < 0) |
649 |
SET_FLAG (op, FLAG_CURSED); |
650 |
} |
651 |
|
652 |
/* |
653 |
* Randomly adds one magical ability to the given object. |
654 |
* Modified for Partial Resistance in many ways: |
655 |
* 1) Since rings can have multiple bonuses, if the same bonus |
656 |
* is rolled again, increase it - the bonuses now stack with |
657 |
* other bonuses previously rolled and ones the item might natively have. |
658 |
* 2) Add code to deal with new PR method. |
659 |
*/ |
660 |
void |
661 |
set_ring_bonus (object *op, int bonus) |
662 |
{ |
663 |
|
664 |
int r = rndm (bonus > 0 ? 25 : 11); |
665 |
|
666 |
if (op->type == AMULET) |
667 |
{ |
668 |
if (!(rndm (21))) |
669 |
r = 20 + rndm (2); |
670 |
else |
671 |
{ |
672 |
if (rndm (2)) |
673 |
r = 10; |
674 |
else |
675 |
r = 11 + rndm (9); |
676 |
} |
677 |
} |
678 |
|
679 |
switch (r) |
680 |
{ |
681 |
/* Redone by MSW 2000-11-26 to have much less code. Also, |
682 |
* bonuses and penalties will stack and add to existing values. |
683 |
* of the item. |
684 |
*/ |
685 |
case 0: |
686 |
case 1: |
687 |
case 2: |
688 |
case 3: |
689 |
case 4: |
690 |
case 5: |
691 |
case 6: |
692 |
set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
693 |
break; |
694 |
|
695 |
case 7: |
696 |
op->stats.dam += bonus; |
697 |
break; |
698 |
|
699 |
case 8: |
700 |
op->stats.wc += bonus; |
701 |
break; |
702 |
|
703 |
case 9: |
704 |
op->stats.food += bonus; /* hunger/sustenance */ |
705 |
break; |
706 |
|
707 |
case 10: |
708 |
op->stats.ac += bonus; |
709 |
break; |
710 |
|
711 |
/* Item that gives protections/vulnerabilities */ |
712 |
case 11: |
713 |
case 12: |
714 |
case 13: |
715 |
case 14: |
716 |
case 15: |
717 |
case 16: |
718 |
case 17: |
719 |
case 18: |
720 |
case 19: |
721 |
{ |
722 |
int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
723 |
|
724 |
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
725 |
val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
726 |
|
727 |
/* Cursed items need to have higher negative values to equal out with |
728 |
* positive values for how protections work out. Put another |
729 |
* little random element in since that they don't always end up with |
730 |
* even values. |
731 |
*/ |
732 |
if (bonus < 0) |
733 |
val = 2 * -val - rndm (b); |
734 |
if (val > 35) |
735 |
val = 35; /* Upper limit */ |
736 |
b = 0; |
737 |
|
738 |
while (op->resist[resist_table[resist]] != 0 && b < 4) |
739 |
resist = rndm (num_resist_table); |
740 |
|
741 |
if (b == 4) |
742 |
return; /* Not able to find a free resistance */ |
743 |
|
744 |
op->resist[resist_table[resist]] = val; |
745 |
/* We should probably do something more clever here to adjust value |
746 |
* based on how good a resistance we gave. |
747 |
*/ |
748 |
break; |
749 |
} |
750 |
case 20: |
751 |
if (op->type == AMULET) |
752 |
{ |
753 |
SET_FLAG (op, FLAG_REFL_SPELL); |
754 |
op->value *= 11; |
755 |
} |
756 |
else |
757 |
{ |
758 |
op->stats.hp = 1; /* regenerate hit points */ |
759 |
op->value *= 4; |
760 |
} |
761 |
break; |
762 |
|
763 |
case 21: |
764 |
if (op->type == AMULET) |
765 |
{ |
766 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
767 |
op->value *= 9; |
768 |
} |
769 |
else |
770 |
{ |
771 |
op->stats.sp = 1; /* regenerate spell points */ |
772 |
op->value *= 3; |
773 |
} |
774 |
break; |
775 |
|
776 |
case 22: |
777 |
op->stats.exp += bonus; /* Speed! */ |
778 |
op->value = (op->value * 2) / 3; |
779 |
break; |
780 |
} |
781 |
|
782 |
if (bonus > 0) |
783 |
op->value *= 2 * bonus; |
784 |
else |
785 |
op->value = -(op->value * 2 * bonus) / 3; |
786 |
} |
787 |
|
788 |
/* |
789 |
* get_magic(diff) will return a random number between 0 and 4. |
790 |
* diff can be any value above 2. The higher the diff-variable, the |
791 |
* higher is the chance of returning a low number. |
792 |
* It is only used in fix_generated_treasure() to set bonuses on |
793 |
* rings and amulets. |
794 |
* Another scheme is used to calculate the magic of weapons and armours. |
795 |
*/ |
796 |
int |
797 |
get_magic (int diff) |
798 |
{ |
799 |
int i; |
800 |
|
801 |
if (diff < 3) |
802 |
diff = 3; |
803 |
|
804 |
for (i = 0; i < 4; i++) |
805 |
if (rndm (diff)) |
806 |
return i; |
807 |
|
808 |
return 4; |
809 |
} |
810 |
|
811 |
#define DICE2 (get_magic(2)==2?2:1) |
812 |
#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
813 |
|
814 |
/* |
815 |
* fix_generated_item(): This is called after an item is generated, in |
816 |
* order to set it up right. This produced magical bonuses, puts spells |
817 |
