| 1 |
elmex |
1.1 |
/* |
| 2 |
root |
1.68 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
| 3 |
pippijn |
1.32 |
* |
| 4 |
root |
1.100 |
* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
| 5 |
root |
1.101 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
| 6 |
|
|
* Copyright (©) 1992 Frank Tore Johansen |
| 7 |
pippijn |
1.32 |
* |
| 8 |
root |
1.86 |
* Deliantra is free software: you can redistribute it and/or modify it under |
| 9 |
|
|
* the terms of the Affero GNU General Public License as published by the |
| 10 |
|
|
* Free Software Foundation, either version 3 of the License, or (at your |
| 11 |
|
|
* option) any later version. |
| 12 |
pippijn |
1.32 |
* |
| 13 |
root |
1.64 |
* This program is distributed in the hope that it will be useful, |
| 14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 15 |
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 16 |
|
|
* GNU General Public License for more details. |
| 17 |
pippijn |
1.32 |
* |
| 18 |
root |
1.86 |
* You should have received a copy of the Affero GNU General Public License |
| 19 |
|
|
* and the GNU General Public License along with this program. If not, see |
| 20 |
|
|
* <http://www.gnu.org/licenses/>. |
| 21 |
root |
1.61 |
* |
| 22 |
root |
1.68 |
* The authors can be reached via e-mail to <support@deliantra.net> |
| 23 |
pippijn |
1.32 |
*/ |
| 24 |
elmex |
1.1 |
|
| 25 |
|
|
/* TREASURE_DEBUG does some checking on the treasurelists after loading. |
| 26 |
|
|
* It is useful for finding bugs in the treasures file. Since it only |
| 27 |
|
|
* slows the startup some (and not actual game play), it is by default |
| 28 |
|
|
* left on |
| 29 |
|
|
*/ |
| 30 |
|
|
#define TREASURE_DEBUG |
| 31 |
|
|
|
| 32 |
|
|
/* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
| 33 |
root |
1.16 |
|
| 34 |
root |
1.42 |
//#define TREASURE_VERBOSE |
| 35 |
root |
1.7 |
|
| 36 |
elmex |
1.1 |
#include <global.h> |
| 37 |
|
|
#include <treasure.h> |
| 38 |
|
|
|
| 39 |
root |
1.41 |
extern char *spell_mapping[]; |
| 40 |
|
|
|
| 41 |
|
|
static treasurelist *first_treasurelist; |
| 42 |
elmex |
1.1 |
|
| 43 |
root |
1.16 |
static void change_treasure (treasure *t, object *op); /* overrule default values */ |
| 44 |
root |
1.41 |
|
| 45 |
|
|
typedef std::tr1::unordered_map< |
| 46 |
|
|
const char *, |
| 47 |
|
|
treasurelist *, |
| 48 |
|
|
str_hash, |
| 49 |
|
|
str_equal, |
| 50 |
root |
1.79 |
slice_allocator< std::pair<const char *const, treasurelist *> > |
| 51 |
root |
1.41 |
> tl_map_t; |
| 52 |
|
|
|
| 53 |
|
|
static tl_map_t tl_map; |
| 54 |
elmex |
1.1 |
|
| 55 |
root |
1.88 |
//TODO: class method |
| 56 |
root |
1.89 |
static void free_treasurestruct (treasure *t); // bleh desu |
| 57 |
root |
1.88 |
static void |
| 58 |
|
|
clear (treasurelist *tl) |
| 59 |
|
|
{ |
| 60 |
|
|
if (tl->items) |
| 61 |
|
|
{ |
| 62 |
|
|
free_treasurestruct (tl->items); |
| 63 |
|
|
tl->items = 0; |
| 64 |
|
|
} |
| 65 |
|
|
|
| 66 |
|
|
tl->total_chance = 0; |
| 67 |
|
|
} |
| 68 |
|
|
|
| 69 |
elmex |
1.1 |
/* |
| 70 |
root |
1.44 |
* Searches for the given treasurelist |
| 71 |
elmex |
1.1 |
*/ |
| 72 |
root |
1.41 |
treasurelist * |
| 73 |
|
|
treasurelist::find (const char *name) |
| 74 |
|
|
{ |
| 75 |
|
|
if (!name) |
| 76 |
|
|
return 0; |
| 77 |
|
|
|
| 78 |
root |
1.45 |
auto (i, tl_map.find (name)); |
| 79 |
elmex |
1.1 |
|
| 80 |
root |
1.41 |
if (i == tl_map.end ()) |
| 81 |
|
|
return 0; |
| 82 |
|
|
|
| 83 |
|
|
return i->second; |
| 84 |
elmex |
1.1 |
} |
| 85 |
|
|
|
| 86 |
|
|
/* |
| 87 |
root |
1.41 |
* Searches for the given treasurelist in the globally linked list |
| 88 |
|
|
* of treasurelists which has been built by load_treasures(). |
| 89 |
elmex |
1.1 |
*/ |
| 90 |
root |
1.41 |
treasurelist * |
| 91 |
|
|
treasurelist::get (const char *name) |
| 92 |
root |
1.7 |
{ |
| 93 |
root |
1.41 |
treasurelist *tl = find (name); |
| 94 |
|
|
|
| 95 |
|
|
if (!tl) |
| 96 |
|
|
{ |
| 97 |
|
|
tl = new treasurelist; |
| 98 |
|
|
|
| 99 |
|
|
tl->name = name; |
| 100 |
|
|
tl->next = first_treasurelist; |
| 101 |
|
|
first_treasurelist = tl; |
| 102 |
root |
1.7 |
|
| 103 |
root |
1.41 |
tl_map.insert (std::make_pair (tl->name, tl)); |
| 104 |
|
|
} |
| 105 |
elmex |
1.1 |
|
| 106 |
root |
1.41 |
return tl; |
| 107 |
|
|
} |
| 108 |
|
|
|
| 109 |
root |
1.47 |
#ifdef TREASURE_DEBUG |
| 110 |
|
|
/* recursived checks the linked list. Treasurelist is passed only |
| 111 |
|
|
* so that the treasure name can be printed out |
| 112 |
|
|
*/ |
| 113 |
|
|
static void |
| 114 |
|
|
check_treasurelist (const treasure *t, const treasurelist * tl) |
| 115 |
|
|
{ |
| 116 |
|
|
if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
| 117 |
|
|
LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
| 118 |
|
|
|
| 119 |
|
|
if (t->next) |
| 120 |
|
|
check_treasurelist (t->next, tl); |
| 121 |
|
|
|
| 122 |
|
|
if (t->next_yes) |
| 123 |
|
|
check_treasurelist (t->next_yes, tl); |
| 124 |
|
|
|
| 125 |
|
|
if (t->next_no) |
| 126 |
|
|
check_treasurelist (t->next_no, tl); |
| 127 |
|
|
} |
| 128 |
|
|
#endif |
| 129 |
|
|
|
| 130 |
elmex |
1.1 |
/* |
| 131 |
|
|
* Reads the lib/treasure file from disk, and parses the contents |
| 132 |
|
|
* into an internal treasure structure (very linked lists) |
| 133 |
|
|
*/ |
| 134 |
root |
1.7 |
static treasure * |
| 135 |
root |
1.47 |
read_treasure (object_thawer &f) |
| 136 |
root |
1.7 |
{ |
| 137 |
root |
1.41 |
treasure *t = new treasure; |
| 138 |
root |
1.7 |
|
| 139 |
root |
1.47 |
f.next (); |
| 140 |
root |
1.42 |
|
| 141 |
|
|
for (;;) |
| 142 |
root |
1.7 |
{ |
| 143 |
root |
1.70 |
coroapi::cede_to_tick (); |
| 144 |
root |
1.7 |
|
| 145 |
root |
1.42 |
switch (f.kw) |
| 146 |
root |
1.16 |
{ |
| 147 |
root |
1.42 |
case KW_arch: |
| 148 |
root |
1.72 |
t->item = archetype::find (f.get_str ()); |
| 149 |
root |
1.73 |
|
| 150 |
root |
1.72 |
if (!t->item) |
| 151 |
|
|
{ |
| 152 |
|
|
f.parse_warn ("treasure references unknown archetype"); |
| 153 |
root |
1.73 |
t->item = archetype::empty; |
| 154 |
root |
1.72 |
} |
| 155 |
|
|
|
| 156 |
root |
1.42 |
break; |
| 157 |
|
|
|
| 158 |
|
|
case KW_list: f.get (t->name); break; |
| 159 |
|
|
case KW_change_name: f.get (t->change_arch.name); break; |
| 160 |
|
|
case KW_change_title: f.get (t->change_arch.title); break; |
| 161 |
|
|
case KW_change_slaying: f.get (t->change_arch.slaying); break; |
| 162 |
|
|
case KW_chance: f.get (t->chance); break; |
| 163 |
|
|
case KW_nrof: f.get (t->nrof); break; |
| 164 |
|
|
case KW_magic: f.get (t->magic); break; |
| 165 |
|
|
|
| 166 |
root |
1.47 |
case KW_yes: t->next_yes = read_treasure (f); continue; |
| 167 |
|
|
case KW_no: t->next_no = read_treasure (f); continue; |
| 168 |
root |
1.42 |
|
| 169 |
|
|
case KW_end: |
| 170 |
root |
1.47 |
f.next (); |
| 171 |
root |
1.42 |
return t; |
| 172 |
|
|
|
| 173 |
|
|
case KW_more: |
| 174 |
root |
1.47 |
t->next = read_treasure (f); |
| 175 |
root |
1.42 |
return t; |
| 176 |
|
|
|
| 177 |
|
|
default: |
| 178 |
root |
1.47 |
if (!f.parse_error ("treasurelist", t->name)) |
| 179 |
root |
1.72 |
goto error; |
| 180 |
root |
1.42 |
|
| 181 |
|
|
return t; |
| 182 |
root |
1.16 |
} |
| 183 |
root |
1.47 |
|
| 184 |
|
|
f.next (); |
| 185 |
elmex |
1.1 |
} |
| 186 |
root |
1.72 |
|
| 187 |
|
|
// not reached |
| 188 |
|
|
|
| 189 |
|
|
error: |
| 190 |
|
|
delete t; |
| 191 |
|
|
return 0; |
| 192 |
elmex |
1.1 |
} |
| 193 |
|
|
|
| 194 |
|
|
/* |
| 195 |
|
|
* Each treasure is parsed with the help of load_treasure(). |
| 196 |
|
|
*/ |
| 197 |
root |
1.47 |
treasurelist * |
| 198 |
|
|
treasurelist::read (object_thawer &f) |
| 199 |
root |
1.7 |
{ |
| 200 |
root |
1.47 |
assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
| 201 |
root |
1.7 |
|
| 202 |
root |
1.47 |
bool one = f.kw == KW_treasureone; |
| 203 |
|
|
treasurelist *tl = treasurelist::get (f.get_str ()); |
| 204 |
|
|
clear (tl); |
| 205 |
|
|
tl->items = read_treasure (f); |
| 206 |
|
|
if (!tl->items) |
| 207 |
|
|
return 0; |
| 208 |
root |
1.42 |
|
| 209 |
root |
1.47 |
/* This is a one of the many items on the list should be generated. |
| 210 |
|
|
* Add up the chance total, and check to make sure the yes & no |
| 211 |
|
|
* fields of the treasures are not being used. |
| 212 |
|
|
*/ |
| 213 |
|
|
if (one) |
| 214 |
root |
1.7 |
{ |
| 215 |
root |
1.47 |
