Exemple #1
0
/*
 * Create the artifact with the specified number
 */
static void wiz_create_artifact(int a_idx)
{
	object_type *i_ptr;
	object_type object_type_body;
	int k_idx;

	artifact_type *a_ptr = &a_info[a_idx];

	/* Ignore "empty" artifacts */
	if (!a_ptr->name) return;

	/* Get local object */
	i_ptr = &object_type_body;

	/* Wipe the object */
	object_wipe(i_ptr);

	/* Acquire the "kind" index */
	k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);

	/* Oops */
	if (!k_idx) return;

	/* Create the artifact */
	object_prep(i_ptr, &k_info[k_idx], a_ptr->alloc_min, RANDOMISE);

	/* Save the name */
	i_ptr->name1 = a_idx;

	/* Extract the fields */
	i_ptr->pval = a_ptr->pval;
	i_ptr->ac = a_ptr->ac;
	i_ptr->dd = a_ptr->dd;
	i_ptr->ds = a_ptr->ds;
	i_ptr->to_a = a_ptr->to_a;
	i_ptr->to_h = a_ptr->to_h;
	i_ptr->to_d = a_ptr->to_d;
	i_ptr->weight = a_ptr->weight;

	/* Hack -- extract the "cursed" flags */
	if (cursed_p(a_ptr))
	{
		bitflag curse_flags[OF_SIZE];
		of_copy(curse_flags, a_ptr->flags);
		flags_mask(curse_flags, OF_SIZE, OF_CURSE_MASK, FLAG_END);
		of_union(i_ptr->flags, curse_flags);
	}

	/* Mark that the artifact has been created. */
	a_ptr->created = TRUE;

	/* Mark as cheat */
	i_ptr->origin = ORIGIN_CHEAT;

	/* Drop the artifact from heaven */
	drop_near(i_ptr, 0, p_ptr->py, p_ptr->px, TRUE);

	/* All done */
	msg_print("Allocated.");
}
Exemple #2
0
/**
 * Build an "artifact name" and transfer it into a buffer.
 */
static void get_art_name(char *buf, int a_idx)
{
	int i;
	object_type localObject;
	object_type *o_ptr;
	artifact_type *a_ptr = &a_info[a_idx];


	/* Get local object */
	o_ptr = &localObject;

	/* Wipe the object */
	object_wipe(o_ptr);

	/* Acquire the "kind" index */
	i = lookup_kind(a_ptr->tval, a_ptr->sval);

	/* Oops */
	if (!i)
		return;

	/* Create the base object */
	object_prep(o_ptr, i, RANDOMISE);

	/* Mark it as an artifact */
	o_ptr->name1 = a_idx;

	/* Make it known to us */
	o_ptr->ident |= IDENT_KNOWN;

	/* Create the artifact description */
	object_desc(buf, 60, o_ptr, ODESC_SINGULAR | ODESC_SPOIL);
}
/*
 * Read a store
 */
static errr rd_store(int n)
{
	store_type *st_ptr = &store[n];

	int j;

	byte own, num;


	/* Read the basic info */
	rd_s32b(&st_ptr->store_open);
	rd_s16b(&st_ptr->insult_cur);
	rd_byte(&own);
	rd_byte(&num);
	rd_s16b(&st_ptr->good_buy);
	rd_s16b(&st_ptr->bad_buy);

	/* Paranoia */
	if (own >= z_info->b_max)
	{
		note("Illegal store owner!");
		return (-1);
	}

	st_ptr->owner = own;

	/* Read the items */
	for (j = 0; j < num; j++)
	{
		object_type *i_ptr;
		object_type object_type_body;

		/* Get local object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* Read the item */
		if (rd_item(i_ptr))
		{
			note("Error reading item");
			return (-1);
		}

		/* Accept any valid items */
		if (st_ptr->stock_num < STORE_INVEN_MAX)
		{
			int k = st_ptr->stock_num++;

			/* Accept the item */
			object_copy(&st_ptr->stock[k], i_ptr);
		}
	}

	/* Success */
	return (0);
}
Exemple #4
0
/**
 * Utility function for history_add_artifact(): get artifact name
 */
static void get_artifact_name(char *buf, size_t len, const struct artifact *artifact)
{
    struct object body = OBJECT_NULL;
    struct object known_body = OBJECT_NULL;

    struct object *fake = &body;
    struct object *known_obj = &known_body;

    /* Make fake artifact for description purposes */
    make_fake_artifact(fake, artifact);

    fake->known = known_obj;
    object_copy(known_obj, fake);
    object_desc(buf, len, fake, ODESC_PREFIX | ODESC_BASE | ODESC_SPOIL);

    object_wipe(known_obj, false);
    object_wipe(fake, true);
}
Exemple #5
0
/**
 * Adding artifacts to the history list is trickier than other operations.
 * This is a wrapper function that gets some of the logic out of places
 * where it really doesn't belong.  Call this to add an artifact to the history
 * list or make the history entry visible--history_add_artifact will make that
 * determination depending on what object_is_known returns for the artifact.
 */
bool history_add_artifact(struct artifact *artifact, bool known, bool found)
{
	struct object body = { 0 }, known_body = { 0 };
	struct object *fake = &body, *known_obj = &known_body;

	char o_name[80];
	char buf[80];

	assert(artifact);

	/* Make fake artifact for description purposes */
	make_fake_artifact(fake, artifact);
	fake->known = known_obj;
	known_obj->artifact = (struct artifact *) 1;
	known_obj->kind = fake->kind;
	object_desc(o_name, sizeof(o_name), fake,
				ODESC_PREFIX | ODESC_BASE | ODESC_SPOIL);
	object_wipe(known_obj);
	object_wipe(fake);
	strnfmt(buf, sizeof(buf), (found)?"Found %s":"Missed %s", o_name);

	/* Known objects gets different treatment */
	if (known) {
		/* Try revealing any existing artifact, otherwise log it */
		if (history_is_artifact_logged(artifact))
			history_know_artifact(artifact);
		else
			history_add(buf, HIST_ARTIFACT_KNOWN, artifact);
	} else {
		if (!history_is_artifact_logged(artifact)) {
			bitflag type[HIST_SIZE];
			hist_wipe(type);
			hist_on(type, HIST_ARTIFACT_UNKNOWN);
			if (!found)
				hist_on(type, HIST_ARTIFACT_LOST);
			history_add_full(type, artifact, player->depth, player->lev,
							 player->total_energy / 100, buf);
		} else {
			return false;
		}
	}

	return true;
}
Exemple #6
0
/*
 * Allocate an object
 * NOTE: this is the only allowed way to create an object
 */
object_type *new_object()
{
	object_type *o_ptr;

	MAKE(o_ptr, object_type);
	flag_init(&o_ptr->flags, 2);

	object_wipe(o_ptr);

	return o_ptr;
}
Exemple #7
0
/*
 * Read a store
 */
static errr rd_store(int town_number, int store_number)
{
	store_type *st_ptr = &town[town_number].store[store_number];

	int j;

	byte num;
	s16b tmp16s;

	/* Read the basic info */
	rd_s32b(&st_ptr->store_open);
	rd_s16b(&tmp16s);
	rd_byte(&st_ptr->owner);
	rd_byte(&num);
	rd_s16b(&tmp16s);
	rd_s16b(&tmp16s);

	/* Read last visit */
	rd_s32b(&st_ptr->last_visit);

	/* Read the items */
	for (j = 0; j < num; j++)
	{
		object_type forge;
		object_type *q_ptr;