* into scrolls/books/wands, makes it unidentified, hides the value, etc. |
818 |
*/ |
819 |
|
820 |
/* 4/28/96 added creator object from which op may now inherit properties based on |
821 |
* op->type. Right now, which stuff the creator passes on is object type |
822 |
* dependant. I know this is a spagetti manuever, but is there a cleaner |
823 |
* way to do this? b.t. */ |
824 |
|
825 |
/* |
826 |
* ! (flags & GT_ENVIRONMENT): |
827 |
* Automatically calls fix_flesh_item(). |
828 |
* |
829 |
* flags: |
830 |
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's |
831 |
* value. |
832 |
* GT_MINIMAL: Does minimal processing on the object - just enough to make it |
833 |
* a working object - don't change magic, value, etc, but set it material |
834 |
* type as appropriate, for objects that need spell objects, set those, etc |
835 |
*/ |
836 |
void |
837 |
fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
838 |
{ |
839 |
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
840 |
|
841 |
if (!creator || creator->type == op->type) |
842 |
creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
843 |
|
844 |
/* If we make an artifact, this information will be destroyed */ |
845 |
save_item_power = op->item_power; |
846 |
op->item_power = 0; |
847 |
|
848 |
if (op->randomitems && op->type != SPELL) |
849 |
{ |
850 |
create_treasure (op->randomitems, op, flags, difficulty, 0); |
851 |
if (!op->inv) |
852 |
LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
853 |
|
854 |
/* So the treasure doesn't get created again */ |
855 |
op->randomitems = NULL; |
856 |
} |
857 |
|
858 |
if (difficulty < 1) |
859 |
difficulty = 1; |
860 |
|
861 |
if (INVOKE_OBJECT (ADD_BONUS, op, |
862 |
ARG_OBJECT (creator != op ? creator : 0), |
863 |
ARG_INT (difficulty), ARG_INT (max_magic), |
864 |
ARG_INT (flags))) |
865 |
return; |
866 |
|
867 |
if (!(flags & GT_MINIMAL)) |
868 |
{ |
869 |
if (op->arch == crown_arch) |
870 |
{ |
871 |
set_magic (difficulty, op, max_magic, flags); |
872 |
num_enchantments = calc_item_power (op, 1); |
873 |
generate_artifact (op, difficulty); |
874 |
} |
875 |
else |
876 |
{ |
877 |
if (!op->magic && max_magic) |
878 |
set_magic (difficulty, op, max_magic, flags); |
879 |
|
880 |
num_enchantments = calc_item_power (op, 1); |
881 |
|
882 |
if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
883 |
|| op->type == HORN |
884 |
|| difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
885 |
* used for shop_floors or treasures */ |
886 |
generate_artifact (op, difficulty); |
887 |
} |
888 |
|
889 |
/* Object was made an artifact. Calculate its item_power rating. |
890 |
* the item_power in the object is what the artfiact adds. |
891 |
*/ |
892 |
if (op->title) |
893 |
{ |
894 |
/* if save_item_power is set, then most likely we started with an |
895 |
* artifact and have added new abilities to it - this is rare, but |
896 |
* but I have seen things like 'strange rings of fire'. So just figure |
897 |
* out the power from the base power plus what this one adds. Note |
898 |
* that since item_power is not quite linear, this actually ends up |
899 |
* being somewhat of a bonus |
900 |
*/ |
901 |
if (save_item_power) |
902 |
op->item_power = save_item_power + get_power_from_ench (op->item_power); |
903 |
else |
904 |
op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
905 |
} |
906 |
else if (save_item_power) |
907 |
{ |
908 |
/* restore the item_power field to the object if we haven't changed it. |
909 |
* we don't care about num_enchantments - that will basically just |
910 |
* have calculated some value from the base attributes of the archetype. |
911 |
*/ |
912 |
op->item_power = save_item_power; |
913 |
} |
914 |
else |
915 |
{ |
916 |
/* item_power was zero. This is suspicious, as it may be because it |
917 |
* was never previously calculated. Let's compute a value and see if |
918 |
* it is non-zero. If it indeed is, then assign it as the new |
919 |
* item_power value. |
920 |
* - gros, 21th of July 2006. |
921 |
*/ |
922 |
op->item_power = calc_item_power (op, 0); |
923 |
save_item_power = op->item_power; /* Just in case it would get used |
924 |
* again below */ |
925 |
} |
926 |
} |
927 |
|
928 |
/* materialtype modifications. Note we allow this on artifacts. */ |
929 |
set_materialname (op, difficulty, NULL); |
930 |
|
931 |
if (flags & GT_MINIMAL) |
932 |
{ |
933 |
if (op->type == POTION) |
934 |
/* Handle healing and magic power potions */ |
935 |
if (op->stats.sp && !op->randomitems) |
936 |
{ |
937 |
object *tmp; |
938 |
|
939 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