for (treasure *t = tl->items; t; t = t->next) |
| 216 |
root |
1.16 |
{ |
| 217 |
root |
1.47 |
if (t->next_yes || t->next_no) |
| 218 |
root |
1.42 |
{ |
| 219 |
root |
1.62 |
LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
| 220 |
root |
1.47 |
LOG (llevError, " the next_yes or next_no field is set\n"); |
| 221 |
root |
1.16 |
} |
| 222 |
elmex |
1.1 |
|
| 223 |
root |
1.47 |
tl->total_chance += t->chance; |
| 224 |
root |
1.42 |
} |
| 225 |
root |
1.47 |
} |
| 226 |
root |
1.42 |
|
| 227 |
root |
1.47 |
return tl; |
| 228 |
elmex |
1.1 |
} |
| 229 |
|
|
|
| 230 |
|
|
/* |
| 231 |
|
|
* Generates the objects specified by the given treasure. |
| 232 |
|
|
* It goes recursively through the rest of the linked list. |
| 233 |
|
|
* If there is a certain percental chance for a treasure to be generated, |
| 234 |
|
|
* this is taken into consideration. |
| 235 |
|
|
* The second argument specifies for which object the treasure is |
| 236 |
|
|
* being generated. |
| 237 |
|
|
* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
| 238 |
|
|
* abilities. This is used by summon spells, thus no summoned monsters |
| 239 |
|
|
* start with equipment, but only their abilities). |
| 240 |
|
|
*/ |
| 241 |
root |
1.7 |
static void |
| 242 |
root |
1.16 |
put_treasure (object *op, object *creator, int flags) |
| 243 |
elmex |
1.1 |
{ |
| 244 |
root |
1.56 |
if (flags & GT_ENVIRONMENT) |
| 245 |
root |
1.7 |
{ |
| 246 |
root |
1.56 |
/* Bit of a hack - spells should never be put onto the map. The entire |
| 247 |
|
|
* treasure stuff is a problem - there is no clear idea of knowing |
| 248 |
|
|
* this is the original object, or if this is an object that should be created |
| 249 |
|
|
* by another object. |
| 250 |
|
|
*/ |
| 251 |
|
|
//TODO: flag such as objects... as such (no drop, anybody?) |
| 252 |
|
|
if (op->type == SPELL) |
| 253 |
|
|
{ |
| 254 |
root |
1.82 |
op->destroy (); |
| 255 |
root |
1.56 |
return; |
| 256 |
|
|
} |
| 257 |
|
|
|
| 258 |
root |
1.53 |
op->expand_tail (); |
| 259 |
|
|
|
| 260 |
root |
1.103 |
if (!creator->is_on_map () |
| 261 |
|
|
|| (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
| 262 |
root |
1.82 |
op->destroy (); |
| 263 |
root |
1.51 |
else |
| 264 |
|
|
{ |
| 265 |
root |
1.103 |
op->flag [FLAG_OBJ_ORIGINAL] = true; |
| 266 |
root |
1.51 |
op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
| 267 |
|
|
} |
| 268 |
root |
1.7 |
} |
| 269 |
|
|
else |
| 270 |
|
|
{ |
| 271 |
root |
1.29 |
op = creator->insert (op); |
| 272 |
root |
1.27 |
|
| 273 |
root |
1.7 |
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
| 274 |
root |
1.16 |
monster_check_apply (creator, op); |
| 275 |
elmex |
1.1 |
} |
| 276 |
|
|
} |
| 277 |
|
|
|
| 278 |
|
|
/* if there are change_xxx commands in the treasure, we include the changes |
| 279 |
|
|
* in the generated object |
| 280 |
|
|
*/ |
| 281 |
root |
1.7 |
static void |
| 282 |
root |
1.12 |
change_treasure (treasure *t, object *op) |
| 283 |
elmex |
1.1 |
{ |
| 284 |
root |
1.7 |
/* CMD: change_name xxxx */ |
| 285 |
|
|
if (t->change_arch.name) |
| 286 |
elmex |
1.1 |
{ |
| 287 |
root |
1.7 |
op->name = t->change_arch.name; |
| 288 |
|
|
op->name_pl = t->change_arch.name; |
| 289 |
elmex |
1.1 |
} |
| 290 |
|
|
|
| 291 |
root |
1.7 |
if (t->change_arch.title) |
| 292 |
|
|
op->title = t->change_arch.title; |
| 293 |
|
|
|
| 294 |
|
|
if (t->change_arch.slaying) |
| 295 |
|
|
op->slaying = t->change_arch.slaying; |
| 296 |
|
|
} |
| 297 |
|
|
|
| 298 |
root |
1.41 |
static void |
| 299 |
root |
1.12 |
create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
| 300 |
root |
1.7 |
{ |
| 301 |
root |
1.33 |
if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
| 302 |
elmex |
1.1 |
{ |
| 303 |
root |
1.7 |
if (t->name) |
| 304 |
root |
1.16 |
{ |
| 305 |
elmex |
1.30 |
if (difficulty >= t->magic) |
| 306 |
root |
1.47 |
if (treasurelist *tl = treasurelist::find (t->name)) |
| 307 |
|
|
create_treasure (tl, op, flag, difficulty, tries); |
| 308 |
|
|
else |
| 309 |
|
|
LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
| 310 |
root |
1.16 |
} |
| 311 |
root |
1.7 |
else |
| 312 |
root |
1.16 |
{ |
| 313 |
root |
1.63 |
if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
| 314 |
root |
1.16 |
{ |
| 315 |
root |
1.98 |
object *tmp = t->item->instance (); |
| 316 |
root |
1.41 |
|
| 317 |
root |
1.16 |
if (t->nrof && tmp->nrof <= 1) |
| 318 |
root |
1.35 |
tmp->nrof = rndm (t->nrof) + 1; |
| 319 |
|
|
|
| 320 |
root |
1.16 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
| 321 |
|
|
change_treasure (t, tmp); |
| 322 |
|
|
put_treasure (tmp, op, flag); |
| 323 |
|
|
} |
| 324 |
|
|
} |
| 325 |
root |
1.12 |
|
| 326 |
root |
1.41 |
if (t->next_yes) |
| 327 |
root |
1.16 |
create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
| 328 |
elmex |
1.1 |
} |
| 329 |
root |
1.41 |
else if (t->next_no) |
| 330 |
root |
1.7 |
create_all_treasures (t->next_no, op, flag, difficulty, tries); |
| 331 |
root |
1.12 |
|
| 332 |
root |
1.41 |
if (t->next) |
| 333 |
root |
1.7 |
create_all_treasures (t->next, op, flag, difficulty, tries); |
| 334 |
elmex |
1.1 |
} |
| 335 |
|
|
|
| 336 |
root |
1.41 |
static void |
| 337 |
root |
1.35 |
create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
| 338 |
root |
1.7 |
{ |
| 339 |
root |
1.35 |
int value = rndm (tl->total_chance); |
| 340 |
root |
1.7 |
treasure *t; |
| 341 |
elmex |
1.1 |
|
| 342 |
root |
1.7 |
if (tries++ > 100) |
| 343 |
|
|
{ |
| 344 |
|
|
LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
| 345 |
|
|
return; |
| 346 |
|
|
} |
| 347 |
root |
1.12 |
|
| 348 |
root |
1.41 |
for (t = tl->items; t; t = t->next) |
| 349 |
root |
1.7 |
{ |
| 350 |
|
|
value -= t->chance; |
| 351 |
root |
1.12 |
|
| 352 |
root |
1.7 |
if (value < 0) |
| 353 |
root |
1.16 |
break; |
| 354 |
root |
1.7 |
} |
| 355 |
elmex |
1.1 |
|
| 356 |
root |
1.7 |
if (!t || value >= 0) |
| 357 |
root |
1.41 |
cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
| 358 |
root |
1.12 |
|
| 359 |
root |
1.7 |
if (t->name) |
| 360 |
|
|
{ |
| 361 |
|
|
if (difficulty >= t->magic) |
| 362 |
elmex |
1.26 |
{ |
| 363 |
root |
1.41 |
treasurelist *tl = treasurelist::find (t->name); |
| 364 |
elmex |
1.26 |
if (tl) |
| 365 |
|
|
create_treasure (tl, op, flag, difficulty, tries); |
| 366 |
|
|
} |
| 367 |
root |
1.7 |
else if (t->nrof) |
| 368 |
root |
1.16 |
create_one_treasure (tl, op, flag, difficulty, tries); |
| 369 |
elmex |
1.1 |
} |
| 370 |
root |
1.63 |
else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
| 371 |
root |
1.7 |
{ |
| 372 |
root |
1.98 |
if (object *tmp = t->item->instance ()) |
| 373 |
root |
1.41 |
{ |
| 374 |
|
|
if (t->nrof && tmp->nrof <= 1) |
| 375 |
|
|
tmp->nrof = rndm (t->nrof) + 1; |
| 376 |
root |
1.12 |
|
| 377 |
root |
1.41 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
| 378 |
|
|
change_treasure (t, tmp); |
| 379 |
|
|
put_treasure (tmp, op, flag); |
| 380 |
|
|
} |
| 381 |
elmex |
1.1 |
} |
| 382 |
|
|
} |
| 383 |
|
|
|
| 384 |
root |
1.57 |
void |
| 385 |
|
|
object::create_treasure (treasurelist *tl, int flags) |
| 386 |
|
|
{ |
| 387 |
|
|
::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
| 388 |
|
|
} |
| 389 |
|
|
|
| 390 |
elmex |
1.1 |
/* This calls the appropriate treasure creation function. tries is passed |
| 391 |
|
|
* to determine how many list transitions or attempts to create treasure |
| 392 |
|
|
* have been made. It is really in place to prevent infinite loops with |
| 393 |
|
|
* list transitions, or so that excessively good treasure will not be |
| 394 |
|
|
* created on weak maps, because it will exceed the number of allowed tries |
| 395 |
|
|
* to do that. |
| 396 |
|
|
*/ |
| 397 |
root |
1.7 |
void |
| 398 |
elmex |
1.30 |
create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
| 399 |
elmex |
1.1 |
{ |
| 400 |
root |
1.41 |
// empty treasurelists are legal |
| 401 |
|
|
if (!tl->items) |
| 402 |
|
|
return; |
| 403 |
|
|
|
| 404 |
root |
1.7 |
if (tries++ > 100) |
| 405 |
|
|
{ |
| 406 |
|
|
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
| 407 |
|
|
return; |
| 408 |
|
|
} |
| 409 |
root |
1.37 |
|
| 410 |
root |
1.58 |
if (op->flag [FLAG_TREASURE_ENV]) |
| 411 |
root |
1.59 |
{ |
| 412 |
|
|
// do not generate items when there already is something above the object |
| 413 |
|
|
if (op->flag [FLAG_IS_FLOOR] && op->above) |