		/* Get local object */
		q_ptr = &forge;

		/* Wipe the object */
		object_wipe(q_ptr);

		/* Read the item */
		rd_item(q_ptr);

		/* Acquire valid items */
		if (st_ptr->stock_num < (store_number == STORE_HOME ? (STORE_INVEN_MAX) * 10 : STORE_INVEN_MAX))
		{
			int k = st_ptr->stock_num;

			if (q_ptr->k_idx != 0)
			{
				/* Acquire the item */
				object_copy(&st_ptr->stock[k], q_ptr);
				st_ptr->stock_num++;
			}
		}
	}

	/* Success */
	return (0);
}
Exemple #8
0
/*
 * Helper function which actually removes the inscription
 */
void uninscribe(object_type *o_ptr)
{
	/* Remove the inscription */
	o_ptr->obj_note = 0;
	
	/*The object kind has an autoinscription*/
	// Sil-y: removed restriction to known items (through 'object_aware')
	if (!(k_info[o_ptr->k_idx].flags3 & (TR3_INSTA_ART)) &&
	    (get_autoinscription_index(o_ptr->k_idx) != -1))
	{
		char tmp_val[160];
		char o_name2[80];
		
		/*make a fake object so we can give a proper message*/
		object_type *i_ptr;
		object_type object_type_body;
		
		/* Get local object */
		i_ptr = &object_type_body;
		
		/* Wipe the object */
		object_wipe(i_ptr);
		
		/* Create the object */
		object_prep(i_ptr, o_ptr->k_idx);
		
		/*make it plural*/
		i_ptr->number = 2;
		
		/*now describe with correct amount*/
		object_desc(o_name2, sizeof(o_name2), i_ptr, FALSE, 0);
		
		/* Prompt */
		strnfmt(tmp_val, sizeof(tmp_val), "Remove automatic inscription for %s? ", o_name2);
		
		/* Auto-Inscribe if they want that */
		if (get_check(tmp_val)) obliterate_autoinscription(o_ptr->k_idx);
	}
	
	/* Message */
	msg_print("Inscription removed.");
	
	/* Combine the pack */
	p_ptr->notice |= (PN_COMBINE);
	
	/* Window stuff */
	p_ptr->window |= (PW_INVEN | PW_EQUIP);
}
/*
 * Describe fake object
 */
static void desc_obj_fake(int k_idx)
{
	object_kind *k_ptr = &k_info[k_idx];
	object_type object_type_body;
	object_type *o_ptr = &object_type_body;

	char header[120];

	textblock *tb;
	region area = { 0, 0, 0, 0 };

	/* Check for known artifacts, display them as artifacts */
	if (kf_has(k_ptr->flags_kind, KF_INSTA_ART)
		&& artifact_is_known(get_artifact_from_kind(k_ptr))) {
		desc_art_fake(get_artifact_from_kind(k_ptr));
		return;
	}

	/* Update the object recall window */
	track_object_kind(k_idx);
	handle_stuff(p_ptr);

	/* Wipe the object */
	object_wipe(o_ptr);

	/* Create the artifact */
	object_prep(o_ptr, k_idx, EXTREMIFY);

	/* Hack -- its in the store */
	if (k_info[k_idx].aware)
		o_ptr->ident |= (IDENT_STORE);

	/* It's fully know */
	if (!k_info[k_idx].flavor)
		object_known(o_ptr);

	/* Hack -- Handle stuff */
	handle_stuff(p_ptr);

	/* Describe */
	tb = object_info(o_ptr, OINFO_DUMMY);
	object_desc(header, sizeof(header), o_ptr,
				ODESC_PREFIX | ODESC_FULL | ODESC_CAPITAL);

	textui_textblock_show(tb, area, format("%s", header));
	textblock_free(tb);
}
Exemple #10
0
/*
 * Create the artifact with the specified number
 */
static void wiz_create_artifact(int a_idx)
{
	object_type *i_ptr;
	object_type object_type_body;
	object_kind *kind;

	artifact_type *a_ptr = &a_info[a_idx];

	/* Ignore "empty" artifacts */
	if (!a_ptr->name) return;

	/* Get local object */
	i_ptr = &object_type_body;

	/* Wipe the object */
	object_wipe(i_ptr);

	/* Acquire the "kind" index */
	kind = lookup_kind(a_ptr->tval, a_ptr->sval);
	if (!kind)
		return;

	/* Create the artifact */
	object_prep(i_ptr, kind, a_ptr->alloc_min, RANDOMISE);

	/* Save the name */
	i_ptr->artifact = a_ptr;

	/* Extract the fields */
	copy_artifact_data(i_ptr, a_ptr);

	/* Mark that the artifact has been created. */
	a_ptr->created = TRUE;

	/* Mark as cheat */
	i_ptr->origin = ORIGIN_CHEAT;

	/* Drop the artifact from heaven */
	drop_near(cave, i_ptr, 0, p_ptr->py, p_ptr->px, TRUE);

	/* All done */
	msg("Allocated.");
	
	/* Redraw map */
	p_ptr->redraw |= (PR_MAP | PR_ITEMLIST);
	handle_stuff(p_ptr);
}
Exemple #11
0
/*
 * Prepare an object based on an object kind.
 */
void object_prep(object_type *o_ptr, s32b k_idx)
{
	object_kind *k_ptr = &k_info[k_idx];

	/* Clear the record */
	object_wipe(o_ptr);

	/* Save the kind index */
	o_ptr->k_idx = k_idx;

	/* Efficiency -- tval/sval */
	o_ptr->tval = k_ptr->tval;
	o_ptr->sval = k_ptr->sval;

	/* Default number */
	o_ptr->number = 1;

	/* Default weight */
	o_ptr->weight = k_ptr->weight;

	/* Default magic */
	o_ptr->to_h = k_ptr->to_h;
	o_ptr->to_d = k_ptr->to_d;
	o_ptr->to_a = k_ptr->to_a;

	/* Default power */
	o_ptr->ac = k_ptr->ac;
	o_ptr->dd = k_ptr->dd;
	o_ptr->ds = k_ptr->ds;

	/* Default color */
	o_ptr->d_attr = k_ptr->d_attr;
	o_ptr->x_attr = k_ptr->x_attr;

	/* Hack -- cursed items are always "cursed" */
	if (has_flag(k_ptr, FLAG_CURSED)) o_ptr->ident |= (IDENT_CURSED);

	/* Hack give a basic exp/exp level to an object that needs it */
	if (has_flag(k_ptr, FLAG_LEVELS))
	{
		o_ptr->elevel = (k_ptr->level / 10) + 1;
		o_ptr->exp = player_exp[o_ptr->elevel - 1];
	}

        /* Grab the basic flags */
	flag_add(&o_ptr->flags, &k_ptr->flags);
}
/*
 * Create the artifact with the specified number
 */
static void wiz_create_artifact(int a_idx)
{
	object_type *i_ptr;
	object_type object_type_body;
	int k_idx;

	artifact_type *a_ptr = &a_info[a_idx];

	/* Ignore "empty" artifacts */
	if (!a_ptr->name) return;

	/* Get local object */
	i_ptr = &object_type_body;

	/* Wipe the object */
	object_wipe(i_ptr);

	/* Acquire the "kind" index */
	k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);

	/* Oops */
	if (!k_idx) return;

	/* Create the artifact */
	object_prep(i_ptr, k_idx);

	/* Save the name */
	i_ptr->name1 = a_idx;