940 |
insert_ob_in_ob (tmp, op); |
941 |
op->stats.sp = 0; |
942 |
} |
943 |
} |
944 |
else if (!op->title) /* Only modify object if not special */ |
945 |
switch (op->type) |
946 |
{ |
947 |
case WEAPON: |
948 |
case ARMOUR: |
949 |
case SHIELD: |
950 |
case HELMET: |
951 |
case CLOAK: |
952 |
if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
953 |
set_ring_bonus (op, -DICE2); |
954 |
break; |
955 |
|
956 |
case BRACERS: |
957 |
if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
958 |
{ |
959 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
960 |
if (!QUERY_FLAG (op, FLAG_CURSED)) |
961 |
op->value *= 3; |
962 |
} |
963 |
break; |
964 |
|
965 |
case POTION: |
966 |
{ |
967 |
int too_many_tries = 0, is_special = 0; |
968 |
|
969 |
/* Handle healing and magic power potions */ |
970 |
if (op->stats.sp && !op->randomitems) |
971 |
{ |
972 |
object *tmp; |
973 |
|
974 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
975 |
insert_ob_in_ob (tmp, op); |
976 |
op->stats.sp = 0; |
977 |
} |
978 |
|
979 |
while (!(is_special = special_potion (op)) && !op->inv) |
980 |
{ |
981 |
generate_artifact (op, difficulty); |
982 |
if (too_many_tries++ > 10) |
983 |
break; |
984 |
} |
985 |
|
986 |
/* don't want to change value for healing/magic power potions, |
987 |
* since the value set on those is already correct. |
988 |
*/ |
989 |
if (op->inv && op->randomitems) |
990 |
{ |
991 |
/* value multiplier is same as for scrolls */ |
992 |
op->value = (op->value * op->inv->value); |
993 |
op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
994 |
} |
995 |
else |
996 |
{ |
997 |
op->name = "potion"; |
998 |
op->name_pl = "potions"; |
999 |
} |
1000 |
|
1001 |
if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
1002 |
SET_FLAG (op, FLAG_CURSED); |
1003 |
break; |
1004 |
} |
1005 |
|
1006 |
case AMULET: |
1007 |
if (op->arch == amulet_arch) |
1008 |
op->value *= 5; /* Since it's not just decoration */ |
1009 |
|
1010 |
case RING: |
1011 |
if (op->arch == NULL) |
1012 |
{ |
1013 |
op->destroy (); |
1014 |
op = 0; |
1015 |
break; |
1016 |
} |
1017 |
|
1018 |
if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1019 |
break; |
1020 |
|
1021 |
if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1022 |
SET_FLAG (op, FLAG_CURSED); |
1023 |
|
1024 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1025 |
|
1026 |
if (op->type != RING) /* Amulets have only one ability */ |
1027 |
break; |
1028 |
|
1029 |
if (!(rndm (4))) |
1030 |
{ |
1031 |
int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1032 |
|
1033 |
if (d > 0) |
1034 |
op->value *= 3; |
1035 |
|
1036 |
set_ring_bonus (op, d); |
1037 |
|
1038 |
if (!(rndm (4))) |
1039 |
{ |
1040 |
int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1041 |
|
1042 |
if (d > 0) |
1043 |
op->value *= 5; |
1044 |
set_ring_bonus (op, d); |
1045 |
} |
1046 |
} |
1047 |
|
1048 |
if (GET_ANIM_ID (op)) |
1049 |
SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1050 |
|
1051 |
break; |
1052 |
|
1053 |
case BOOK: |
1054 |
/* Is it an empty book?, if yes lets make a special· |
1055 |
* msg for it, and tailor its properties based on the· |
1056 |
* creator and/or map level we found it on. |
1057 |
*/ |
1058 |
if (!op->msg && rndm (10)) |
1059 |
{ |
1060 |
/* set the book level properly */ |
1061 |
if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1062 |
{ |
1063 |
if (op->map && op->map->difficulty) |
1064 |
op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1065 |
else |
1066 |
op->level = rndm (20) + 1; |
1067 |
} |
1068 |
else |
1069 |
op->level = rndm (creator->level); |
1070 |
|
1071 |
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1072 |
/* books w/ info are worth more! */ |
1073 |
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1074 |
/* creator related stuff */ |
1075 |
|
1076 |
/* for library, chained books. Note that some monsters have no_pick |
1077 |
* set - we don't want to set no pick in that case. |
1078 |
*/ |
1079 |
if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1080 |
SET_FLAG (op, FLAG_NO_PICK); |
1081 |
if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1082 |
op->slaying = creator->slaying; |
1083 |
|
1084 |
/* add exp so reading it gives xp (once) */ |
1085 |
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1086 |
} |
1087 |
break; |
1088 |
|
1089 |
case SPELLBOOK: |
1090 |
op->value = op->value * op->inv->value; |
1091 |
/* add exp so learning gives xp */ |
1092 |
op->level = op->inv->level; |
1093 |
op->stats.exp = op->value; |
1094 |
break; |