| 414 |
|
|
return; |
| 415 |
|
|
|
| 416 |
|
|
flag |= GT_ENVIRONMENT; |
| 417 |
|
|
} |
| 418 |
root |
1.58 |
|
| 419 |
elmex |
1.30 |
if (tl->total_chance) |
| 420 |
|
|
create_one_treasure (tl, op, flag, difficulty, tries); |
| 421 |
root |
1.7 |
else |
| 422 |
elmex |
1.30 |
create_all_treasures (tl->items, op, flag, difficulty, tries); |
| 423 |
elmex |
1.1 |
} |
| 424 |
|
|
|
| 425 |
|
|
/* This is similar to the old generate treasure function. However, |
| 426 |
|
|
* it instead takes a treasurelist. It is really just a wrapper around |
| 427 |
|
|
* create_treasure. We create a dummy object that the treasure gets |
| 428 |
|
|
* inserted into, and then return that treausre |
| 429 |
|
|
*/ |
| 430 |
root |
1.7 |
object * |
| 431 |
elmex |
1.30 |
generate_treasure (treasurelist *tl, int difficulty) |
| 432 |
elmex |
1.1 |
{ |
| 433 |
root |
1.25 |
difficulty = clamp (difficulty, 1, settings.max_level); |
| 434 |
|
|
|
| 435 |
root |
1.50 |
object *ob = object::create (); |
| 436 |
elmex |
1.1 |
|
| 437 |
elmex |
1.30 |
create_treasure (tl, ob, 0, difficulty, 0); |
| 438 |
elmex |
1.1 |
|
| 439 |
root |
1.7 |
/* Don't want to free the object we are about to return */ |
| 440 |
root |
1.50 |
object *tmp = ob->inv; |
| 441 |
|
|
if (tmp) |
| 442 |
root |
1.23 |
tmp->remove (); |
| 443 |
root |
1.21 |
|
| 444 |
root |
1.7 |
if (ob->inv) |
| 445 |
root |
1.21 |
LOG (llevError, "In generate treasure, created multiple objects.\n"); |
| 446 |
|
|
|
| 447 |
root |
1.82 |
ob->destroy (); |
| 448 |
root |
1.80 |
|
| 449 |
root |
1.7 |
return tmp; |
| 450 |
elmex |
1.1 |
} |
| 451 |
|
|
|
| 452 |
|
|
/* |
| 453 |
|
|
* This is a new way of calculating the chance for an item to have |
| 454 |
|
|
* a specific magical bonus. |
| 455 |
|
|
* The array has two arguments, the difficulty of the level, and the |
| 456 |
|
|
* magical bonus "wanted". |
| 457 |
|
|
*/ |
| 458 |
|
|
|
| 459 |
root |
1.7 |
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
| 460 |
root |
1.42 |
// chance of magic difficulty |
| 461 |
|
|
// +0 +1 +2 +3 +4 |
| 462 |
|
|
{95, 2, 2, 1, 0}, // 1 |
| 463 |
|
|
{92, 5, 2, 1, 0}, // 2 |
| 464 |
|
|
{85, 10, 4, 1, 0}, // 3 |
| 465 |
|
|
{80, 14, 4, 2, 0}, // 4 |
| 466 |
|
|
{75, 17, 5, 2, 1}, // 5 |
| 467 |
|
|
{70, 18, 8, 3, 1}, // 6 |
| 468 |
|
|
{65, 21, 10, 3, 1}, // 7 |
| 469 |
|
|
{60, 22, 12, 4, 2}, // 8 |
| 470 |
|
|
{55, 25, 14, 4, 2}, // 9 |
| 471 |
|
|
{50, 27, 16, 5, 2}, // 10 |
| 472 |
|
|
{45, 28, 18, 6, 3}, // 11 |
| 473 |
|
|
{42, 28, 20, 7, 3}, // 12 |
| 474 |
|
|
{40, 27, 21, 8, 4}, // 13 |
| 475 |
|
|
{38, 25, 22, 10, 5}, // 14 |
| 476 |
|
|
{36, 23, 23, 12, 6}, // 15 |
| 477 |
|
|
{33, 21, 24, 14, 8}, // 16 |
| 478 |
|
|
{31, 19, 25, 16, 9}, // 17 |
| 479 |
|
|
{27, 15, 30, 18, 10}, // 18 |
| 480 |
|
|
{20, 12, 30, 25, 13}, // 19 |
| 481 |
|
|
{15, 10, 28, 30, 17}, // 20 |
| 482 |
|
|
{13, 9, 27, 28, 23}, // 21 |
| 483 |
|
|
{10, 8, 25, 28, 29}, // 22 |
| 484 |
|
|
{ 8, 7, 23, 26, 36}, // 23 |
| 485 |
|
|
{ 6, 6, 20, 22, 46}, // 24 |
| 486 |
|
|
{ 4, 5, 17, 18, 56}, // 25 |
| 487 |
|
|
{ 2, 4, 12, 14, 68}, // 26 |
| 488 |
|
|
{ 0, 3, 7, 10, 80}, // 27 |
| 489 |
|
|
{ 0, 0, 3, 7, 90}, // 28 |
| 490 |
|
|
{ 0, 0, 0, 3, 97}, // 29 |
| 491 |
|
|
{ 0, 0, 0, 0, 100}, // 30 |
| 492 |
|
|
{ 0, 0, 0, 0, 100}, // 31 |
| 493 |
elmex |
1.1 |
}; |
| 494 |
|
|
|
| 495 |
|
|
/* calculate the appropriate level for wands staves and scrolls. |
| 496 |
|
|
* This code presumes that op has had its spell object created (in op->inv) |
| 497 |
|
|
* |
| 498 |
|
|
* elmex Wed Aug 9 17:44:59 CEST 2006: |
| 499 |
|
|
* Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
| 500 |
|
|
*/ |
| 501 |
root |
1.89 |
static int |
| 502 |
root |
1.16 |
level_for_item (const object *op, int difficulty) |
| 503 |
elmex |
1.1 |
{ |
| 504 |
|
|
if (!op->inv) |
| 505 |
|
|
{ |
| 506 |
root |
1.7 |
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
| 507 |
|
|
return 0; |
| 508 |
elmex |
1.1 |
} |
| 509 |
|
|
|
| 510 |
root |
1.67 |
int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
| 511 |
elmex |
1.1 |
|
| 512 |
|
|
if (olevel <= 0) |
| 513 |
root |
1.67 |
olevel = rndm (1, op->inv->level); |
| 514 |
elmex |
1.1 |
|
| 515 |
root |
1.67 |
return min (olevel, MAXLEVEL); |
| 516 |
elmex |
1.1 |
} |
| 517 |
|
|
|
| 518 |
|
|
/* |
| 519 |
|
|
* Based upon the specified difficulty and upon the difftomagic_list array, |
| 520 |
|
|
* a random magical bonus is returned. This is used when determine |
| 521 |
|
|
* the magical bonus created on specific maps. |
| 522 |
|
|
* |
| 523 |
|
|
* elmex Thu Aug 10 18:45:44 CEST 2006: |
| 524 |
|
|
* Scaling difficulty by max_level, as difficulty is a level and not some |
| 525 |
|
|
* weird integer between 1-31. |
| 526 |
|
|
* |
| 527 |
|
|
*/ |
| 528 |
root |
1.89 |
static int |
| 529 |
root |
1.7 |
magic_from_difficulty (int difficulty) |
| 530 |
elmex |
1.1 |
{ |
| 531 |
|
|
int percent = 0, magic = 0; |
| 532 |
|
|
int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
| 533 |
|
|
|
| 534 |
|
|
scaled_diff--; |
| 535 |
|
|
|
| 536 |
root |
1.7 |
if (scaled_diff < 0) |
| 537 |
elmex |
1.1 |
scaled_diff = 0; |
| 538 |
|
|
|
| 539 |
|
|
if (scaled_diff >= DIFFLEVELS) |
| 540 |
root |
1.7 |
scaled_diff = DIFFLEVELS - 1; |
| 541 |
elmex |
1.1 |
|
| 542 |
root |
1.33 |
percent = rndm (100); |
| 543 |
elmex |
1.1 |
|
| 544 |
root |
1.7 |
for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
| 545 |
elmex |
1.1 |
{ |
| 546 |
|
|
percent -= difftomagic_list[scaled_diff][magic]; |
| 547 |
|
|
|
| 548 |
|
|
if (percent < 0) |
| 549 |
root |
1.16 |
break; |
| 550 |
elmex |
1.1 |
} |
| 551 |
|
|
|
| 552 |
|
|
if (magic == (MAXMAGIC + 1)) |
| 553 |
|
|
{ |
| 554 |
root |
1.7 |
LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
| 555 |
elmex |
1.1 |
magic = 0; |
| 556 |
|
|
} |
| 557 |
|
|
|
| 558 |
root |
1.33 |
magic = (rndm (3)) ? magic : -magic; |
| 559 |
elmex |
1.1 |
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
| 560 |
|
|
|
| 561 |
|
|
return magic; |
| 562 |
|
|
} |
| 563 |
|
|
|
| 564 |
|
|
/* |
| 565 |
|
|
* Sets magical bonus in an object, and recalculates the effect on |
| 566 |
|
|
* the armour variable, and the effect on speed of armour. |
| 567 |
|
|
* This function doesn't work properly, should add use of archetypes |
| 568 |
|
|
* to make it truly absolute. |
| 569 |
|
|
*/ |
| 570 |
|
|
|
| 571 |
root |
1.7 |
void |
| 572 |
root |
1.16 |
set_abs_magic (object *op, int magic) |
| 573 |
root |
1.7 |
{ |
| 574 |
|
|
if (!magic) |
| 575 |
elmex |
1.1 |
return; |
| 576 |
|
|
|
| 577 |
root |
1.7 |
op->magic = magic; |
| 578 |
|
|
if (op->arch) |
| 579 |
|
|
{ |
| 580 |
|
|
if (op->type == ARMOUR) |
| 581 |
root |
1.63 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
| 582 |
root |
1.7 |
|
| 583 |
root |
1.33 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
| 584 |
root |
1.16 |
magic = (-magic); |
| 585 |
root |
1.78 |
|
| 586 |
root |
1.63 |
op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
| 587 |
root |
1.7 |
} |
| 588 |
|
|
else |
| 589 |
|
|
{ |
| 590 |
|
|
if (op->type == ARMOUR) |
| 591 |
root |
1.16 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
| 592 |
root |
1.78 |
|
| 593 |
root |
1.33 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
| 594 |
root |
1.16 |
magic = (-magic); |
| 595 |
root |
1.78 |
|
| 596 |
root |
1.7 |
op->weight = (op->weight * (100 - magic * 10)) / 100; |
| 597 |
|
|
} |
| 598 |
elmex |
1.1 |
} |
| 599 |
|
|
|
| 600 |
|
|
/* |
| 601 |
|
|
* Sets a random magical bonus in the given object based upon |
| 602 |
|
|
* the given difficulty, and the given max possible bonus. |
| 603 |
|
|
*/ |
| 604 |
|
|
|
| 605 |
root |
1.7 |
static void |
| 606 |
root |
1.16 |
set_magic (int difficulty, object *op, int max_magic, int flags) |
| 607 |
elmex |
1.1 |
{ |
| 608 |
|
|
int i; |
| 609 |
root |
1.16 |
|
| 610 |
root |
1.7 |
i = magic_from_difficulty (difficulty); |
| 611 |
elmex |
1.1 |
if ((flags & GT_ONLY_GOOD) && i < 0) |
| 612 |
root |
1.7 |
i = -i; |
| 613 |
|
|
if (i > max_magic) |
| 614 |
elmex |
1.1 |
i = max_magic; |
| 615 |
root |
1.7 |
set_abs_magic (op, i); |
| 616 |
elmex |
1.1 |
if (i < 0) |
| 617 |
root |
1.7 |
SET_FLAG (op, FLAG_CURSED); |
| 618 |
elmex |
1.1 |
} |
| 619 |
|
|
|
| 620 |
|
|
/* |
| 621 |
|
|
* Randomly adds one magical ability to the given object. |
| 622 |
|
|