	/* Extract the fields */
	i_ptr->pval = a_ptr->pval;
	i_ptr->ac = a_ptr->ac;
	i_ptr->dd = a_ptr->dd;
	i_ptr->ds = a_ptr->ds;
	i_ptr->to_a = a_ptr->to_a;
	i_ptr->to_h = a_ptr->to_h;
	i_ptr->to_d = a_ptr->to_d;
	i_ptr->weight = a_ptr->weight;

	/* Drop the artifact from heaven */
	drop_near(i_ptr, -1, p_ptr->py, p_ptr->px);

	/* All done */
	msg_print("Allocated.");
}
Exemple #13
0
/*
 * Adding artifacts to the history list is trickier than other operations.
 * This is a wrapper function that gets some of the logic out of places
 * where it really doesn't belong.  Call this to add an artifact to the history
 * list or make the history entry visible--history_add_artifact will make that
 * determination depending on what object_is_known returns for the artifact.
 */
bool history_add_artifact(byte a_idx, bool known, bool found)
{
	object_type object_type_body;
	object_type *o_ptr = &object_type_body;

	char o_name[80];
	char buf[80];
	u16b type;

	/* Make fake artifact for description purposes */
	object_wipe(o_ptr);
	make_fake_artifact(o_ptr, a_idx);
	object_desc(o_name, sizeof(o_name), o_ptr,
				ODESC_PREFIX | ODESC_BASE | ODESC_SPOIL);
	strnfmt(buf, sizeof(buf), (found)?"Found %s":"Missed %s", o_name);

	/* Known objects gets different treatment */
	if (known)
	{
		/* Try revealing any existing artifact, otherwise log it */
		if (history_is_artifact_logged(a_idx))
			history_know_artifact(a_idx);
		else
			history_add(buf, HISTORY_ARTIFACT_KNOWN, a_idx);
	}
	else
	{
		if (!history_is_artifact_logged(a_idx))
		{
			type = HISTORY_ARTIFACT_UNKNOWN | (found ? 0 : HISTORY_ARTIFACT_LOST);
			history_add(buf, type, a_idx);
		}
		else
		{
			return FALSE;
		}
	}

	return TRUE;
}
Exemple #14
0
void swap_wielding_hands(void)
{
	/* Swap hands wielding sub weapon */
	if (is_two_handed())
	{
		char o_name[MAX_NLEN];
		object_type *o_ptr = &inventory[INVEN_ARM];
		object_type *q_ptr = &inventory[INVEN_WIELD];

		object_copy(q_ptr, o_ptr);
		object_wipe(o_ptr);

		/* Describe local object */
		object_desc(o_name, q_ptr, 0);

#ifdef JP
		msg_format("%sを右手で構えた。", o_name);
#else
		msg_format("You are weilding %s in your right hand.", o_name);
#endif

		p_ptr->redraw |= (PR_EQUIPPY);
	}
}
Exemple #15
0
/*
 * Examine a grid, return a keypress.
 *
 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
 * indicates that the "space" key should scan through the contents
 * of the grid, instead of simply returning immediately.  This lets
 * the "look" command get complete information, without making the
 * "target" command annoying.
 *
 * The "info" argument contains the "commands" which should be shown
 * inside the "[xxx]" text.  This string must never be empty, or grids
 * containing monsters will be displayed with an extra comma.
 *
 * Note that if a monster is in the grid, we update both the monster
 * recall info and the health bar info to track that monster.
 *
 * This function correctly handles multiple objects per grid, and objects
 * and terrain features in the same grid, though the latter never happens.
 *
 * This function must handle blindness/hallucination.
 */
static ui_event_data target_set_interactive_aux(int y, int x, int mode, cptr info, bool list_floor_objects)
{
	s16b this_o_idx, next_o_idx = 0;
	s16b this_x_idx, next_x_idx = 0;

	cptr s1, s2, s3;

	bool floored;

	u16b feat;

	ui_event_data query;

	char out_val[256];

	char coords[20];

	/* Describe the square location */
	coords_desc(coords, sizeof(coords), y, x);

	/* Repeat forever */
	while (1)
	{
		int i;

		char feat_name[80];
		/* Terrain suffix for monsters and objects */
		char terrain_suffix[200];

		/* Temporary array of visible effects */
		s16b x_seen[50];
		u16b size_x_seen = 0;

		/* Paranoia */
		query.key = ' ';

		/* Default */
		s1 = "You see ";
		s2 = "";
		s3 = "on ";


		/* The player */
		if (cave_m_idx[y][x] < 0)
		{
			/* Description */
			s1 = "You are ";

			/* Preposition */
			s2 = "on ";
		}

		/* Feature (apply "mimic") */
		feat = f_info[cave_feat[y][x]].f_mimic;

		/* Require knowledge about grid, or ability to see grid */
		if (!(cave_info[y][x] & (CAVE_MARK)) && !player_can_see_bold(y,x))
		{
			/* Forget feature */
			feat = FEAT_NONE;
		}

		else
		{
			/* Hack -- track the current feature */
			feature_kind_track(feat);

			/* Window stuff */
			p_ptr->redraw |= (PR_FEATURE);
		}

		/* Pick a prefix */
		if (*s2 && (!feat_ff1_match(feat, FF1_MOVE) ||
			!feat_ff1_match(feat, FF1_LOS) ||
			feat_ff1_match(feat, FF1_SHOP | FF1_DOOR) ||
			feat_ff2_match(feat, FF2_SHALLOW | FF2_DEEP) ||
			feat_ff3_match(feat, FF3_NEED_TREE)))
		{
			s3 = "in ";
		}

		/* Get a default name */
		if (feat <= FEAT_NONE)
		{
			my_strcpy(feat_name, "an unknown grid", sizeof(feat_name));
		}
		/* Get the real name */
		else
		{
			feature_desc(feat_name, sizeof (feat_name), feat, TRUE, FALSE);
		}

		/* List all effects in the grid */
		for (this_x_idx = cave_x_idx[y][x]; this_x_idx; this_x_idx = next_x_idx)
		{
			effect_type *x_ptr;

			/* Get the effect */
			x_ptr = &x_list[this_x_idx];

			/* Get the next effect */
			next_x_idx = x_ptr->next_x_idx;

			/* Describe it, if not hidden */
			if (!(x_ptr->x_flags & (EF1_HIDDEN)) && x_ptr->x_f_idx)
			{
				/* Check for available space */
				if (size_x_seen < N_ELEMENTS(x_seen))
				{
					x_seen[size_x_seen++] = x_ptr->x_f_idx;
				}
			}
		}

		/* Prepare the terrain suffix for monsters and objects */
		my_strcpy(terrain_suffix, format(" %s%s", s3, feat_name), sizeof(terrain_suffix));

		/* Concat the collected effect names */
		for (i = 0; i < size_x_seen; i++)
		{
			char x_name[80];

			/* Obtain an object description */
			feature_desc(x_name, sizeof(x_name), x_seen[i], TRUE, TRUE);

			/* First effect */
			if (i == 0)
			{
				if ((feat == FEAT_NONE) || !feat_ff1_match(feat, FF1_MOVE) ||
					cave_any_trap_bold(y, x))
				{
					/* Basic info */
					my_strcat(terrain_suffix, format(" with %s", x_name),
						sizeof(terrain_suffix));
				}
				else
				{
					/* Basic info */
					my_strcat(terrain_suffix, format(" beneath %s", x_name),
						sizeof(terrain_suffix));
				}
			}

			/* Basic info */
			else if (i < (size_x_seen - 1))
			{
				my_strcat(terrain_suffix, format(", %s", x_name), sizeof(terrain_suffix));
			}