1095 |
|
1096 |
case WAND: |
1097 |
/* nrof in the treasure list is number of charges, |
1098 |
* not number of wands. So copy that into food (charges), |
1099 |
* and reset nrof. |
1100 |
*/ |
1101 |
op->stats.food = op->inv->nrof; |
1102 |
op->nrof = 1; |
1103 |
/* If the spell changes by level, choose a random level |
1104 |
* for it, and adjust price. If the spell doesn't |
1105 |
* change by level, just set the wand to the level of |
1106 |
* the spell, and value calculation is simpler. |
1107 |
*/ |
1108 |
if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1109 |
{ |
1110 |
op->level = level_for_item (op, difficulty); |
1111 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1112 |
} |
1113 |
else |
1114 |
{ |
1115 |
op->level = op->inv->level; |
1116 |
op->value = op->value * op->inv->value; |
1117 |
} |
1118 |
break; |
1119 |
|
1120 |
case ROD: |
1121 |
op->level = level_for_item (op, difficulty); |
1122 |
/* Add 50 to both level an divisor to keep prices a little more |
1123 |
* reasonable. Otherwise, a high level version of a low level |
1124 |
* spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
1125 |
* 10 time multiplier). This way, the value are a bit more reasonable. |
1126 |
*/ |
1127 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1128 |
/* maxhp is used to denote how many 'charges' the rod holds before */ |
1129 |
if (op->stats.maxhp) |
1130 |
op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1131 |
else |
1132 |
op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1133 |
|
1134 |
op->stats.hp = op->stats.maxhp; |
1135 |
break; |
1136 |
|
1137 |
case SCROLL: |
1138 |
op->level = level_for_item (op, difficulty); |
1139 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1140 |
|
1141 |
/* add exp so reading them properly gives xp */ |
1142 |
op->stats.exp = op->value / 5; |
1143 |
op->nrof = op->inv->nrof; |
1144 |
break; |
1145 |
|
1146 |
case RUNE: |
1147 |
trap_adjust (op, difficulty); |
1148 |
break; |
1149 |
|
1150 |
case TRAP: |
1151 |
trap_adjust (op, difficulty); |
1152 |
break; |
1153 |
} /* switch type */ |
1154 |
|
1155 |
if (flags & GT_STARTEQUIP) |
1156 |
{ |
1157 |
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1158 |
SET_FLAG (op, FLAG_STARTEQUIP); |
1159 |
else if (op->type != MONEY) |
1160 |
op->value = 0; |
1161 |
} |
1162 |
|
1163 |
if (!(flags & GT_ENVIRONMENT)) |
1164 |
fix_flesh_item (op, creator); |
1165 |
} |
1166 |
|
1167 |
/* |
1168 |
* |
1169 |
* |
1170 |
* CODE DEALING WITH ARTIFACTS STARTS HERE |
1171 |
* |
1172 |
* |
1173 |
*/ |
1174 |
|
1175 |
/* |
1176 |
* Allocate and return the pointer to an empty artifactlist structure. |
1177 |
*/ |
1178 |
static artifactlist * |
1179 |
get_empty_artifactlist (void) |
1180 |
{ |
1181 |
return salloc0 <artifactlist> (); |
1182 |
} |
1183 |
|
1184 |
/* |
1185 |
* Allocate and return the pointer to an empty artifact structure. |
1186 |
*/ |
1187 |
static artifact * |
1188 |
get_empty_artifact (void) |
1189 |
{ |
1190 |
return salloc0 <artifact> (); |
1191 |
} |
1192 |
|
1193 |
/* |
1194 |
* Searches the artifact lists and returns one that has the same type |
1195 |
* of objects on it. |
1196 |
*/ |
1197 |
artifactlist * |
1198 |
find_artifactlist (int type) |
1199 |
{ |
1200 |
for (artifactlist *al = first_artifactlist; al; al = al->next) |
1201 |
if (al->type == type) |
1202 |
return al; |
1203 |
|
1204 |
return 0; |
1205 |
} |
1206 |
|
1207 |
/* |
1208 |
* For debugging purposes. Dumps all tables. |
1209 |
*/ |
1210 |
void |
1211 |
dump_artifacts (void) |
1212 |
{ |
1213 |
artifactlist *al; |
1214 |
artifact *art; |
1215 |
linked_char *next; |
1216 |
|
1217 |
fprintf (logfile, "\n"); |
1218 |
for (al = first_artifactlist; al != NULL; al = al->next) |
1219 |
{ |
1220 |
fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1221 |
for (art = al->items; art != NULL; art = art->next) |
1222 |
{ |
1223 |
fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1224 |
if (art->allowed != NULL) |
1225 |
{ |
1226 |
fprintf (logfile, "\tallowed combinations:"); |
1227 |
for (next = art->allowed; next != NULL; next = next->next) |
1228 |
fprintf (logfile, "%s,", &next->name); |
1229 |
fprintf (logfile, "\n"); |
1230 |
} |
1231 |
} |
1232 |
} |
1233 |
fprintf (logfile, "\n"); |
1234 |
} |
1235 |
|
1236 |
/* |
1237 |
* For debugging purposes. Dumps all treasures recursively (see below). |
1238 |
*/ |
1239 |
void |
1240 |
dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1241 |
{ |
1242 |
treasurelist *tl; |
1243 |
int i; |
1244 |
|
1245 |
if (depth > 100) |
1246 |