* Modified for Partial Resistance in many ways: |
| 623 |
|
|
* 1) Since rings can have multiple bonuses, if the same bonus |
| 624 |
|
|
* is rolled again, increase it - the bonuses now stack with |
| 625 |
|
|
* other bonuses previously rolled and ones the item might natively have. |
| 626 |
|
|
* 2) Add code to deal with new PR method. |
| 627 |
|
|
*/ |
| 628 |
root |
1.89 |
static void |
| 629 |
root |
1.16 |
set_ring_bonus (object *op, int bonus) |
| 630 |
root |
1.7 |
{ |
| 631 |
root |
1.35 |
int r = rndm (bonus > 0 ? 25 : 11); |
| 632 |
elmex |
1.1 |
|
| 633 |
root |
1.7 |
if (op->type == AMULET) |
| 634 |
|
|
{ |
| 635 |
root |
1.33 |
if (!(rndm (21))) |
| 636 |
|
|
r = 20 + rndm (2); |
| 637 |
root |
1.7 |
else |
| 638 |
root |
1.16 |
{ |
| 639 |
root |
1.35 |
if (rndm (2)) |
| 640 |
root |
1.16 |
r = 10; |
| 641 |
|
|
else |
| 642 |
root |
1.33 |
r = 11 + rndm (9); |
| 643 |
root |
1.16 |
} |
| 644 |
root |
1.7 |
} |
| 645 |
|
|
|
| 646 |
|
|
switch (r) |
| 647 |
|
|
{ |
| 648 |
root |
1.16 |
/* Redone by MSW 2000-11-26 to have much less code. Also, |
| 649 |
|
|
* bonuses and penalties will stack and add to existing values. |
| 650 |
|
|
* of the item. |
| 651 |
|
|
*/ |
| 652 |
|
|
case 0: |
| 653 |
|
|
case 1: |
| 654 |
|
|
case 2: |
| 655 |
|
|
case 3: |
| 656 |
|
|
case 4: |
| 657 |
|
|
case 5: |
| 658 |
|
|
case 6: |
| 659 |
root |
1.60 |
op->stats.stat (r) += bonus; |
| 660 |
root |
1.16 |
break; |
| 661 |
|
|
|
| 662 |
|
|
case 7: |
| 663 |
|
|
op->stats.dam += bonus; |
| 664 |
|
|
break; |
| 665 |
|
|
|
| 666 |
|
|
case 8: |
| 667 |
|
|
op->stats.wc += bonus; |
| 668 |
|
|
break; |
| 669 |
|
|
|
| 670 |
|
|
case 9: |
| 671 |
|
|
op->stats.food += bonus; /* hunger/sustenance */ |
| 672 |
|
|
break; |
| 673 |
|
|
|
| 674 |
|
|
case 10: |
| 675 |
|
|
op->stats.ac += bonus; |
| 676 |
|
|
break; |
| 677 |
|
|
|
| 678 |
|
|
/* Item that gives protections/vulnerabilities */ |
| 679 |
|
|
case 11: |
| 680 |
|
|
case 12: |
| 681 |
|
|
case 13: |
| 682 |
|
|
case 14: |
| 683 |
|
|
case 15: |
| 684 |
|
|
case 16: |
| 685 |
|
|
case 17: |
| 686 |
|
|
case 18: |
| 687 |
|
|
case 19: |
| 688 |
|
|
{ |
| 689 |
root |
1.34 |
int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
| 690 |
root |
1.16 |
|
| 691 |
|
|
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
| 692 |
root |
1.34 |
val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
| 693 |
root |
1.16 |
|
| 694 |
|
|
/* Cursed items need to have higher negative values to equal out with |
| 695 |
|
|
* positive values for how protections work out. Put another |
| 696 |
|
|
* little random element in since that they don't always end up with |
| 697 |
|
|
* even values. |
| 698 |
|
|
*/ |
| 699 |
|
|
if (bonus < 0) |
| 700 |
root |
1.35 |
val = 2 * -val - rndm (b); |
| 701 |
root |
1.16 |
if (val > 35) |
| 702 |
|
|
val = 35; /* Upper limit */ |
| 703 |
|
|
b = 0; |
| 704 |
root |
1.34 |
|
| 705 |
root |
1.16 |
while (op->resist[resist_table[resist]] != 0 && b < 4) |
| 706 |
root |
1.34 |
resist = rndm (num_resist_table); |
| 707 |
|
|
|
| 708 |
root |
1.16 |
if (b == 4) |
| 709 |
|
|
return; /* Not able to find a free resistance */ |
| 710 |
root |
1.34 |
|
| 711 |
root |
1.16 |
op->resist[resist_table[resist]] = val; |
| 712 |
|
|
/* We should probably do something more clever here to adjust value |
| 713 |
|
|
* based on how good a resistance we gave. |
| 714 |
|
|
*/ |
| 715 |
|
|
break; |
| 716 |
|
|
} |
| 717 |
|
|
case 20: |
| 718 |
|
|
if (op->type == AMULET) |
| 719 |
|
|
{ |
| 720 |
|
|
SET_FLAG (op, FLAG_REFL_SPELL); |
| 721 |
|
|
op->value *= 11; |
| 722 |
|
|
} |
| 723 |
|
|
else |
| 724 |
|
|
{ |
| 725 |
|
|
op->stats.hp = 1; /* regenerate hit points */ |
| 726 |
|
|
op->value *= 4; |
| 727 |
|
|
} |
| 728 |
|
|
break; |
| 729 |
|
|
|
| 730 |
|
|
case 21: |
| 731 |
|
|
if (op->type == AMULET) |
| 732 |
|
|
{ |
| 733 |
|
|
SET_FLAG (op, FLAG_REFL_MISSILE); |
| 734 |
|
|
op->value *= 9; |
| 735 |
|
|
} |
| 736 |
|
|
else |
| 737 |
|
|
{ |
| 738 |
|
|
op->stats.sp = 1; /* regenerate spell points */ |
| 739 |
|
|
op->value *= 3; |
| 740 |
|
|
} |
| 741 |
|
|
break; |
| 742 |
|
|
|
| 743 |
|
|
case 22: |
| 744 |
|
|
op->stats.exp += bonus; /* Speed! */ |
| 745 |
|
|
op->value = (op->value * 2) / 3; |
| 746 |
|
|
break; |
| 747 |
root |
1.7 |
} |
| 748 |
root |
1.34 |
|
| 749 |
root |
1.7 |
if (bonus > 0) |
| 750 |
|
|
op->value *= 2 * bonus; |
| 751 |
|
|
else |
| 752 |
|
|
op->value = -(op->value * 2 * bonus) / 3; |
| 753 |
elmex |
1.1 |
} |
| 754 |
|
|
|
| 755 |
|
|
/* |
| 756 |
|
|
* get_magic(diff) will return a random number between 0 and 4. |
| 757 |
|
|
* diff can be any value above 2. The higher the diff-variable, the |
| 758 |
|
|
* higher is the chance of returning a low number. |
| 759 |
|
|
* It is only used in fix_generated_treasure() to set bonuses on |
| 760 |
|
|
* rings and amulets. |
| 761 |
|
|
* Another scheme is used to calculate the magic of weapons and armours. |
| 762 |
|
|
*/ |
| 763 |
root |
1.89 |
static int |
| 764 |
root |
1.7 |
get_magic (int diff) |
| 765 |
|
|
{ |
| 766 |
elmex |
1.1 |
int i; |
| 767 |
root |
1.16 |
|
| 768 |
root |
1.7 |
if (diff < 3) |
| 769 |
|
|
diff = 3; |
| 770 |
root |
1.35 |
|
| 771 |
root |
1.7 |
for (i = 0; i < 4; i++) |
| 772 |
root |
1.35 |
if (rndm (diff)) |
| 773 |
root |
1.7 |
return i; |
| 774 |
root |
1.35 |
|
| 775 |
elmex |
1.1 |
return 4; |
| 776 |
|
|
} |
| 777 |
|
|
|
| 778 |
root |
1.88 |
/* special_potion() - so that old potion code is still done right. */ |
| 779 |
root |
1.89 |
static int |
| 780 |
root |
1.88 |
special_potion (object *op) |
| 781 |
|
|
{ |
| 782 |
|
|
if (op->attacktype) |
| 783 |
|
|
return 1; |
| 784 |
|
|
|
| 785 |
|
|
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
| 786 |
|
|
return 1; |
| 787 |
|
|
|
| 788 |
|
|
for (int i = 0; i < NROFATTACKS; i++) |
| 789 |
|
|
if (op->resist[i]) |
| 790 |
|
|
return 1; |
| 791 |
|
|
|
| 792 |
|
|
return 0; |
| 793 |
|
|
} |
| 794 |
|
|
|
| 795 |
elmex |
1.1 |
#define DICE2 (get_magic(2)==2?2:1) |
| 796 |
root |
1.35 |
#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
| 797 |
elmex |
1.1 |
|
| 798 |
|
|
/* |
| 799 |
|
|
* fix_generated_item(): This is called after an item is generated, in |
| 800 |
|
|
* order to set it up right. This produced magical bonuses, puts spells |
| 801 |
|
|
* into scrolls/books/wands, makes it unidentified, hides the value, etc. |
| 802 |
|
|
*/ |
| 803 |
root |
1.16 |
|
| 804 |
elmex |
1.1 |
/* 4/28/96 added creator object from which op may now inherit properties based on |
| 805 |
|
|
* op->type. Right now, which stuff the creator passes on is object type |
| 806 |
|
|
* dependant. I know this is a spagetti manuever, but is there a cleaner |
| 807 |
|
|
* way to do this? b.t. */ |
| 808 |
root |
1.16 |
|
| 809 |
elmex |
1.1 |
/* |
| 810 |
|
|
* ! (flags & GT_ENVIRONMENT): |
| 811 |
|
|
* Automatically calls fix_flesh_item(). |
| 812 |
|
|
* |
| 813 |
|
|
* flags: |
| 814 |
|
|
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's |
| 815 |
|
|
* value. |
| 816 |
|
|
* GT_MINIMAL: Does minimal processing on the object - just enough to make it |
| 817 |
|
|
* a working object - don't change magic, value, etc, but set it material |
| 818 |
|
|
* type as appropriate, for objects that need spell objects, set those, etc |
| 819 |
|
|
*/ |
| 820 |
root |
1.7 |
void |
| 821 |
root |
1.16 |
fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
| 822 |
elmex |
1.1 |
{ |
| 823 |
|
|
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
| 824 |
|
|
|
| 825 |
|
|
if (!creator || creator->type == op->type) |
| 826 |
root |
1.16 |
creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
| 827 |
elmex |
1.1 |
|
| 828 |
|
|
/* If we make an artifact, this information will be destroyed */ |
| 829 |
|
|
save_item_power = op->item_power; |
| 830 |
|
|
op->item_power = 0; |
| 831 |
|
|
|
| 832 |
|
|
if (op->randomitems && op->type != SPELL) |
| 833 |
|
|
{ |
| 834 |
root |
1.50 |
create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
| 835 |
elmex |
1.1 |
/* So the treasure doesn't get created again */ |
| 836 |
root |
1.42 |
op->randomitems = 0; |
| 837 |
elmex |
1.1 |
} |
| 838 |
|
|
|
| 839 |
root |
1.96 |
max_it (difficulty, 1); |
| 840 |
elmex |
1.1 |
|
| 841 |
root |
1.22 |
if (INVOKE_OBJECT (ADD_BONUS, op, |
| 842 |
|
|
ARG_OBJECT (creator != op ? creator : 0), |
| 843 |