			/* Basic info */
			else
			{
				my_strcat(terrain_suffix, format(" and %s", x_name), sizeof(terrain_suffix));
			}
		}

		/* Ignore the terrain suffix if certain things happen */
		if ((size_x_seen == 0) && (feat <= FEAT_FLOOR))
		{
			terrain_suffix[0] = '\0';
		}

		/* Hack -- hallucination */
		if (p_ptr->timed[TMD_IMAGE])
		{
			cptr name = "something strange";

			/* Display a message */
			if (p_ptr->wizard)
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s, [%s] %s (%d:%d).", s1, s2, name, info, coords, y, x);
			}
			else
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s [%s], %s.", s1, s2, name, info, coords);
			}

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);

			query = inkey_ex();

			/* Stop on everything but "return" */
			if ((query.key != '\n') && (query.key != '\r')) break;

			/* Repeat forever */
			continue;
		}

		/* Actual monsters */
		if (cave_m_idx[y][x] > 0)
		{
			monster_type *m_ptr = &mon_list[cave_m_idx[y][x]];
			monster_race *r_ptr = &r_info[m_ptr->r_idx];

			/* Visible */
			if (m_ptr->ml)
			{
				bool recall = FALSE;

				char m_name[80];

				if (m_ptr->mimic_k_idx)
				{
					/*get the description*/
					mimic_desc_object(m_name, sizeof(m_name), m_ptr->mimic_k_idx);
				}

				else
				{
					/* Get the monster name ("a kobold") */
					monster_desc(m_name, sizeof(m_name), m_ptr, 0x08);

					/* Hack -- track this monster race */
					monster_race_track(m_ptr->r_idx);

					/* Hack -- health bar for this monster */
					health_track(cave_m_idx[y][x]);

					/*Track the feature*/
					feature_kind_track(cave_feat[y][x]);

					/* Window stuff */
					p_ptr->redraw |= (PR_FEATURE);

					/* Hack -- handle stuff */
					handle_stuff();
				}

				/* Interact */
				while (1)
				{
					if (recall)	button_add("[CLEAR_RECALL]", 'r');
					else 		button_add("[RECALL]", 'r');
					if (cave_o_idx[y][x] > 0)button_add("[VIEW_FLOOR]", 'f');
					event_signal(EVENT_MOUSEBUTTONS);

					/* Recall, but not mimics */
					if ((recall) && (!(m_ptr->mimic_k_idx)))
					{
						/* Save screen */
						screen_save();

						/* Recall on screen */
						screen_roff(m_ptr->r_idx);

						/* Hack -- Complete the prompt (again) */
						Term_addstr(-1, TERM_WHITE, format(" [r,%s]", info));

						/* Command */
						query = inkey_ex();

						/* Load screen */
						screen_load();
					}

					/* Normal */
					else
					{

						/* Basic info */
						strnfmt(out_val, sizeof(out_val),
							"%s%s%s", s1, s2, m_name);

						/* Describe the monster, unless a mimic */
						if (!(m_ptr->mimic_k_idx))
						{
							char buf[80];

							look_mon_desc(buf, sizeof(buf), cave_m_idx[y][x]);

							/* Monster state, terrain suffix, options  */
							my_strcat(out_val, format(" (%s)%s [r,%s]",
								buf, terrain_suffix, info),
								sizeof(out_val));
						}

						/* Mimics */
						else
						{
							/* Terrain suffix, options */
							my_strcat(out_val,
								format("%s [I,%s]", terrain_suffix,
								info), sizeof(out_val));
						}

						/* Wizards want coordinates */
						if (p_ptr->wizard)
						{
							my_strcat(out_val, format(" (%d:%d)", y, x),
								sizeof(out_val));
						}

						prt(out_val, 0, 0);

						/* Place cursor */
						move_cursor_relative(y, x);

						/* Command */
						query = inkey_ex();
					}

					button_kill('r');
					button_kill('f');
					event_signal(EVENT_MOUSEBUTTONS);

					/* Handle fake object recall */
					if (m_ptr->mimic_k_idx)
					{
						object_type body;
						object_type *o_ptr = &body;

						/* Validate input first */
						if (query.key != 'I') break;

						/* Paranoia */
						object_wipe(o_ptr);

						/* Prepare */
						object_prep(o_ptr, m_ptr->mimic_k_idx);

						/* Fake history */
						object_history(o_ptr, ORIGIN_FLOOR, 0);

						/* Clear prompt. Place cursor */
						prt("", 0, 0);

						/* Show the fake info - EXPERIMENTAL */
						object_info_screen(o_ptr);
					}
					/* Regular monsters */
					else
					{
						/* Normal commands */
						if (query.key != 'r') break;

						/* Toggle recall */
						recall = !recall;
					}
				}

				/* Stop on everything but "return"/"space", or floor */
				if ((query.key != '\n') && (query.key != '\r') &&
					(query.key != ' ') && (query.key != 'f')) break;

				/* continue with 'f' only if there are floor items....*/
				if ((query.key == 'f') && (!cave_o_idx[y][x])) break;

				/* Sometimes stop at "space" key */
				if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Change the intro */
				s1 = "It is ";

				/* Hack -- take account of gender */
				if (r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
				else if (r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";

				/* Use a preposition */
				s2 = "carrying ";

				/* Scan all objects being carried */
				for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
				{
					char o_name[80];

					object_type *o_ptr;

					/* Get the object */
					o_ptr = &o_list[this_o_idx];

					/* Get the next object */
					next_o_idx = o_ptr->next_o_idx;

					/*Don't let the player see certain objects (used for vault treasure)*/
					if ((o_ptr->ident & (IDENT_HIDE_CARRY)) && (!p_ptr->wizard) &&
						(!cheat_peek))	 continue;

					/* Obtain an object description */
					object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL);

					/* Describe the object */
					strnfmt(out_val, sizeof(out_val),
						"%s%s%s [%s]", s1, s2, o_name, info);

					/* Wizards want coordinates */
					if (p_ptr->wizard)
					{
						my_strcat(out_val, format(" (%d:%d)", y, x), sizeof(out_val));
					}

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					query = inkey_ex();

					/* Stop on everything but "return"/"space" */
					if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;

					/* Sometimes stop at "space" key */
					if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

					/* Change the intro */
					s2 = "also carrying ";
				}

				/* Double break */
				if (this_o_idx) break;

				/* Use a preposition */
				s2 = "on ";
			}
		}

		/* Assume not floored */
		floored = FALSE;

		/* Scan all objects in the grid */
		if (TRUE)
		{
			int floor_list[MAX_FLOOR_STACK];
			int floor_num;

			track_object(-floor_list[0]);
			handle_stuff();

			/* Scan for floor objects */
			floor_num = scan_floor(floor_list, MAX_FLOOR_STACK, y, x, 0x02);

			/* Actual pile */
			if (floor_num > 1)
			{
				/* Floored */
				floored = TRUE;

				/* Describe */
				while (1)
				{
					/* Basic info */
					strnfmt(out_val, sizeof(out_val),
						"%s%sa pile of %d objects%s [r,%s]", s1, s2,
						floor_num, terrain_suffix, info);

					/* Wizards want coordinates */
					if (p_ptr->wizard)
					{
						my_strcat(out_val, format(" (%d:%d)", y, x), sizeof(out_val));
					}

					prt(out_val, 0, 0);

					if (list_floor_objects)
					{
						/* Save screen */
						screen_save();