return; |
1247 |
|
1248 |
while (t) |
1249 |
{ |
1250 |
if (t->name) |
1251 |
{ |
1252 |
for (i = 0; i < depth; i++) |
1253 |
fprintf (logfile, " "); |
1254 |
|
1255 |
fprintf (logfile, "{ (list: %s)\n", &t->name); |
1256 |
|
1257 |
tl = treasurelist::find (t->name); |
1258 |
if (tl) |
1259 |
dump_monster_treasure_rec (name, tl->items, depth + 2); |
1260 |
|
1261 |
for (i = 0; i < depth; i++) |
1262 |
fprintf (logfile, " "); |
1263 |
|
1264 |
fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1265 |
} |
1266 |
else |
1267 |
{ |
1268 |
for (i = 0; i < depth; i++) |
1269 |
fprintf (logfile, " "); |
1270 |
|
1271 |
if (t->item && t->item->clone.type == FLESH) |
1272 |
fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1273 |
else |
1274 |
fprintf (logfile, "%s\n", &t->item->clone.name); |
1275 |
} |
1276 |
|
1277 |
if (t->next_yes) |
1278 |
{ |
1279 |
for (i = 0; i < depth; i++) |
1280 |
fprintf (logfile, " "); |
1281 |
|
1282 |
fprintf (logfile, " (if yes)\n"); |
1283 |
dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1284 |
} |
1285 |
|
1286 |
if (t->next_no) |
1287 |
{ |
1288 |
for (i = 0; i < depth; i++) |
1289 |
fprintf (logfile, " "); |
1290 |
|
1291 |
fprintf (logfile, " (if no)\n"); |
1292 |
dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1293 |
} |
1294 |
|
1295 |
t = t->next; |
1296 |
} |
1297 |
} |
1298 |
|
1299 |
/* |
1300 |
* For debugging purposes. Dumps all treasures for a given monster. |
1301 |
* Created originally by Raphael Quinet for debugging the alchemy code. |
1302 |
*/ |
1303 |
void |
1304 |
dump_monster_treasure (const char *name) |
1305 |
{ |
1306 |
archetype *at; |
1307 |
int found; |
1308 |
|
1309 |
found = 0; |
1310 |
fprintf (logfile, "\n"); |
1311 |
|
1312 |
for (at = first_archetype; at != NULL; at = at->next) |
1313 |
if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1314 |
{ |
1315 |
fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1316 |
if (at->clone.randomitems != NULL) |
1317 |
dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1318 |
else |
1319 |
fprintf (logfile, "(nothing)\n"); |
1320 |
|
1321 |
fprintf (logfile, "\n"); |
1322 |
found++; |
1323 |
} |
1324 |
|
1325 |
if (found == 0) |
1326 |
fprintf (logfile, "No objects have the name %s!\n\n", name); |
1327 |
} |
1328 |
|
1329 |
/* |
1330 |
* Builds up the lists of artifacts from the file in the libdir. |
1331 |
*/ |
1332 |
void |
1333 |
init_artifacts (void) |
1334 |
{ |
1335 |
static int has_been_inited = 0; |
1336 |
char filename[MAX_BUF]; |
1337 |
artifact *art = NULL; |
1338 |
artifactlist *al; |
1339 |
|
1340 |
if (has_been_inited) |
1341 |
return; |
1342 |
else |
1343 |
has_been_inited = 1; |
1344 |
|
1345 |
sprintf (filename, "%s/artifacts", settings.datadir); |
1346 |
object_thawer f (filename); |
1347 |
|
1348 |
if (!f) |
1349 |
return; |
1350 |
|
1351 |
f.next (); |
1352 |
|
1353 |
for (;;) |
1354 |
{ |
1355 |
switch (f.kw) |
1356 |
{ |
1357 |
case KW_allowed: |
1358 |
if (!art) |
1359 |
{ |
1360 |
art = get_empty_artifact (); |
1361 |
nrofartifacts++; |
1362 |
} |
1363 |
|
1364 |
{ |
1365 |
if (!strcmp (f.get_str (), "all")) |
1366 |
break; |
1367 |
|
1368 |
char *next, *cp = f.get_str (); |
1369 |
|
1370 |
do |
1371 |
{ |
1372 |
nrofallowedstr++; |
1373 |
|
1374 |
if ((next = strchr (cp, ','))) |
1375 |
*next++ = '\0'; |
1376 |
|
1377 |
linked_char *tmp = new linked_char; |
1378 |
|
1379 |
tmp->name = cp; |
1380 |
tmp->next = art->allowed; |
1381 |
art->allowed = tmp; |
1382 |
} |
1383 |
while ((cp = next)); |
1384 |
} |
1385 |
break; |
1386 |
|
1387 |
case KW_chance: |
1388 |
f.get (art->chance); |
1389 |
break; |
1390 |
|
1391 |
case KW_difficulty: |
1392 |
f.get (art->difficulty); |
1393 |
break; |
1394 |
|
1395 |
case KW_object: |
1396 |
{ |
1397 |
art->item = object::create (); |
1398 |
|
1399 |
if (!art->item->parse_kv (f)) |
1400 |
LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1401 |
|
1402 |
al = find_artifactlist (art->item->type); |
1403 |
|
1404 |
if (!al) |
1405 |
{ |
1406 |
al = get_empty_artifactlist (); |
1407 |
al->type = art->item->type; |
1408 |
al->next = first_artifactlist; |
1409 |
first_artifactlist = al; |
1410 |
} |
1411 |
|
1412 |
art->next = al->items; |
1413 |
al->items = art; |
1414 |
art = 0; |
1415 |
} |
1416 |
continue; |
1417 |
|
1418 |
case KW_EOF: |
1419 |
goto done; |
1420 |
|
1421 |
default: |
1422 |
if (!f.parse_error ("artifacts file")) |
1423 |
cleanup ("artifacts file required"); |
1424 |
break; |
1425 |
} |
1426 |
|
1427 |
f.next (); |
1428 |
} |
1429 |
|
1430 |
done: |
1431 |