|
|
ARG_INT (difficulty), ARG_INT (max_magic), |
| 844 |
|
|
ARG_INT (flags))) |
| 845 |
|
|
return; |
| 846 |
|
|
|
| 847 |
elmex |
1.1 |
if (!(flags & GT_MINIMAL)) |
| 848 |
|
|
{ |
| 849 |
root |
1.72 |
if (IS_ARCH (op->arch, crown)) |
| 850 |
root |
1.16 |
{ |
| 851 |
|
|
set_magic (difficulty, op, max_magic, flags); |
| 852 |
|
|
num_enchantments = calc_item_power (op, 1); |
| 853 |
|
|
generate_artifact (op, difficulty); |
| 854 |
|
|
} |
| 855 |
elmex |
1.1 |
else |
| 856 |
root |
1.16 |
{ |
| 857 |
|
|
if (!op->magic && max_magic) |
| 858 |
|
|
set_magic (difficulty, op, max_magic, flags); |
| 859 |
|
|
|
| 860 |
|
|
num_enchantments = calc_item_power (op, 1); |
| 861 |
|
|
|
| 862 |
root |
1.35 |
if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
| 863 |
|
|
|| op->type == HORN |
| 864 |
root |
1.72 |
|| difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
| 865 |
root |
1.16 |
generate_artifact (op, difficulty); |
| 866 |
|
|
} |
| 867 |
elmex |
1.1 |
|
| 868 |
|
|
/* Object was made an artifact. Calculate its item_power rating. |
| 869 |
|
|
* the item_power in the object is what the artfiact adds. |
| 870 |
|
|
*/ |
| 871 |
|
|
if (op->title) |
| 872 |
root |
1.16 |
{ |
| 873 |
|
|
/* if save_item_power is set, then most likely we started with an |
| 874 |
|
|
* artifact and have added new abilities to it - this is rare, but |
| 875 |
|
|
* but I have seen things like 'strange rings of fire'. So just figure |
| 876 |
|
|
* out the power from the base power plus what this one adds. Note |
| 877 |
|
|
* that since item_power is not quite linear, this actually ends up |
| 878 |
|
|
* being somewhat of a bonus |
| 879 |
|
|
*/ |
| 880 |
|
|
if (save_item_power) |
| 881 |
|
|
op->item_power = save_item_power + get_power_from_ench (op->item_power); |
| 882 |
|
|
else |
| 883 |
|
|
op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
| 884 |
|
|
} |
| 885 |
elmex |
1.1 |
else if (save_item_power) |
| 886 |
root |
1.16 |
{ |
| 887 |
|
|
/* restore the item_power field to the object if we haven't changed it. |
| 888 |
|
|
* we don't care about num_enchantments - that will basically just |
| 889 |
|
|
* have calculated some value from the base attributes of the archetype. |
| 890 |
|
|
*/ |
| 891 |
|
|
op->item_power = save_item_power; |
| 892 |
|
|
} |
| 893 |
elmex |
1.1 |
else |
| 894 |
root |
1.16 |
{ |
| 895 |
|
|
/* item_power was zero. This is suspicious, as it may be because it |
| 896 |
|
|
* was never previously calculated. Let's compute a value and see if |
| 897 |
|
|
* it is non-zero. If it indeed is, then assign it as the new |
| 898 |
|
|
* item_power value. |
| 899 |
|
|
* - gros, 21th of July 2006. |
| 900 |
|
|
*/ |
| 901 |
|
|
op->item_power = calc_item_power (op, 0); |
| 902 |
|
|
save_item_power = op->item_power; /* Just in case it would get used |
| 903 |
|
|
* again below */ |
| 904 |
|
|
} |
| 905 |
elmex |
1.1 |
} |
| 906 |
|
|
|
| 907 |
|
|
/* materialtype modifications. Note we allow this on artifacts. */ |
| 908 |
root |
1.93 |
select_material (op, difficulty); |
| 909 |
elmex |
1.1 |
|
| 910 |
|
|
if (flags & GT_MINIMAL) |
| 911 |
|
|
{ |
| 912 |
|
|
if (op->type == POTION) |
| 913 |
root |
1.16 |
/* Handle healing and magic power potions */ |
| 914 |
|
|
if (op->stats.sp && !op->randomitems) |
| 915 |
|
|
{ |
| 916 |
root |
1.72 |
object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
| 917 |
root |
1.16 |
insert_ob_in_ob (tmp, op); |
| 918 |
|
|
op->stats.sp = 0; |
| 919 |
|
|
} |
| 920 |
elmex |
1.1 |
} |
| 921 |
root |
1.16 |
else if (!op->title) /* Only modify object if not special */ |
| 922 |
elmex |
1.1 |
switch (op->type) |
| 923 |
|
|
{ |
| 924 |
root |
1.16 |
case WEAPON: |
| 925 |
|
|
case ARMOUR: |
| 926 |
|
|
case SHIELD: |
| 927 |
|
|
case HELMET: |
| 928 |
|
|
case CLOAK: |
| 929 |
root |
1.33 |
if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
| 930 |
root |
1.16 |
set_ring_bonus (op, -DICE2); |
| 931 |
|
|
break; |
| 932 |
|
|
|
| 933 |
|
|
case BRACERS: |
| 934 |
root |
1.35 |
if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
| 935 |
root |
1.16 |
{ |
| 936 |
|
|
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
| 937 |
|
|
if (!QUERY_FLAG (op, FLAG_CURSED)) |
| 938 |
|
|
op->value *= 3; |
| 939 |
|
|
} |
| 940 |
|
|
break; |
| 941 |
|
|
|
| 942 |
|
|
case POTION: |
| 943 |
|
|
{ |
| 944 |
|
|
int too_many_tries = 0, is_special = 0; |
| 945 |
|
|
|
| 946 |
|
|
/* Handle healing and magic power potions */ |
| 947 |
|
|
if (op->stats.sp && !op->randomitems) |
| 948 |
|
|
{ |
| 949 |
root |
1.96 |
object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
| 950 |
root |
1.16 |
insert_ob_in_ob (tmp, op); |
| 951 |
|
|
op->stats.sp = 0; |
| 952 |
|
|
} |
| 953 |
|
|
|
| 954 |
|
|
while (!(is_special = special_potion (op)) && !op->inv) |
| 955 |
|
|
{ |
| 956 |
|
|
generate_artifact (op, difficulty); |
| 957 |
|
|
if (too_many_tries++ > 10) |
| 958 |
|
|
break; |
| 959 |
|
|
} |
| 960 |
|
|
|
| 961 |
|
|
/* don't want to change value for healing/magic power potions, |
| 962 |
|
|
* since the value set on those is already correct. |
| 963 |
|
|
*/ |
| 964 |
|
|
if (op->inv && op->randomitems) |
| 965 |
|
|
{ |
| 966 |
|
|
/* value multiplier is same as for scrolls */ |
| 967 |
root |
1.96 |
op->value *= op->inv->value; |
| 968 |
root |
1.35 |
op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
| 969 |
root |
1.16 |
} |
| 970 |
|
|
else |
| 971 |
|
|
{ |
| 972 |
|
|
op->name = "potion"; |
| 973 |
|
|
op->name_pl = "potions"; |
| 974 |
|
|
} |
| 975 |
|
|
|
| 976 |
root |
1.33 |
if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
| 977 |
root |
1.16 |
SET_FLAG (op, FLAG_CURSED); |
| 978 |
root |
1.96 |
|
| 979 |
root |
1.16 |
break; |
| 980 |
|
|
} |
| 981 |
|
|
|
| 982 |
|
|
case AMULET: |
| 983 |
root |
1.72 |
if (IS_ARCH (op->arch, amulet)) |
| 984 |
root |
1.16 |
op->value *= 5; /* Since it's not just decoration */ |
| 985 |
|
|
|
| 986 |
|
|
case RING: |
| 987 |
root |
1.72 |
if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
| 988 |
root |
1.16 |
break; |
| 989 |
|
|
|
| 990 |
root |
1.33 |
if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
| 991 |
root |
1.16 |
SET_FLAG (op, FLAG_CURSED); |
| 992 |
|
|
|
| 993 |
|
|
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
| 994 |
|
|
|
| 995 |
|
|
if (op->type != RING) /* Amulets have only one ability */ |
| 996 |
|
|
break; |
| 997 |
|
|
|
| 998 |
root |
1.33 |
if (!(rndm (4))) |
| 999 |
root |
1.16 |
{ |
| 1000 |
root |
1.33 |
int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
| 1001 |
root |
1.16 |
|
| 1002 |
|
|
if (d > 0) |
| 1003 |
|
|
op->value *= 3; |
| 1004 |
|
|
|
| 1005 |
|
|
set_ring_bonus (op, d); |
| 1006 |
|
|
|
| 1007 |
root |
1.33 |
if (!(rndm (4))) |
| 1008 |
root |
1.16 |
{ |
| 1009 |
root |
1.33 |
int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
| 1010 |
root |
1.16 |
|
| 1011 |
|
|
if (d > 0) |
| 1012 |
|
|
op->value *= 5; |
| 1013 |
|
|
set_ring_bonus (op, d); |
| 1014 |
|
|
} |
| 1015 |
|
|
} |
| 1016 |
|
|
|
| 1017 |
root |
1.85 |
if (op->animation_id) |
| 1018 |
|
|
op->set_anim_frame (rndm (op->anim_frames ())); |
| 1019 |
root |
1.16 |
|
| 1020 |
|
|
break; |
| 1021 |
|
|
|
| 1022 |
|
|
case BOOK: |
| 1023 |
|
|
/* Is it an empty book?, if yes lets make a special· |
| 1024 |
|
|
* msg for it, and tailor its properties based on the· |
| 1025 |
|
|
* creator and/or map level we found it on. |
| 1026 |
|
|
*/ |
| 1027 |
root |
1.33 |
if (!op->msg && rndm (10)) |
| 1028 |
root |
1.16 |
{ |
| 1029 |
|
|
/* set the book level properly */ |
| 1030 |
|
|
if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
| 1031 |
|
|
{ |
| 1032 |
|
|
if (op->map && op->map->difficulty) |
| 1033 |
root |
1.35 |
op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
| 1034 |
root |
1.16 |
else |
| 1035 |
root |
1.33 |
op->level = rndm (20) + 1; |
| 1036 |
root |
1.16 |
} |
| 1037 |
|
|
else |
| 1038 |
root |
1.35 |
op->level = rndm (creator->level); |
| 1039 |
root |
1.16 |
|
| 1040 |
|
|
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
| 1041 |
|
|
/* books w/ info are worth more! */ |
| 1042 |
|
|
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
| 1043 |
|
|
|
| 1044 |
|
|
/* add exp so reading it gives xp (once) */ |
| 1045 |
|
|
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
| 1046 |
|
|
} |
| 1047 |
sf-marcmagus |
1.87 |