						/* Display */
						show_floor(floor_list, floor_num, (OLIST_WEIGHT | OLIST_GOLD));
					}
					move_cursor_relative(y, x);
					query = inkey_ex();

					if (list_floor_objects)
					{
						screen_load();
					}

					/* Display objects */
					if (query.key == 'r')
					{
						int pos;

						pos = query.key - 'a';
						if (0 <= pos && pos < floor_num)
						{
							track_object(-floor_list[pos]);
							handle_stuff();
						}
					}

					/* Done */
					break;
				}

				/* Stop on everything but "return"/"space" */
				if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;

				/* Sometimes stop at "space" key */
				if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Change the intro */
				s1 = "It is ";

				/* Preposition */
				s2 = "on ";
			}
		}

		/* Scan all objects in the grid */
		for (this_o_idx = cave_o_idx[y][x]; this_o_idx; this_o_idx = next_o_idx)
		{
			object_type *o_ptr;

			/* Get the object */
			o_ptr = &o_list[this_o_idx];

			/* Get the next object */
			next_o_idx = o_ptr->next_o_idx;

			/* Skip objects if floored */
			if (floored) continue;

			/* Describe it */
			if (o_ptr->marked)
			{
				char o_name[80];

				/* Obtain an object description */
				object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL);

				/* Basic info */
				strnfmt(out_val, sizeof(out_val), "%s%s%s%s [I,%s]",
					s1, s2, o_name, terrain_suffix, info);

				/* Wizards want coordinates */
				if (p_ptr->wizard)
				{
					my_strcat(out_val, format(" (%d:%d)", y, x),
						sizeof(out_val));
				}

				/* Show object. Handle object recall */
				while (TRUE)
				{
					/* Print the prompt */
					prt(out_val, 0, 0);

					/* Move cursor to that location */
					move_cursor_relative(y, x);

					/* Read input key */
					query = inkey_ex();

					/* No object recall */
					if (query.key != 'I') break;

					/* Object recall. Clear the first line */
					prt("", 0, 0);

					/* Do it */
					object_info_screen(o_ptr);
				}

				/* Stop on everything but "return"/"space" */
				if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;

				/* Sometimes stop at "space" key */
				if ((query.key == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Change the intro */
				s1 = "It is ";

				/* Plurals */
				if (o_ptr->number != 1) s1 = "They are ";

				/* Preposition */
				s2 = "on ";
			}
		}

		/* Double break */
		if (this_o_idx) break;

		/* Display terrain */
		if (TRUE)
		{
			u16b temp_feat;
			bool enable_recall;
			bool show_recall = FALSE;
			char temp_name[80];

			/*
			 * Display terrain and effects
			 */
			for (i = 0; i <= size_x_seen; i++)
			{
				/* Hack - This is the mark for the feature stored in cave_feat */
				if (i == size_x_seen)
				{
				       	temp_feat = feat;

					/* Just copy the feature name */
					my_strcpy(temp_name, feat_name, sizeof(temp_name));
				}
				/* Any other value is an effect stored x_list */
				else
				{
					temp_feat = x_seen[i];

					/* Get the effect's name */
					feature_desc(temp_name, sizeof(temp_name), temp_feat, TRUE, TRUE);
				}

				/* Don't display feature recall if the grid is unknown */
				enable_recall = (temp_feat != FEAT_NONE);

				/* Handle recall */
				while (TRUE)
				{

					/* Handle recall mode */
					if (show_recall && enable_recall)
					{
						/* Save screen */
						screen_save();

						/* Recall feature on screen */
						screen_feature_roff(temp_feat);
					}

					/* Display a message */
					strnfmt(out_val, sizeof(out_val),
						"%s%s%s [%s%s]%s", s1, s2, temp_name,
						(enable_recall ? "r,": ""), info,
						(i < size_x_seen) ? " (more)": "");

					/* Wizards want coordinates */
					if (p_ptr->wizard)
					{
						my_strcat(out_val, format(" (%d:%d)", y, x), sizeof(out_val));
					}

					/*Track this feature*/
					feature_kind_track(temp_feat);

					/* Hack -- handle stuff */
					handle_stuff();

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					query = inkey_ex();

					/* Load screen if necessary */
					if (show_recall && enable_recall)
					{
						screen_load();
					}

					/* Stop on everything but the recall command, if enabled */
					if (!enable_recall || (query.key != 'r')) break;

					/* Toggle recall */
					show_recall = !show_recall;
				}

				/* Stop on everything but "return"/"space" */
				if ((query.key != '\n') && (query.key != '\r') && (query.key != ' ')) break;
			}
		}

		/* Hack -- handle stuff */
		handle_stuff();

		/* Stop on everything but "return" */
		if ((query.key != '\n') && (query.key != '\r')) break;
	}

	/* Keep going */
	return (query);
}
Exemple #16
0
static int rd_stores(void)
{
	int i;
	u16b tmp16u;
	
	/* Read the stores */
	rd_u16b(&tmp16u);
	for (i = 0; i < tmp16u; i++)
	{
		store_type *st_ptr = &store[i];

		int j;		
		byte own, num;
		
		/* XXX */
		strip_bytes(6);
		
		/* Read the basic info */
		rd_byte(&own);
		rd_byte(&num);
		
		/* XXs */
		strip_bytes(4);
		
		/* Paranoia */
		if (own >= z_info->b_max)
		{
			note("Illegal store owner!");
			return (-1);
		}
		
		st_ptr->owner = store_ownerbyidx(st_ptr, own);
		
		/* Read the items */
		for (j = 0; j < num; j++)
		{
			object_type *i_ptr;
			object_type object_type_body;
			
			/* Get local object */
			i_ptr = &object_type_body;
			
			/* Wipe the object */
			object_wipe(i_ptr);
			
			/* Read the item */
			if (rd_item(i_ptr))
			{
				note("Error reading item");
				return (-1);
			}

			i_ptr->ident |= IDENT_STORE;
			
			/* Accept any valid items */
			if ((st_ptr->stock_num < STORE_INVEN_MAX) &&
				(i_ptr->k_idx))
			{
				int k = st_ptr->stock_num++;
				
				/* Accept the item */
				object_copy(&st_ptr->stock[k], i_ptr);
			}
		}	
	}

	return 0;
}
Exemple #17
0
static int rd_objects(void)
{
	int i;
	u16b limit;

	/* Only if the player's alive */
	if (p_ptr->is_dead)
		return 0;

	/* Read the item count */
	rd_u16b(&limit);

	/* Verify maximum */
	if (limit > z_info->o_max)
	{
		note(format("Too many (%d) object entries!", limit));
		return (-1);
	}

	/* Read the dungeon items */
	for (i = 1; i < limit; i++)
	{
		object_type *i_ptr;
		object_type object_type_body;

		s16b o_idx;
		object_type *o_ptr;


		/* Get the object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* Read the item */
		if (rd_item(i_ptr))
		{
			note("Error reading item");
			return (-1);
		}

		/* Make an object */
		o_idx = o_pop();

		/* Paranoia */
		if (o_idx != i)
		{
			note(format("Cannot place object %d!", i));
			return (-1);
		}

		/* Get the object */
		o_ptr = &o_list[o_idx];

		/* Structure Copy */
		object_copy(o_ptr, i_ptr);

		/* Dungeon floor */
		if (!i_ptr->held_m_idx)
		{
			int x = i_ptr->ix;
			int y = i_ptr->iy;

			/* ToDo: Verify coordinates */

			/* Link the object to the pile */
			o_ptr->next_o_idx = cave_o_idx[y][x];