for (al = first_artifactlist; al; al = al->next) |
1432 |
{ |
1433 |
for (art = al->items; art; art = art->next) |
1434 |
{ |
1435 |
if (!art->chance) |
1436 |
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1437 |
else |
1438 |
al->total_chance += art->chance; |
1439 |
} |
1440 |
#if 0 |
1441 |
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1442 |
#endif |
1443 |
} |
1444 |
|
1445 |
LOG (llevDebug, "done.\n"); |
1446 |
} |
1447 |
|
1448 |
|
1449 |
/* |
1450 |
* Used in artifact generation. The bonuses of the first object |
1451 |
* is modified by the bonuses of the second object. |
1452 |
*/ |
1453 |
|
1454 |
void |
1455 |
add_abilities (object *op, object *change) |
1456 |
{ |
1457 |
int i, tmp; |
1458 |
|
1459 |
if (change->face != blank_face) |
1460 |
{ |
1461 |
#ifdef TREASURE_VERBOSE |
1462 |
LOG (llevDebug, "FACE: %d\n", change->face->number); |
1463 |
#endif |
1464 |
op->face = change->face; |
1465 |
} |
1466 |
|
1467 |
for (i = 0; i < NUM_STATS; i++) |
1468 |
change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1469 |
|
1470 |
op->attacktype |= change->attacktype; |
1471 |
op->path_attuned |= change->path_attuned; |
1472 |
op->path_repelled |= change->path_repelled; |
1473 |
op->path_denied |= change->path_denied; |
1474 |
op->move_type |= change->move_type; |
1475 |
op->stats.luck += change->stats.luck; |
1476 |
|
1477 |
if (QUERY_FLAG (change, FLAG_CURSED)) |
1478 |
SET_FLAG (op, FLAG_CURSED); |
1479 |
if (QUERY_FLAG (change, FLAG_DAMNED)) |
1480 |
SET_FLAG (op, FLAG_DAMNED); |
1481 |
if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1482 |
set_abs_magic (op, -op->magic); |
1483 |
|
1484 |
if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1485 |
SET_FLAG (op, FLAG_LIFESAVE); |
1486 |
if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1487 |
SET_FLAG (op, FLAG_REFL_SPELL); |
1488 |
if (QUERY_FLAG (change, FLAG_STEALTH)) |
1489 |
SET_FLAG (op, FLAG_STEALTH); |
1490 |
if (QUERY_FLAG (change, FLAG_XRAYS)) |
1491 |
SET_FLAG (op, FLAG_XRAYS); |
1492 |
if (QUERY_FLAG (change, FLAG_BLIND)) |
1493 |
SET_FLAG (op, FLAG_BLIND); |
1494 |
if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
1495 |
SET_FLAG (op, FLAG_SEE_IN_DARK); |
1496 |
if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
1497 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
1498 |
if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
1499 |
SET_FLAG (op, FLAG_MAKE_INVIS); |
1500 |
|
1501 |
if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1502 |
{ |
1503 |
CLEAR_FLAG (op, FLAG_ANIMATE); |
1504 |
/* so artifacts will join */ |
1505 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1506 |
op->speed = 0.0; |
1507 |
|
1508 |
op->set_speed (op->speed); |
1509 |
} |
1510 |
|
1511 |
if (change->nrof) |
1512 |
op->nrof = rndm (change->nrof) + 1; |
1513 |
|
1514 |
op->stats.exp += change->stats.exp; /* Speed modifier */ |
1515 |
op->stats.wc += change->stats.wc; |
1516 |
op->stats.ac += change->stats.ac; |
1517 |
|
1518 |
if (change->other_arch) |
1519 |
{ |
1520 |
/* Basically, for horns & potions, the other_arch field is the spell |
1521 |
* to cast. So convert that to into a spell and put it into |
1522 |
* this object. |
1523 |
*/ |
1524 |
if (op->type == HORN || op->type == POTION) |
1525 |
{ |
1526 |
object *tmp_obj; |
1527 |
|
1528 |
/* Remove any spells this object currently has in it */ |
1529 |
while (op->inv) |
1530 |
op->inv->destroy (); |
1531 |
|
1532 |
tmp_obj = arch_to_object (change->other_arch); |
1533 |
insert_ob_in_ob (tmp_obj, op); |
1534 |
} |
1535 |
/* No harm setting this for potions/horns */ |
1536 |
op->other_arch = change->other_arch; |
1537 |
} |
1538 |
|
1539 |
if (change->stats.hp < 0) |
1540 |
op->stats.hp = -change->stats.hp; |
1541 |
else |
1542 |
op->stats.hp += change->stats.hp; |
1543 |
|
1544 |
if (change->stats.maxhp < 0) |
1545 |
op->stats.maxhp = -change->stats.maxhp; |
1546 |
else |
1547 |
op->stats.maxhp += change->stats.maxhp; |
1548 |
|
1549 |
if (change->stats.sp < 0) |
1550 |
op->stats.sp = -change->stats.sp; |
1551 |
else |
1552 |
op->stats.sp += change->stats.sp; |
1553 |
|
1554 |
if (change->stats.maxsp < 0) |
1555 |
op->stats.maxsp = -change->stats.maxsp; |
1556 |
else |
1557 |
op->stats.maxsp += change->stats.maxsp; |
1558 |
|
1559 |
if (change->stats.food < 0) |
1560 |
op->stats.food = -(change->stats.food); |
1561 |
else |
1562 |
op->stats.food += change->stats.food; |
1563 |
|
1564 |
if (change->level < 0) |
1565 |
op->level = -(change->level); |
1566 |
else |
1567 |
op->level += change->level; |
1568 |
|
1569 |