|
| 1048 |
|
|
/* creator related stuff */ |
| 1049 |
|
|
|
| 1050 |
|
|
/* for library, chained books. Note that some monsters have no_pick |
| 1051 |
|
|
* set - we don't want to set no pick in that case. |
| 1052 |
|
|
*/ |
| 1053 |
|
|
if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
| 1054 |
|
|
SET_FLAG (op, FLAG_NO_PICK); |
| 1055 |
|
|
if (creator->slaying && !op->slaying) /* for check_inv floors */ |
| 1056 |
|
|
op->slaying = creator->slaying; |
| 1057 |
root |
1.16 |
break; |
| 1058 |
|
|
|
| 1059 |
|
|
case SPELLBOOK: |
| 1060 |
|
|
op->value = op->value * op->inv->value; |
| 1061 |
|
|
/* add exp so learning gives xp */ |
| 1062 |
|
|
op->level = op->inv->level; |
| 1063 |
|
|
op->stats.exp = op->value; |
| 1064 |
|
|
break; |
| 1065 |
|
|
|
| 1066 |
|
|
case WAND: |
| 1067 |
|
|
/* nrof in the treasure list is number of charges, |
| 1068 |
|
|
* not number of wands. So copy that into food (charges), |
| 1069 |
|
|
* and reset nrof. |
| 1070 |
|
|
*/ |
| 1071 |
|
|
op->stats.food = op->inv->nrof; |
| 1072 |
|
|
op->nrof = 1; |
| 1073 |
|
|
/* If the spell changes by level, choose a random level |
| 1074 |
|
|
* for it, and adjust price. If the spell doesn't |
| 1075 |
|
|
* change by level, just set the wand to the level of |
| 1076 |
|
|
* the spell, and value calculation is simpler. |
| 1077 |
|
|
*/ |
| 1078 |
|
|
if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
| 1079 |
|
|
{ |
| 1080 |
|
|
op->level = level_for_item (op, difficulty); |
| 1081 |
|
|
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
| 1082 |
|
|
} |
| 1083 |
|
|
else |
| 1084 |
|
|
{ |
| 1085 |
|
|
op->level = op->inv->level; |
| 1086 |
|
|
op->value = op->value * op->inv->value; |
| 1087 |
|
|
} |
| 1088 |
|
|
break; |
| 1089 |
|
|
|
| 1090 |
|
|
case ROD: |
| 1091 |
|
|
op->level = level_for_item (op, difficulty); |
| 1092 |
|
|
/* Add 50 to both level an divisor to keep prices a little more |
| 1093 |
|
|
* reasonable. Otherwise, a high level version of a low level |
| 1094 |
|
|
* spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
| 1095 |
|
|
* 10 time multiplier). This way, the value are a bit more reasonable. |
| 1096 |
|
|
*/ |
| 1097 |
|
|
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
| 1098 |
|
|
/* maxhp is used to denote how many 'charges' the rod holds before */ |
| 1099 |
|
|
if (op->stats.maxhp) |
| 1100 |
root |
1.92 |
op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
| 1101 |
root |
1.16 |
else |
| 1102 |
root |
1.92 |
op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
| 1103 |
root |
1.16 |
|
| 1104 |
|
|
op->stats.hp = op->stats.maxhp; |
| 1105 |
|
|
break; |
| 1106 |
|
|
|
| 1107 |
|
|
case SCROLL: |
| 1108 |
|
|
op->level = level_for_item (op, difficulty); |
| 1109 |
|
|
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
| 1110 |
|
|
|
| 1111 |
|
|
/* add exp so reading them properly gives xp */ |
| 1112 |
|
|
op->stats.exp = op->value / 5; |
| 1113 |
|
|
op->nrof = op->inv->nrof; |
| 1114 |
|
|
break; |
| 1115 |
|
|
|
| 1116 |
|
|
case RUNE: |
| 1117 |
|
|
trap_adjust (op, difficulty); |
| 1118 |
|
|
break; |
| 1119 |
|
|
|
| 1120 |
|
|
case TRAP: |
| 1121 |
|
|
trap_adjust (op, difficulty); |
| 1122 |
|
|
break; |
| 1123 |
|
|
} /* switch type */ |
| 1124 |
elmex |
1.1 |
|
| 1125 |
|
|
if (flags & GT_STARTEQUIP) |
| 1126 |
|
|
{ |
| 1127 |
root |
1.7 |
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
| 1128 |
root |
1.16 |
SET_FLAG (op, FLAG_STARTEQUIP); |
| 1129 |
elmex |
1.1 |
else if (op->type != MONEY) |
| 1130 |
root |
1.16 |
op->value = 0; |
| 1131 |
elmex |
1.1 |
} |
| 1132 |
|
|
|
| 1133 |
|
|
if (!(flags & GT_ENVIRONMENT)) |
| 1134 |
|
|
fix_flesh_item (op, creator); |
| 1135 |
|
|
} |
| 1136 |
|
|
|
| 1137 |
|
|
/* |
| 1138 |
|
|
* |
| 1139 |
|
|
* |
| 1140 |
|
|
* CODE DEALING WITH ARTIFACTS STARTS HERE |
| 1141 |
|
|
* |
| 1142 |
|
|
* |
| 1143 |
|
|
*/ |
| 1144 |
|
|
|
| 1145 |
|
|
/* |
| 1146 |
|
|
* Allocate and return the pointer to an empty artifactlist structure. |
| 1147 |
|
|
*/ |
| 1148 |
root |
1.7 |
static artifactlist * |
| 1149 |
root |
1.97 |
get_empty_artifactlist () |
| 1150 |
root |
1.7 |
{ |
| 1151 |
root |
1.69 |
return salloc0<artifactlist> (); |
| 1152 |
elmex |
1.1 |
} |
| 1153 |
|
|
|
| 1154 |
|
|
/* |
| 1155 |
|
|
* Allocate and return the pointer to an empty artifact structure. |
| 1156 |
|
|
*/ |
| 1157 |
root |
1.7 |
static artifact * |
| 1158 |
root |
1.97 |
get_empty_artifact () |
| 1159 |
root |
1.7 |
{ |
| 1160 |
root |
1.69 |
return salloc0<artifact> (); |
| 1161 |
elmex |
1.1 |
} |
| 1162 |
|
|
|
| 1163 |
|
|
/* |
| 1164 |
|
|
* Searches the artifact lists and returns one that has the same type |
| 1165 |
|
|
* of objects on it. |
| 1166 |
|
|
*/ |
| 1167 |
root |
1.7 |
artifactlist * |
| 1168 |
|
|
find_artifactlist (int type) |
| 1169 |
|
|
{ |
| 1170 |
root |
1.41 |
for (artifactlist *al = first_artifactlist; al; al = al->next) |
| 1171 |
root |
1.7 |
if (al->type == type) |
| 1172 |
|
|
return al; |
| 1173 |
root |
1.38 |
|
| 1174 |
|
|
return 0; |
| 1175 |
elmex |
1.1 |
} |
| 1176 |
|
|
|
| 1177 |
|
|
/* |
| 1178 |
|
|
* Builds up the lists of artifacts from the file in the libdir. |
| 1179 |
|
|
*/ |
| 1180 |
root |
1.7 |
void |
| 1181 |
root |
1.97 |
init_artifacts () |
| 1182 |
root |
1.7 |
{ |
| 1183 |
|
|
static int has_been_inited = 0; |
| 1184 |
pippijn |
1.39 |
char filename[MAX_BUF]; |
| 1185 |
root |
1.7 |
artifact *art = NULL; |
| 1186 |
|
|
artifactlist *al; |
| 1187 |
|
|
|
| 1188 |
|
|
if (has_been_inited) |
| 1189 |
|
|
return; |
| 1190 |
|
|
else |
| 1191 |
|
|
has_been_inited = 1; |
| 1192 |
elmex |
1.1 |
|
| 1193 |
root |
1.7 |
sprintf (filename, "%s/artifacts", settings.datadir); |
| 1194 |
root |
1.38 |
object_thawer f (filename); |
| 1195 |
elmex |
1.1 |
|
| 1196 |
root |
1.38 |
if (!f) |
| 1197 |
root |
1.7 |
return; |
| 1198 |
elmex |
1.1 |
|
| 1199 |
root |
1.38 |
for (;;) |
| 1200 |
root |
1.7 |
{ |
| 1201 |
root |
1.38 |
switch (f.kw) |
| 1202 |
|
|
{ |
| 1203 |
|
|
case KW_allowed: |
| 1204 |
|
|
if (!art) |
| 1205 |
root |
1.47 |
art = get_empty_artifact (); |
| 1206 |
root |
1.7 |
|
| 1207 |
root |
1.16 |
{ |
| 1208 |
root |
1.38 |
if (!strcmp (f.get_str (), "all")) |
| 1209 |
|
|
break; |
| 1210 |
|
|
|
| 1211 |
root |
1.95 |
const char *cp = f.get_str (); |
| 1212 |
|
|
char *next; |
| 1213 |
root |
1.38 |
do |
| 1214 |
|
|
{ |
| 1215 |
root |
1.99 |
if ((next = (char *)strchr (cp, ','))) |
| 1216 |
root |
1.38 |
*next++ = '\0'; |
| 1217 |
|
|
|
| 1218 |
|
|
linked_char *tmp = new linked_char; |
| 1219 |
|
|
|
| 1220 |
|
|
tmp->name = cp; |
| 1221 |
|
|
tmp->next = art->allowed; |
| 1222 |
|
|
art->allowed = tmp; |
| 1223 |
|
|
} |
| 1224 |
|
|
while ((cp = next)); |
| 1225 |
root |
1.16 |
} |
| 1226 |
root |
1.38 |
break; |
| 1227 |
|
|
|
| 1228 |
|
|
case KW_chance: |
| 1229 |
|
|
f.get (art->chance); |
| 1230 |
|
|
break; |
| 1231 |
|
|
|
| 1232 |
|
|
case KW_difficulty: |
| 1233 |
|
|
f.get (art->difficulty); |
| 1234 |
|
|
break; |
| 1235 |
root |
1.16 |
|
| 1236 |
root |
1.38 |
case KW_object: |
| 1237 |
root |
1.16 |
{ |
| 1238 |
root |
1.38 |
art->item = object::create (); |
| 1239 |
root |
1.49 |
f.get (art->item->name); |
| 1240 |
|
|
f.next (); |
| 1241 |
root |
1.38 |
|
| 1242 |
|
|
if (!art->item->parse_kv (f)) |
| 1243 |
|
|
LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
| 1244 |
|
|
|
| 1245 |
|
|
al = find_artifactlist (art->item->type); |
| 1246 |
|
|
|
| 1247 |
|
|
if (!al) |
| 1248 |
|
|
{ |
| 1249 |
|
|
al = get_empty_artifactlist (); |
| 1250 |
|
|
al->type = art->item->type; |
| 1251 |
|
|
al->next = first_artifactlist; |
| 1252 |
|
|
first_artifactlist = al; |
| 1253 |
|
|
} |
| 1254 |
|
|
|
| 1255 |
|
|
art->next = al->items; |
| 1256 |
|
|
al->items = art; |
| 1257 |
|
|
art = 0; |
| 1258 |
root |
1.16 |
} |
| 1259 |
root |
1.38 |
continue; |
| 1260 |
root |
1.10 |
|
| 1261 |
root |
1.38 |
case KW_EOF: |
| 1262 |
|
|
goto done; |
| 1263 |
root |
1.10 |
|
| 1264 |
root |
1.38 |
default: |
| 1265 |
|
|
if (!f.parse_error ("artifacts file")) |
| 1266 |
|
|
cleanup ("artifacts file required"); |
| 1267 |
|
|
break; |
| 1268 |
root |
1.16 |
} |
| 1269 |
root |
1.38 |
|
| 1270 |
|
|
f.next (); |
| 1271 |
root |
1.7 |
} |
| 1272 |
root |
1.3 |
|
| 1273 |
root |
1.38 |
done: |
| 1274 |
|
|
for (al = first_artifactlist; al; al = al->next) |
| 1275 |