			/* Link the floor to the object */
			cave_o_idx[y][x] = o_idx;
		}
	}

	return 0;
}
Exemple #18
0
/*!
 * @brief 検査対象のアイテムを基準とした生成テストを行う /
 * Try to create an item again. Output some statistics.    -Bernd-
 * @param o_ptr 生成テストの基準となるアイテム情報の参照ポインタ
 * @return なし
 * The statistics are correct now.  We acquire a clean grid, and then
 * repeatedly place an object in this grid, copying it into an item
 * holder, and then deleting the object.  We fiddle with the artifact
 * counter flags to prevent weirdness.  We use the items to collect
 * statistics on item creation relative to the initial item.
 */
static void wiz_statistics(object_type *o_ptr)
{
	u32b i, matches, better, worse, other, correct;

	u32b test_roll = 1000000;

	char ch;
	cptr quality;

	u32b mode;

	object_type forge;
	object_type	*q_ptr;

	cptr q = "Rolls: %ld  Correct: %ld  Matches: %ld  Better: %ld  Worse: %ld  Other: %ld";

	cptr p = "Enter number of items to roll: ";
	char tmp_val[80];


	/* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
	if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;


	/* Interact */
	while (TRUE)
	{
		cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";

		/* Display item */
		wiz_display_item(o_ptr);

		/* Get choices */
		if (!get_com(pmt, &ch, FALSE)) break;

		if (ch == 'n' || ch == 'N')
		{
			mode = 0L;
			quality = "normal";
		}
		else if (ch == 'g' || ch == 'G')
		{
			mode = AM_GOOD;
			quality = "good";
		}
		else if (ch == 'e' || ch == 'E')
		{
			mode = AM_GOOD | AM_GREAT;
			quality = "excellent";
		}
		else
		{
			break;
		}

		sprintf(tmp_val, "%ld", (long int)test_roll);
		if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
		test_roll = MAX(1, test_roll);

		/* Let us know what we are doing */
		msg_format("Creating a lot of %s items. Base level = %d.",
					  quality, dun_level);
		msg_print(NULL);

		/* Set counters to zero */
		correct = matches = better = worse = other = 0;

		/* Let's rock and roll */
		for (i = 0; i <= test_roll; i++)
		{
			/* Output every few rolls */
			if ((i < 100) || (i % 100 == 0))
			{
				/* Do not wait */
				inkey_scan = TRUE;

				/* Allow interupt */
				if (inkey())
				{
					/* Flush */
					flush();

					/* Stop rolling */
					break;
				}

				/* Dump the stats */
				prt(format(q, i, correct, matches, better, worse, other), 0, 0);
				Term_fresh();
			}


			/* Get local object */
			q_ptr = &forge;

			/* Wipe the object */
			object_wipe(q_ptr);

			/* Create an object */
			make_object(q_ptr, mode);


			/* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
			if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;


			/* Test for the same tval and sval. */
			if ((o_ptr->tval) != (q_ptr->tval)) continue;
			if ((o_ptr->sval) != (q_ptr->sval)) continue;

			/* One more correct item */
			correct++;

			/* Check for match */
			if ((q_ptr->pval == o_ptr->pval) &&
				 (q_ptr->to_a == o_ptr->to_a) &&
				 (q_ptr->to_h == o_ptr->to_h) &&
				 (q_ptr->to_d == o_ptr->to_d) &&
				 (q_ptr->name1 == o_ptr->name1))
			{
				matches++;
			}

			/* Check for better */
			else if ((q_ptr->pval >= o_ptr->pval) &&
						(q_ptr->to_a >= o_ptr->to_a) &&
						(q_ptr->to_h >= o_ptr->to_h) &&
						(q_ptr->to_d >= o_ptr->to_d))
			{
				better++;
			}

			/* Check for worse */
			else if ((q_ptr->pval <= o_ptr->pval) &&
						(q_ptr->to_a <= o_ptr->to_a) &&
						(q_ptr->to_h <= o_ptr->to_h) &&
						(q_ptr->to_d <= o_ptr->to_d))
			{
				worse++;
			}

			/* Assume different */
			else
			{
				other++;
			}
		}

		/* Final dump */
		msg_format(q, i, correct, matches, better, worse, other);
		msg_print(NULL);
	}


	/* Hack -- Normally only make a single artifact */
	if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
}
Exemple #19
0
/*
 * Read the player inventory
 *
 * Note that the inventory is "re-sorted" later by "dungeon()".
 */
static int rd_inventory(void)
{
	int slot = 0;

	object_type *i_ptr;
	object_type object_type_body;

	/* Read until done */
	while (1)
	{
		u16b n;

		/* Get the next item index */
		rd_u16b(&n);

		/* Nope, we reached the end */
		if (n == 0xFFFF) break;

		/* Get local object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* Read the item */
		if (rd_item(i_ptr))
		{
			note("Error reading item");
			return (-1);
		}

		/* Hack -- verify item */
		if (!i_ptr->k_idx) continue;;

		/* Verify slot */
		if (n >= INVEN_TOTAL) return (-1);

		/* Wield equipment */
		if (n >= INVEN_WIELD)
		{
			/* Copy object */
			object_copy(&p_ptr->inventory[n], i_ptr);

			/* Add the weight */
			p_ptr->total_weight += (i_ptr->number * i_ptr->weight);

			/* One more item */
			p_ptr->equip_cnt++;
		}

		/* Warning -- backpack is full */
		else if (p_ptr->inven_cnt == INVEN_PACK)
		{
			/* Oops */
			note("Too many items in the inventory!");

			/* Fail */
			return (-1);
		}

		/* Carry inventory */
		else
		{
			/* Get a slot */
			n = slot++;

			/* Copy object */
			object_copy(&p_ptr->inventory[n], i_ptr);

			/* Add the weight */
			p_ptr->total_weight += (i_ptr->number * i_ptr->weight);

			/* One more item */
			p_ptr->inven_cnt++;
		}
	}

	/* Success */
	return (0);
}
Exemple #20
0
/*
 * Helper function for monster_death -
 * Drop the monster's normal objects
 */
static void mon_drop_loot(int m_idx)
{
	monster_type *m_ptr = &mon_list[m_idx];

	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	int j;
	bool chest = (r_ptr->flags1 & (RF1_DROP_CHEST)) ? TRUE : FALSE;
	bool good = (r_ptr->flags1 & (RF1_DROP_GOOD)) ? TRUE : FALSE;
	bool great = (r_ptr->flags1 & (RF1_DROP_GREAT)) ? TRUE : FALSE;

	bool do_gold = (!(r_ptr->flags1 & (RF1_ONLY_ITEM)));
	bool do_item = (!(r_ptr->flags1 & (RF1_ONLY_GOLD)));
	bool visible = (m_ptr->ml || (r_ptr->flags1 & (RF1_UNIQUE)));

	int force_coin = get_coin_type(r_ptr);

	int dump_item = 0;
	int dump_gold = 0;

	int number_drops = 0;

	object_type *i_ptr;
	object_type object_type_body;

	/* Average dungeon and monster levels */
	s16b set_object_level = object_level = (effective_depth(p_ptr->depth) + r_ptr->level) / 2;