if (change->gen_sp_armour < 0) |
1570 |
op->gen_sp_armour = -(change->gen_sp_armour); |
1571 |
else |
1572 |
op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1573 |
|
1574 |
op->item_power = change->item_power; |
1575 |
|
1576 |
for (i = 0; i < NROFATTACKS; i++) |
1577 |
if (change->resist[i]) |
1578 |
op->resist[i] += change->resist[i]; |
1579 |
|
1580 |
if (change->stats.dam) |
1581 |
{ |
1582 |
if (change->stats.dam < 0) |
1583 |
op->stats.dam = (-change->stats.dam); |
1584 |
else if (op->stats.dam) |
1585 |
{ |
1586 |
tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1587 |
if (tmp == op->stats.dam) |
1588 |
{ |
1589 |
if (change->stats.dam < 10) |
1590 |
op->stats.dam--; |
1591 |
else |
1592 |
op->stats.dam++; |
1593 |
} |
1594 |
else |
1595 |
op->stats.dam = tmp; |
1596 |
} |
1597 |
} |
1598 |
|
1599 |
if (change->weight) |
1600 |
{ |
1601 |
if (change->weight < 0) |
1602 |
op->weight = (-change->weight); |
1603 |
else |
1604 |
op->weight = (op->weight * (change->weight)) / 100; |
1605 |
} |
1606 |
|
1607 |
if (change->last_sp) |
1608 |
{ |
1609 |
if (change->last_sp < 0) |
1610 |
op->last_sp = (-change->last_sp); |
1611 |
else |
1612 |
op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1613 |
} |
1614 |
|
1615 |
if (change->gen_sp_armour) |
1616 |
{ |
1617 |
if (change->gen_sp_armour < 0) |
1618 |
op->gen_sp_armour = (-change->gen_sp_armour); |
1619 |
else |
1620 |
op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1621 |
} |
1622 |
|
1623 |
op->value *= change->value; |
1624 |
|
1625 |
if (change->materials) |
1626 |
op->materials = change->materials; |
1627 |
|
1628 |
if (change->materialname) |
1629 |
op->materialname = change->materialname; |
1630 |
|
1631 |
if (change->slaying) |
1632 |
op->slaying = change->slaying; |
1633 |
|
1634 |
if (change->race) |
1635 |
op->race = change->race; |
1636 |
|
1637 |
if (change->msg) |
1638 |
op->msg = change->msg; |
1639 |
} |
1640 |
|
1641 |
static int |
1642 |
legal_artifact_combination (object *op, artifact * art) |
1643 |
{ |
1644 |
int neg, success = 0; |
1645 |
linked_char *tmp; |
1646 |
const char *name; |
1647 |
|
1648 |
if (art->allowed == (linked_char *) NULL) |
1649 |
return 1; /* Ie, "all" */ |
1650 |
for (tmp = art->allowed; tmp; tmp = tmp->next) |
1651 |
{ |
1652 |
#ifdef TREASURE_VERBOSE |
1653 |
LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1654 |
#endif |
1655 |
if (*tmp->name == '!') |
1656 |
name = tmp->name + 1, neg = 1; |
1657 |
else |
1658 |
name = tmp->name, neg = 0; |
1659 |
|
1660 |
/* If we match name, then return the opposite of 'neg' */ |
1661 |
if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1662 |
return !neg; |
1663 |
|
1664 |
/* Set success as true, since if the match was an inverse, it means |
1665 |
* everything is allowed except what we match |
1666 |
*/ |
1667 |
else if (neg) |
1668 |
success = 1; |
1669 |
} |
1670 |
return success; |
1671 |
} |
1672 |
|
1673 |
/* |
1674 |
* Fixes the given object, giving it the abilities and titles |
1675 |
* it should have due to the second artifact-template. |
1676 |
*/ |
1677 |
|
1678 |
void |
1679 |
give_artifact_abilities (object *op, object *artifct) |
1680 |
{ |
1681 |
char new_name[MAX_BUF]; |
1682 |
|
1683 |
sprintf (new_name, "of %s", &artifct->name); |
1684 |
op->title = new_name; |
1685 |
add_abilities (op, artifct); /* Give out the bonuses */ |
1686 |
|
1687 |
#if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1688 |
{ |
1689 |
char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1690 |
|
1691 |
SET_FLAG (op, FLAG_IDENTIFIED); |
1692 |
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1693 |
if (!identified) |
1694 |
CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1695 |
} |
1696 |
#endif |
1697 |
return; |
1698 |
} |
1699 |
|
1700 |
/* |
1701 |
* Decides randomly which artifact the object should be |
1702 |
* turned into. Makes sure that the item can become that |
1703 |
* artifact (means magic, difficulty, and Allowed fields properly). |
1704 |
* Then calls give_artifact_abilities in order to actually create |
1705 |
* the artifact. |
1706 |
*/ |
1707 |
|
1708 |
/* Give 1 re-roll attempt per artifact */ |
1709 |
#define ARTIFACT_TRIES 2 |
1710 |
|
1711 |
void |
1712 |
generate_artifact (object *op, int difficulty) |
1713 |
{ |
1714 |
artifactlist *al; |
1715 |
artifact *art; |
1716 |
int i; |
1717 |
|
1718 |
al = find_artifactlist (op->type); |
1719 |
|
1720 |
if (al == NULL) |
1721 |
{ |
1722 |
#if 0 /* This is too verbose, usually */ |
1723 |
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1724 |