root |
1.7 |
{ |
| 1276 |
root |
1.47 |
al->total_chance = 0; |
| 1277 |
|
|
|
| 1278 |
root |
1.38 |
for (art = al->items; art; art = art->next) |
| 1279 |
root |
1.16 |
{ |
| 1280 |
|
|
if (!art->chance) |
| 1281 |
|
|
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
| 1282 |
|
|
else |
| 1283 |
|
|
al->total_chance += art->chance; |
| 1284 |
|
|
} |
| 1285 |
elmex |
1.1 |
#if 0 |
| 1286 |
root |
1.7 |
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
| 1287 |
elmex |
1.1 |
#endif |
| 1288 |
|
|
} |
| 1289 |
|
|
|
| 1290 |
root |
1.7 |
LOG (llevDebug, "done.\n"); |
| 1291 |
elmex |
1.1 |
} |
| 1292 |
|
|
|
| 1293 |
|
|
/* |
| 1294 |
|
|
* Used in artifact generation. The bonuses of the first object |
| 1295 |
|
|
* is modified by the bonuses of the second object. |
| 1296 |
|
|
*/ |
| 1297 |
root |
1.7 |
void |
| 1298 |
root |
1.16 |
add_abilities (object *op, object *change) |
| 1299 |
root |
1.7 |
{ |
| 1300 |
pippijn |
1.14 |
int i, tmp; |
| 1301 |
elmex |
1.1 |
|
| 1302 |
root |
1.7 |
if (change->face != blank_face) |
| 1303 |
|
|
{ |
| 1304 |
elmex |
1.1 |
#ifdef TREASURE_VERBOSE |
| 1305 |
root |
1.42 |
LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
| 1306 |
elmex |
1.1 |
#endif |
| 1307 |
root |
1.7 |
op->face = change->face; |
| 1308 |
elmex |
1.1 |
} |
| 1309 |
|
|
|
| 1310 |
root |
1.7 |
for (i = 0; i < NUM_STATS; i++) |
| 1311 |
root |
1.60 |
change_attr_value (&(op->stats), i, change->stats.stat (i)); |
| 1312 |
root |
1.7 |
|
| 1313 |
|
|
op->attacktype |= change->attacktype; |
| 1314 |
|
|
op->path_attuned |= change->path_attuned; |
| 1315 |
|
|
op->path_repelled |= change->path_repelled; |
| 1316 |
|
|
op->path_denied |= change->path_denied; |
| 1317 |
|
|
op->move_type |= change->move_type; |
| 1318 |
|
|
op->stats.luck += change->stats.luck; |
| 1319 |
|
|
|
| 1320 |
|
|
if (QUERY_FLAG (change, FLAG_CURSED)) |
| 1321 |
|
|
SET_FLAG (op, FLAG_CURSED); |
| 1322 |
|
|
if (QUERY_FLAG (change, FLAG_DAMNED)) |
| 1323 |
|
|
SET_FLAG (op, FLAG_DAMNED); |
| 1324 |
|
|
if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
| 1325 |
|
|
set_abs_magic (op, -op->magic); |
| 1326 |
|
|
|
| 1327 |
|
|
if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
| 1328 |
|
|
SET_FLAG (op, FLAG_LIFESAVE); |
| 1329 |
|
|
if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
| 1330 |
|
|
SET_FLAG (op, FLAG_REFL_SPELL); |
| 1331 |
|
|
if (QUERY_FLAG (change, FLAG_STEALTH)) |
| 1332 |
|
|
SET_FLAG (op, FLAG_STEALTH); |
| 1333 |
|
|
if (QUERY_FLAG (change, FLAG_XRAYS)) |
| 1334 |
|
|
SET_FLAG (op, FLAG_XRAYS); |
| 1335 |
|
|
if (QUERY_FLAG (change, FLAG_BLIND)) |
| 1336 |
|
|
SET_FLAG (op, FLAG_BLIND); |
| 1337 |
|
|
if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
| 1338 |
|
|
SET_FLAG (op, FLAG_SEE_IN_DARK); |
| 1339 |
|
|
if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
| 1340 |
|
|
SET_FLAG (op, FLAG_REFL_MISSILE); |
| 1341 |
|
|
if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
| 1342 |
|
|
SET_FLAG (op, FLAG_MAKE_INVIS); |
| 1343 |
|
|
|
| 1344 |
|
|
if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
| 1345 |
|
|
{ |
| 1346 |
|
|
CLEAR_FLAG (op, FLAG_ANIMATE); |
| 1347 |
|
|
/* so artifacts will join */ |
| 1348 |
|
|
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
| 1349 |
root |
1.16 |
op->speed = 0.0; |
| 1350 |
root |
1.12 |
|
| 1351 |
root |
1.28 |
op->set_speed (op->speed); |
| 1352 |
elmex |
1.1 |
} |
| 1353 |
root |
1.7 |
|
| 1354 |
|
|
if (change->nrof) |
| 1355 |
root |
1.35 |
op->nrof = rndm (change->nrof) + 1; |
| 1356 |
root |
1.7 |
|
| 1357 |
root |
1.16 |
op->stats.exp += change->stats.exp; /* Speed modifier */ |
| 1358 |
root |
1.7 |
op->stats.wc += change->stats.wc; |
| 1359 |
|
|
op->stats.ac += change->stats.ac; |
| 1360 |
|
|
|
| 1361 |
|
|
if (change->other_arch) |
| 1362 |
|
|
{ |
| 1363 |
|
|
/* Basically, for horns & potions, the other_arch field is the spell |
| 1364 |
|
|
* to cast. So convert that to into a spell and put it into |
| 1365 |
|
|
* this object. |
| 1366 |
|
|
*/ |
| 1367 |
|
|
if (op->type == HORN || op->type == POTION) |
| 1368 |
root |
1.16 |
{ |
| 1369 |
|
|
/* Remove any spells this object currently has in it */ |
| 1370 |
root |
1.81 |
op->destroy_inv (false); |
| 1371 |
root |
1.16 |
|
| 1372 |
root |
1.98 |
object *tmp = change->other_arch->instance (); |
| 1373 |
root |
1.80 |
insert_ob_in_ob (tmp, op); |
| 1374 |
root |
1.16 |
} |
| 1375 |
root |
1.102 |
|
| 1376 |
root |
1.7 |
/* No harm setting this for potions/horns */ |
| 1377 |
|
|
op->other_arch = change->other_arch; |
| 1378 |
|
|
} |
| 1379 |
|
|
|
| 1380 |
|
|
if (change->stats.hp < 0) |
| 1381 |
|
|
op->stats.hp = -change->stats.hp; |
| 1382 |
|
|
else |
| 1383 |
|
|
op->stats.hp += change->stats.hp; |
| 1384 |
|
|
|
| 1385 |
|
|
if (change->stats.maxhp < 0) |
| 1386 |
|
|
op->stats.maxhp = -change->stats.maxhp; |
| 1387 |
|
|
else |
| 1388 |
|
|
op->stats.maxhp += change->stats.maxhp; |
| 1389 |
|
|
|
| 1390 |
|
|
if (change->stats.sp < 0) |
| 1391 |
|
|
op->stats.sp = -change->stats.sp; |
| 1392 |
|
|
else |
| 1393 |
|
|
op->stats.sp += change->stats.sp; |
| 1394 |
|
|
|
| 1395 |
|
|
if (change->stats.maxsp < 0) |
| 1396 |
|
|
op->stats.maxsp = -change->stats.maxsp; |
| 1397 |
|
|
else |
| 1398 |
|
|
op->stats.maxsp += change->stats.maxsp; |
| 1399 |
|
|
|
| 1400 |
|
|
if (change->stats.food < 0) |
| 1401 |
|
|
op->stats.food = -(change->stats.food); |
| 1402 |
|
|
else |
| 1403 |
|
|
op->stats.food += change->stats.food; |
| 1404 |
|
|
|
| 1405 |
|
|
if (change->level < 0) |
| 1406 |
|
|
op->level = -(change->level); |
| 1407 |
|
|
else |
| 1408 |
|
|
op->level += change->level; |
| 1409 |
|
|
|
| 1410 |
|
|
if (change->gen_sp_armour < 0) |
| 1411 |
|
|
op->gen_sp_armour = -(change->gen_sp_armour); |
| 1412 |
|
|
else |
| 1413 |
|
|
op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
| 1414 |
|
|
|
| 1415 |
|
|
op->item_power = change->item_power; |
| 1416 |
|
|
|
| 1417 |
|
|
for (i = 0; i < NROFATTACKS; i++) |
| 1418 |
root |
1.20 |
if (change->resist[i]) |
| 1419 |
|
|
op->resist[i] += change->resist[i]; |
| 1420 |
root |
1.7 |
|
| 1421 |
|
|
if (change->stats.dam) |
| 1422 |
|
|
{ |
| 1423 |
|
|
if (change->stats.dam < 0) |
| 1424 |
root |
1.16 |
op->stats.dam = (-change->stats.dam); |
| 1425 |
root |
1.7 |
else if (op->stats.dam) |
| 1426 |
root |
1.16 |
{ |
| 1427 |
|
|
tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
| 1428 |
|
|
if (tmp == op->stats.dam) |
| 1429 |
|
|
{ |
| 1430 |
|
|
if (change->stats.dam < 10) |
| 1431 |
|
|
op->stats.dam--; |
| 1432 |
|
|
else |
| 1433 |
|
|
op->stats.dam++; |
| 1434 |
|
|
} |
| 1435 |
|
|
else |
| 1436 |
|
|
op->stats.dam = tmp; |
| 1437 |
|
|
} |
| 1438 |
root |
1.7 |
} |
| 1439 |
|
|
|
| 1440 |
|
|
if (change->weight) |
| 1441 |
|
|
{ |
| 1442 |
|
|
if (change->weight < 0) |
| 1443 |
root |
1.16 |
op->weight = (-change->weight); |
| 1444 |
root |
1.7 |
else |
| 1445 |
root |
1.16 |
op->weight = (op->weight * (change->weight)) / 100; |
| 1446 |
root |
1.7 |
} |
| 1447 |
|
|
|
| 1448 |
|
|
if (change->last_sp) |
| 1449 |
|
|
{ |
| 1450 |
|
|
if (change->last_sp < 0) |
| 1451 |
root |
1.16 |
op->last_sp = (-change->last_sp); |
| 1452 |
root |
1.7 |
else |
| 1453 |
root |
1.16 |
op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
| 1454 |
root |
1.7 |
} |
| 1455 |
|
|
|
| 1456 |
|
|
if (change->gen_sp_armour) |
| 1457 |
|
|
{ |
| 1458 |
|
|
if (change->gen_sp_armour < 0) |
| 1459 |
root |
1.16 |
op->gen_sp_armour = (-change->gen_sp_armour); |
| 1460 |
root |
1.7 |
else |
| 1461 |
root |
1.16 |
op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
| 1462 |
root |
1.7 |
} |
| 1463 |
|
|
|
| 1464 |
|
|
op->value *= change->value; |
| 1465 |
|
|
|
| 1466 |
root |
1.36 |
if (change->materials) |
| 1467 |
|
|
op->materials = change->materials; |
| 1468 |
root |
1.7 |
|
| 1469 |
root |
1.94 |
if (change->material != MATERIAL_NULL) |
| 1470 |
root |
1.93 |
op->material = change->material; |
| 1471 |
root |
1.7 |
|
| 1472 |
|
|
if (change->slaying) |
| 1473 |
|
|
op->slaying = change->slaying; |
| 1474 |
|
|
|
| 1475 |
|
|
if (change->race) |
| 1476 |
|
|
op->race = change->race; |
| 1477 |
|
|
|
| 1478 |
|
|
if (change->msg) |
| 1479 |
|
|
op->msg = change->msg; |
| 1480 |
elmex |
1.1 |
} |
| 1481 |
|
|
|
| 1482 |
root |
1.7 |
static int |
| 1483 |
root |
1.52 |
legal_artifact_combination (object *op, artifact *art) |