	/* Determine how much we can drop */
	if ((r_ptr->flags1 & (RF1_DROP_60)) && (rand_int(100) < 60)) number_drops++;
	if ((r_ptr->flags1 & (RF1_DROP_90)) && (rand_int(100) < 90)) number_drops++;
	if (r_ptr->flags1 & (RF1_DROP_1D2)) number_drops += damroll(1, 2);
	if (r_ptr->flags1 & (RF1_DROP_2D2)) number_drops += damroll(2, 2);
	if (r_ptr->flags1 & (RF1_DROP_3D2)) number_drops += damroll(3, 2);
	if (r_ptr->flags1 & (RF1_DROP_4D2)) number_drops += damroll(4, 2);

	/* Hack -- handle creeping coins */
	coin_type = force_coin;

	/* Drop some objects */
	for (j = 0; j < number_drops; j++)
	{
		bool interesting = FALSE;

		/* Re-set the object level */
		object_level = set_object_level;

		/* Get local object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* work on the "too much junk" problem, large drops sometimes are less items with a "boost". */
		if ((randint(750) < (number_drops * number_drops)) && (!(r_ptr->flags1 & (RF1_UNIQUE))))
		{
			interesting = TRUE;
			number_drops -= 5;
			object_level += 5;

			/*Boundry Control*/
			if (number_drops < 0) number_drops = 0;
			if (object_level > MAX_DEPTH) object_level = MAX_DEPTH;
		}

		/* Make Gold */
		if (do_gold && (!chest) && (!do_item || (rand_int(100) < 50)))
		{
			/* Make some gold */
			if (!make_gold(i_ptr)) continue;

			/* Assume seen XXX XXX XXX */
			dump_gold++;
		}

		/* Make Object */
		else
		{
			if (chest)
			{
				if (!make_object(i_ptr, good, great, DROP_TYPE_CHEST, FALSE)) continue;
			}

			/* Make an object */
			else if (!make_object(i_ptr, good, great, DROP_TYPE_UNTHEMED, interesting)) continue;

			/* Remember history */
			if (visible) object_history(i_ptr, ORIGIN_DROP_KNOWN, m_ptr->r_idx);
			else object_history(i_ptr, ORIGIN_DROP_UNKNOWN, 0);

			/* Assume seen XXX XXX XXX */
			dump_item++;
		}

		/* Drop it in the dungeon */
		drop_near(i_ptr, -1, m_ptr->fy, m_ptr->fx);
	}

	/* Re-set the object level */
	object_level = set_object_level;

	/*If marked for a bonus item, create it and drop it */
	if (m_ptr->mflag & (MFLAG_BONUS_ITEM))
	{
		bool this_good = good;
		bool this_great = great;
		bool this_chest = chest;
		bool interesting = FALSE;

		char o_name[80];

		/* Get local object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		if (one_in_(50)) this_chest = TRUE;
		if (one_in_(15)) this_great = TRUE;
		if (one_in_(5)) this_good = TRUE;
		if ((!this_good) && (!this_great) && (!this_chest))
		{
			object_level += 5;
			if (object_level > MAX_DEPTH) object_level = MAX_DEPTH;
			interesting = TRUE;
		}

		if (this_chest)
		{
			while (!make_object(i_ptr, TRUE, TRUE, DROP_TYPE_CHEST, FALSE)) continue;
		}

		/* Make an object */
		else while (!make_object(i_ptr, this_good, this_good, DROP_TYPE_UNTHEMED, interesting)) continue;

		/* Remember history */
		if (visible) object_history(i_ptr, ORIGIN_DROP_KNOWN, m_ptr->r_idx);
		else object_history(i_ptr, ORIGIN_DROP_UNKNOWN, 0);

		object_desc(o_name, sizeof(o_name), i_ptr, ODESC_PREFIX | ODESC_FULL);

		/* Drop it in the dungeon */
		drop_near(i_ptr, -1, m_ptr->fy, m_ptr->fx);


	}

	/* Reset the object level */
	object_level = effective_depth(p_ptr->depth);

	/* Reset "coin" type */
	coin_type = 0;

	/* Take note of any dropped treasure */
	if (visible && (dump_item || dump_gold))
	{
		/* Take notes on treasure */
		lore_treasure(m_idx, dump_item, dump_gold);
	}

}
Exemple #21
0
/*
 * Read the dungeon
 *
 * The monsters/objects must be loaded in the same order
 * that they were stored, since the actual indexes matter.
 *
 * Note that the size of the dungeon is now hard-coded to
 * DUNGEON_HGT by DUNGEON_WID, and any dungeon with another
 * size will be silently discarded by this routine.
 *
 * Note that dungeon objects, including objects held by monsters, are
 * placed directly into the dungeon, using "object_copy()", which will
 * copy "iy", "ix", and "held_m_idx", leaving "next_o_idx" blank for
 * objects held by monsters, since it is not saved in the savefile.
 *
 * After loading the monsters, the objects being held by monsters are
 * linked directly into those monsters.
 */
static errr rd_dungeon(void)
{
	int i, y, x;
int by, bx;

	s16b town;
	s16b dungeon;
	s16b depth;
	s16b py, px;
	s16b ymax, xmax;

	byte count;
	byte tmp8u;
	u16b tmp16u;

u16b limit;

	/*** Basic info ***/

	/* Header info */
	rd_s16b(&depth);
	rd_s16b(&dungeon);
	rd_s16b(&py);
	rd_s16b(&px);
	rd_s16b(&ymax);
	rd_s16b(&xmax);
	rd_s16b(&town);
	rd_u16b(&tmp16u);


	/* Ignore illegal dungeons */
	if (town>=z_info->t_max)
	{
		note(format("Ignoring illegal dungeon (%d)", dungeon));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((depth < 0) || (depth > max_depth(dungeon)))
	{
		note(format("Ignoring illegal dungeon depth (%d)", depth));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((ymax != DUNGEON_HGT) || (xmax != DUNGEON_WID))
	{
		/* XXX XXX XXX */
		note(format("Ignoring illegal dungeon size (%d,%d).", ymax, xmax));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((px < 0) || (px >= DUNGEON_WID) ||
	    (py < 0) || (py >= DUNGEON_HGT))
	{
		note(format("Ignoring illegal player location (%d,%d).", py, px));
		return (1);
	}


	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < DUNGEON_HGT; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Extract "info" */
			cave_info[y][x] = tmp8u;

			/* Advance/Wrap */
			if (++x >= DUNGEON_WID)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= DUNGEON_HGT) break;
			}
		}
	}

	/* Hack -- not fully dynamic */
	dyna_full = FALSE;

	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < DUNGEON_HGT; )
	{
		/* Grab RLE info */
		rd_byte(&count);

		if (variant_save_feats) rd_u16b(&tmp16u);
		else rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Save the feat */
			if (variant_save_feats) cave_feat[y][x] = tmp16u;
			else cave_feat[y][x] = tmp8u;

			/* Check for los flag set*/
			if (f_info[cave_feat[y][x]].flags1 & (FF1_LOS))
			{
				cave_info[y][x] &= ~(CAVE_WALL);
			}

			/* Handle wall grids */
			else
			{
				cave_info[y][x] |= (CAVE_WALL);
			}

			/* Handle dynamic grids */
			if (f_info[cave_feat[y][x]].flags3 & (FF3_DYNAMIC_MASK))
			{
				if (dyna_n < (DYNA_MAX-1))
				{
					dyna_g[dyna_n++] = GRID(y,x);
				}
				else
				{
					dyna_full = TRUE;
					dyna_cent_y = 255;
					dyna_cent_x = 255;
				}
			}

			/* Advance/Wrap */
			if (++x >= DUNGEON_WID)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= DUNGEON_HGT) break;
			}
		}
	}

	/*** Player ***/

	/* Fix depth */
	if (depth < 1) depth = min_depth(dungeon);