#endif |
1725 |
return; |
1726 |
} |
1727 |
|
1728 |
for (i = 0; i < ARTIFACT_TRIES; i++) |
1729 |
{ |
1730 |
int roll = rndm (al->total_chance); |
1731 |
|
1732 |
for (art = al->items; art; art = art->next) |
1733 |
{ |
1734 |
roll -= art->chance; |
1735 |
if (roll < 0) |
1736 |
break; |
1737 |
} |
1738 |
|
1739 |
if (art == NULL || roll >= 0) |
1740 |
{ |
1741 |
#if 1 |
1742 |
LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1743 |
#endif |
1744 |
return; |
1745 |
} |
1746 |
if (!strcmp (art->item->name, "NONE")) |
1747 |
return; |
1748 |
if (FABS (op->magic) < art->item->magic) |
1749 |
continue; /* Not magic enough to be this item */ |
1750 |
|
1751 |
/* Map difficulty not high enough */ |
1752 |
if (difficulty < art->difficulty) |
1753 |
continue; |
1754 |
|
1755 |
if (!legal_artifact_combination (op, art)) |
1756 |
{ |
1757 |
#ifdef TREASURE_VERBOSE |
1758 |
LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1759 |
#endif |
1760 |
continue; |
1761 |
} |
1762 |
give_artifact_abilities (op, art->item); |
1763 |
return; |
1764 |
} |
1765 |
} |
1766 |
|
1767 |
/* fix_flesh_item() - objects of type FLESH are similar to type |
1768 |
* FOOD, except they inherit properties (name, food value, etc). |
1769 |
* based on the original owner (or 'donor' if you like). -b.t. |
1770 |
*/ |
1771 |
|
1772 |
void |
1773 |
fix_flesh_item (object *item, object *donor) |
1774 |
{ |
1775 |
char tmpbuf[MAX_BUF]; |
1776 |
int i; |
1777 |
|
1778 |
if (item->type == FLESH && donor) |
1779 |
{ |
1780 |
/* change the name */ |
1781 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1782 |
item->name = tmpbuf; |
1783 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1784 |
item->name_pl = tmpbuf; |
1785 |
|
1786 |
/* weight is FLESH weight/100 * donor */ |
1787 |
if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1788 |
item->weight = 1; |
1789 |
|
1790 |
/* value is multiplied by level of donor */ |
1791 |
item->value *= isqrt (donor->level * 2); |
1792 |
|
1793 |
/* food value */ |
1794 |
item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1795 |
|
1796 |
/* flesh items inherit some abilities of donor, but not |
1797 |
* full effect. |
1798 |
*/ |
1799 |
for (i = 0; i < NROFATTACKS; i++) |
1800 |
item->resist[i] = donor->resist[i] / 2; |
1801 |
|
1802 |
/* item inherits donor's level (important for quezals) */ |
1803 |
item->level = donor->level; |
1804 |
|
1805 |
/* if donor has some attacktypes, the flesh is poisonous */ |
1806 |
if (donor->attacktype & AT_POISON) |
1807 |
item->type = POISON; |
1808 |
if (donor->attacktype & AT_ACID) |
1809 |
item->stats.hp = -1 * item->stats.food; |
1810 |
SET_FLAG (item, FLAG_NO_STEAL); |
1811 |
} |
1812 |
} |
1813 |
|
1814 |
/* special_potion() - so that old potion code is still done right. */ |
1815 |
|
1816 |
int |
1817 |
special_potion (object *op) |
1818 |
{ |
1819 |
if (op->attacktype) |
1820 |
return 1; |
1821 |
|
1822 |
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1823 |
return 1; |
1824 |
|
1825 |
for (int i = 0; i < NROFATTACKS; i++) |
1826 |
if (op->resist[i]) |
1827 |
return 1; |
1828 |
|
1829 |
return 0; |
1830 |
} |
1831 |
|
1832 |
void |
1833 |
free_treasurestruct (treasure *t) |
1834 |
{ |
1835 |
if (t->next) free_treasurestruct (t->next); |
1836 |
if (t->next_yes) free_treasurestruct (t->next_yes); |
1837 |
if (t->next_no) free_treasurestruct (t->next_no); |
1838 |
|
1839 |
delete t; |
1840 |
} |
1841 |
|
1842 |
void |
1843 |
free_charlinks (linked_char *lc) |
1844 |
{ |
1845 |
if (lc->next) |
1846 |
free_charlinks (lc->next); |
1847 |
|
1848 |
delete lc; |
1849 |
} |
1850 |
|
1851 |
void |
1852 |
free_artifact (artifact *at) |
1853 |
{ |
1854 |
if (at->next) free_artifact (at->next); |
1855 |
if (at->allowed) free_charlinks (at->allowed); |
1856 |
|
1857 |
at->item->destroy (1); |
1858 |
|
1859 |
sfree (at); |
1860 |
} |
1861 |
|
1862 |
void |
1863 |
free_artifactlist (artifactlist *al) |
1864 |
{ |
1865 |
artifactlist *nextal; |
1866 |
|
1867 |
for (al = first_artifactlist; al; al = nextal) |
1868 |
{ |
1869 |
nextal = al->next; |
1870 |
|
1871 |
if (al->items) |
1872 |
free_artifact (al->items); |
1873 |
|
1874 |
sfree (al); |
1875 |
} |
1876 |
} |
1877 |
|
1878 |
void |
1879 |
free_all_treasures (void) |
1880 |
{ |
1881 |
treasurelist *tl, *next; |
1882 |
|
1883 |
for (tl = first_treasurelist; tl; tl = next) |
1884 |
{ |
1885 |
clear (tl); |
1886 |
|
1887 |
next = tl->next; |
1888 |
delete tl; |
1889 |
} |
1890 |
|
1891 |
free_artifactlist (first_artifactlist); |
1892 |
} |