| 1484 |
root |
1.7 |
{ |
| 1485 |
elmex |
1.1 |
int neg, success = 0; |
| 1486 |
|
|
linked_char *tmp; |
| 1487 |
|
|
const char *name; |
| 1488 |
|
|
|
| 1489 |
root |
1.52 |
if (!art->allowed) |
| 1490 |
root |
1.16 |
return 1; /* Ie, "all" */ |
| 1491 |
root |
1.52 |
|
| 1492 |
root |
1.7 |
for (tmp = art->allowed; tmp; tmp = tmp->next) |
| 1493 |
|
|
{ |
| 1494 |
elmex |
1.1 |
#ifdef TREASURE_VERBOSE |
| 1495 |
root |
1.42 |
LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
| 1496 |
elmex |
1.1 |
#endif |
| 1497 |
root |
1.7 |
if (*tmp->name == '!') |
| 1498 |
root |
1.16 |
name = tmp->name + 1, neg = 1; |
| 1499 |
root |
1.7 |
else |
| 1500 |
root |
1.16 |
name = tmp->name, neg = 0; |
| 1501 |
root |
1.7 |
|
| 1502 |
|
|
/* If we match name, then return the opposite of 'neg' */ |
| 1503 |
root |
1.62 |
if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
| 1504 |
root |
1.16 |
return !neg; |
| 1505 |
root |
1.7 |
|
| 1506 |
|
|
/* Set success as true, since if the match was an inverse, it means |
| 1507 |
|
|
* everything is allowed except what we match |
| 1508 |
|
|
*/ |
| 1509 |
|
|
else if (neg) |
| 1510 |
root |
1.16 |
success = 1; |
| 1511 |
root |
1.7 |
} |
| 1512 |
root |
1.52 |
|
| 1513 |
elmex |
1.1 |
return success; |
| 1514 |
|
|
} |
| 1515 |
|
|
|
| 1516 |
|
|
/* |
| 1517 |
|
|
* Fixes the given object, giving it the abilities and titles |
| 1518 |
|
|
* it should have due to the second artifact-template. |
| 1519 |
|
|
*/ |
| 1520 |
|
|
|
| 1521 |
root |
1.7 |
void |
| 1522 |
root |
1.12 |
give_artifact_abilities (object *op, object *artifct) |
| 1523 |
root |
1.7 |
{ |
| 1524 |
elmex |
1.1 |
char new_name[MAX_BUF]; |
| 1525 |
|
|
|
| 1526 |
root |
1.7 |
sprintf (new_name, "of %s", &artifct->name); |
| 1527 |
|
|
op->title = new_name; |
| 1528 |
root |
1.16 |
add_abilities (op, artifct); /* Give out the bonuses */ |
| 1529 |
elmex |
1.1 |
|
| 1530 |
root |
1.16 |
#if 0 /* Bit verbose, but keep it here until next time I need it... */ |
| 1531 |
elmex |
1.1 |
{ |
| 1532 |
root |
1.7 |
char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
| 1533 |
root |
1.16 |
|
| 1534 |
root |
1.7 |
SET_FLAG (op, FLAG_IDENTIFIED); |
| 1535 |
|
|
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
| 1536 |
elmex |
1.1 |
if (!identified) |
| 1537 |
root |
1.7 |
CLEAR_FLAG (op, FLAG_IDENTIFIED); |
| 1538 |
elmex |
1.1 |
} |
| 1539 |
|
|
#endif |
| 1540 |
|
|
return; |
| 1541 |
|
|
} |
| 1542 |
|
|
|
| 1543 |
|
|
/* |
| 1544 |
|
|
* Decides randomly which artifact the object should be |
| 1545 |
|
|
* turned into. Makes sure that the item can become that |
| 1546 |
|
|
* artifact (means magic, difficulty, and Allowed fields properly). |
| 1547 |
|
|
* Then calls give_artifact_abilities in order to actually create |
| 1548 |
|
|
* the artifact. |
| 1549 |
|
|
*/ |
| 1550 |
|
|
|
| 1551 |
|
|
/* Give 1 re-roll attempt per artifact */ |
| 1552 |
|
|
#define ARTIFACT_TRIES 2 |
| 1553 |
|
|
|
| 1554 |
root |
1.7 |
void |
| 1555 |
root |
1.16 |
generate_artifact (object *op, int difficulty) |
| 1556 |
root |
1.7 |
{ |
| 1557 |
elmex |
1.1 |
artifactlist *al; |
| 1558 |
|
|
artifact *art; |
| 1559 |
|
|
int i; |
| 1560 |
|
|
|
| 1561 |
root |
1.7 |
al = find_artifactlist (op->type); |
| 1562 |
|
|
|
| 1563 |
|
|
if (al == NULL) |
| 1564 |
|
|
{ |
| 1565 |
root |
1.16 |
#if 0 /* This is too verbose, usually */ |
| 1566 |
root |
1.7 |
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
| 1567 |
elmex |
1.1 |
#endif |
| 1568 |
root |
1.7 |
return; |
| 1569 |
|
|
} |
| 1570 |
|
|
|
| 1571 |
|
|
for (i = 0; i < ARTIFACT_TRIES; i++) |
| 1572 |
|
|
{ |
| 1573 |
root |
1.35 |
int roll = rndm (al->total_chance); |
| 1574 |
elmex |
1.1 |
|
| 1575 |
root |
1.35 |
for (art = al->items; art; art = art->next) |
| 1576 |
root |
1.16 |
{ |
| 1577 |
|
|
roll -= art->chance; |
| 1578 |
|
|
if (roll < 0) |
| 1579 |
|
|
break; |
| 1580 |
|
|
} |
| 1581 |
elmex |
1.1 |
|
| 1582 |
root |
1.7 |
if (art == NULL || roll >= 0) |
| 1583 |
root |
1.16 |
{ |
| 1584 |
elmex |
1.1 |
#if 1 |
| 1585 |
root |
1.16 |
LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
| 1586 |
elmex |
1.1 |
#endif |
| 1587 |
root |
1.16 |
return; |
| 1588 |
|
|
} |
| 1589 |
root |
1.84 |
|
| 1590 |
|
|
if (art->item->name == shstr_NONE) |
| 1591 |
root |
1.16 |
return; |
| 1592 |
root |
1.84 |
|
| 1593 |
|
|
if (fabs (op->magic) < art->item->magic) |
| 1594 |
root |
1.16 |
continue; /* Not magic enough to be this item */ |
| 1595 |
root |
1.7 |
|
| 1596 |
|
|
/* Map difficulty not high enough */ |
| 1597 |
|
|
if (difficulty < art->difficulty) |
| 1598 |
root |
1.16 |
continue; |
| 1599 |
elmex |
1.1 |
|
| 1600 |
root |
1.7 |
if (!legal_artifact_combination (op, art)) |
| 1601 |
root |
1.16 |
{ |
| 1602 |
elmex |
1.1 |
#ifdef TREASURE_VERBOSE |
| 1603 |
root |
1.42 |
LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
| 1604 |
elmex |
1.1 |
#endif |
| 1605 |
root |
1.16 |
continue; |
| 1606 |
|
|
} |
| 1607 |
root |
1.42 |
|
| 1608 |
root |
1.7 |
give_artifact_abilities (op, art->item); |
| 1609 |
|
|
return; |
| 1610 |
elmex |
1.1 |
} |
| 1611 |
|
|
} |
| 1612 |
|
|
|
| 1613 |
|
|
/* fix_flesh_item() - objects of type FLESH are similar to type |
| 1614 |
|
|
* FOOD, except they inherit properties (name, food value, etc). |
| 1615 |
|
|
* based on the original owner (or 'donor' if you like). -b.t. |
| 1616 |
|
|
*/ |
| 1617 |
|
|
|
| 1618 |
root |
1.7 |
void |
| 1619 |
root |
1.16 |
fix_flesh_item (object *item, object *donor) |
| 1620 |
root |
1.7 |
{ |
| 1621 |
|
|
char tmpbuf[MAX_BUF]; |
| 1622 |
|
|
int i; |
| 1623 |
|
|
|
| 1624 |
|
|
if (item->type == FLESH && donor) |
| 1625 |
|
|
{ |
| 1626 |
|
|
/* change the name */ |
| 1627 |
root |
1.16 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
| 1628 |
|
|
item->name = tmpbuf; |
| 1629 |
|
|
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
| 1630 |
|
|
item->name_pl = tmpbuf; |
| 1631 |
root |
1.7 |
|
| 1632 |
|
|
/* weight is FLESH weight/100 * donor */ |
| 1633 |
|
|
if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
| 1634 |
root |
1.16 |
item->weight = 1; |
| 1635 |
root |
1.7 |
|
| 1636 |
|
|
/* value is multiplied by level of donor */ |
| 1637 |
|
|
item->value *= isqrt (donor->level * 2); |
| 1638 |
|
|
|
| 1639 |
|
|
/* food value */ |
| 1640 |
|
|
item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
| 1641 |
|
|
|
| 1642 |
|
|
/* flesh items inherit some abilities of donor, but not |
| 1643 |
|
|
* full effect. |
| 1644 |
|
|
*/ |
| 1645 |
|
|
for (i = 0; i < NROFATTACKS; i++) |
| 1646 |
root |
1.16 |
item->resist[i] = donor->resist[i] / 2; |
| 1647 |
root |
1.7 |
|
| 1648 |
|
|
/* item inherits donor's level (important for quezals) */ |
| 1649 |
|
|
item->level = donor->level; |
| 1650 |
|
|
|
| 1651 |
|
|
/* if donor has some attacktypes, the flesh is poisonous */ |
| 1652 |
|
|
if (donor->attacktype & AT_POISON) |
| 1653 |
root |
1.16 |
item->type = POISON; |
| 1654 |
root |
1.83 |
|
| 1655 |
root |
1.7 |
if (donor->attacktype & AT_ACID) |
| 1656 |
root |
1.16 |
item->stats.hp = -1 * item->stats.food; |
| 1657 |
root |
1.83 |
|
| 1658 |
root |
1.7 |
SET_FLAG (item, FLAG_NO_STEAL); |
| 1659 |
elmex |
1.1 |
} |
| 1660 |
|
|
} |
| 1661 |
|
|
|
| 1662 |
root |
1.89 |
static void |
| 1663 |
root |
1.16 |
free_treasurestruct (treasure *t) |
| 1664 |
elmex |
1.1 |
{ |
| 1665 |
root |
1.41 |
if (t->next) free_treasurestruct (t->next); |
| 1666 |
|
|
if (t->next_yes) free_treasurestruct (t->next_yes); |
| 1667 |
|
|
if (t->next_no) free_treasurestruct (t->next_no); |
| 1668 |
root |
1.8 |
|
| 1669 |
|
|
delete t; |
| 1670 |
elmex |
1.1 |
} |
| 1671 |
|
|
|
| 1672 |
root |
1.89 |
static void |
| 1673 |
root |
1.16 |
free_charlinks (linked_char *lc) |
| 1674 |
elmex |
1.1 |
{ |
| 1675 |
root |
1.7 |
if (lc->next) |
| 1676 |
|
|
free_charlinks (lc->next); |
| 1677 |
|
|
|
| 1678 |
|
|
delete lc; |
| 1679 |
elmex |
1.1 |
} |
| 1680 |
|
|
|
| 1681 |
root |
1.89 |
static void |
| 1682 |
root |
1.41 |
free_artifact (artifact *at) |
| 1683 |
elmex |
1.1 |
{ |
| 1684 |
root |
1.41 |
if (at->next) free_artifact (at->next); |
| 1685 |
|
|
if (at->allowed) free_charlinks (at->allowed); |
| 1686 |
root |
1.7 |
|
| 1687 |
root |
1.82 |
at->item->destroy (); |
| 1688 |
root |
1.7 |
|
| 1689 |
root |
1.41 |
sfree (at); |
| 1690 |
elmex |
1.1 |
} |
| 1691 |
|
|
|