	/* Fix depth */
	if (depth > max_depth(dungeon)) depth = max_depth(dungeon);

	/* Load depth */
	p_ptr->depth = depth;
	p_ptr->dungeon = dungeon;
	p_ptr->town = town;


	/* Place player in dungeon */
	if (!player_place(py, px))
	{
		note(format("Cannot place player (%d,%d)!", py, px));
		return (-1);
	}


	/*** Room descriptions ***/
   
	if (!variant_room_info)
	{
		/* Initialize the room table */
		for (by = 0; by < MAX_ROOMS_ROW; by++)
		{
			for (bx = 0; bx < MAX_ROOMS_COL; bx++)
			{
				dun_room[by][bx] = 0;
			}
		}

		/* Initialise 'zeroeth' room description */
		room_info[0].flags = 0;
	}
	else
	{

		for (bx = 0; bx < MAX_ROOMS_ROW; bx++)
		{
			for (by = 0; by < MAX_ROOMS_COL; by++)
			{
				rd_byte(&dun_room[bx][by]);
			}
		}

		for (i = 1; i < DUN_ROOMS; i++)
		{
			int j;

			rd_byte(&room_info[i].type);
			rd_byte(&room_info[i].flags);

			if (room_info[i].type == ROOM_NORMAL)
			{
				for (j = 0; j < ROOM_DESC_SECTIONS; j++)
				{
					rd_s16b(&room_info[i].section[j]);

					if (room_info[i].section[j] == -1) break;
				}
			}
		}
	}

	/*** Objects ***/

	/* Read the item count */
	rd_u16b(&limit);

	/* Verify maximum */
	if (limit > z_info->o_max)
	{
		note(format("Too many (%d) object entries!", limit));
		return (-1);
	}

	/* Read the dungeon items */
	for (i = 1; i < limit; i++)
	{
		object_type *i_ptr;
		object_type object_type_body;

		s16b o_idx;
		object_type *o_ptr;


		/* Get the object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* Read the item */
		if (rd_item(i_ptr))
		{
			note("Error reading item");
			return (-1);
		}

		/* Make an object */
		o_idx = o_pop();

		/* Paranoia */
		if (o_idx != i)
		{
			note(format("Cannot place object %d!", i));
			return (-1);
		}

		/* Get the object */
		o_ptr = &o_list[o_idx];

		/* Structure Copy */
		object_copy(o_ptr, i_ptr);

		/* Dungeon floor */
		if (!i_ptr->held_m_idx)
		{
			int x = i_ptr->ix;
			int y = i_ptr->iy;

			/* ToDo: Verify coordinates */

			/* Link the object to the pile */
			o_ptr->next_o_idx = cave_o_idx[y][x];

			/* Link the floor to the object */
			cave_o_idx[y][x] = o_idx;
		}
	}


	/*** Monsters ***/

	/* Read the monster count */
	rd_u16b(&limit);

	/* Hack -- verify */
	if (limit > z_info->m_max)
	{
		note(format("Too many (%d) monster entries!", limit));
		return (-1);
	}

	/* Read the monsters */
	for (i = 1; i < limit; i++)
	{
		monster_type *n_ptr;
		monster_type monster_type_body;


		/* Get local monster */
		n_ptr = &monster_type_body;

		/* Clear the monster */
		(void)WIPE(n_ptr, monster_type);

		/* Read the monster */
		rd_monster(n_ptr);


		/* Place monster in dungeon */
		if (monster_place(n_ptr->fy, n_ptr->fx, n_ptr) != i)
		{
			note(format("Cannot place monster %d", i));
			return (-1);
		}
	}


	/*** Holding ***/

	/* Reacquire objects */
	for (i = 1; i < o_max; ++i)
	{
		object_type *o_ptr;

		monster_type *m_ptr;

		/* Get the object */
		o_ptr = &o_list[i];

		/* Ignore dungeon objects */
		if (!o_ptr->held_m_idx) continue;

		/* Verify monster index */
		if (o_ptr->held_m_idx >= z_info->m_max)
		{
			note("Invalid monster index");
			return (-1);
		}

		/* Get the monster */
		m_ptr = &m_list[o_ptr->held_m_idx];

		/* Link the object to the pile */
		o_ptr->next_o_idx = m_ptr->hold_o_idx;

		/* Link the monster to the object */
		m_ptr->hold_o_idx = i;
	}


	/*** Success ***/

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Regenerate town in post 2.9.3 versions */
	if (older_than(2, 9, 4) && (p_ptr->depth == 0))
		character_dungeon = FALSE;

	/* Success */
	return (0);
}
Exemple #22
0
/*
 * Read the dungeon
 *
 * The monsters/objects must be loaded in the same order
 * that they were stored, since the actual indexes matter.
 *
 * Note that the size of the dungeon is now hard-coded to
 * DUNGEON_HGT by DUNGEON_WID, and any dungeon with another
 * size will be silently discarded by this routine.
 *
 * Note that dungeon objects, including objects held by monsters, are
 * placed directly into the dungeon, using "object_copy()", which will
 * copy "iy", "ix", and "held_m_idx", leaving "next_o_idx" blank for
 * objects held by monsters, since it is not saved in the savefile.
 *
 * After loading the monsters, the objects being held by monsters are
 * linked directly into those monsters.
 */
static errr rd_dungeon(void)
{
	int i, y, x;

	s16b depth;
	s16b py, px;

	byte count;
	byte tmp8u;
	u16b tmp16u;

	u16b limit;


	/*** Basic info ***/

	/* Header info */
	rd_s16b(&depth);
	rd_u16b(&p_ptr->dungeon_type);
	/* Get dungeon capabilities */
	set_dungeon_type(p_ptr->dungeon_type);

	rd_s16b(&py);
	rd_s16b(&px);
	rd_byte(&p_ptr->cur_map_hgt);
	rd_byte(&p_ptr->cur_map_wid);
	rd_u16b(&altered_inventory_counter);
	/* Paranoia */
	allow_altered_inventory = FALSE;

	rd_u16b(&tmp16u);


	/* Ignore illegal dungeons */
	if ((depth < 0) || (depth >= MAX_DEPTH))
	{
		note(format("Ignoring illegal dungeon depth (%d)", depth));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((p_ptr->cur_map_hgt > MAX_DUNGEON_HGT) || (p_ptr->cur_map_wid > MAX_DUNGEON_WID))
	{
		/* XXX XXX XXX */
		note(format("Ignoring illegal dungeon size (%d,%d).", p_ptr->cur_map_hgt, p_ptr->cur_map_wid));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((px < 0) || (px >= p_ptr->cur_map_wid) ||
		(py < 0) || (py >= p_ptr->cur_map_hgt))
	{
		note(format("Ignoring illegal player location (%d,%d).", py, px));
		return (1);
	}


	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < p_ptr->cur_map_hgt; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Extract "info" */
			cave_info[y][x] = tmp8u;

			/* Advance/Wrap */
			if (++x >= p_ptr->cur_map_wid)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= p_ptr->cur_map_hgt) break;
			}
		}
	}


	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < p_ptr->cur_map_hgt; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			feature_type *f_ptr;

			/* Extract "feat" */
			cave_feat[y][x] = tmp8u;

			update_los_proj_move(y, x);

			/* Get fast access to feature */
			f_ptr = &f_info[tmp8u];

			/* Handle glowing grids */
			if (_feat_ff2_match(f_ptr, FF2_GLOW))
			{
				int d;

				/* Turn on super glow */
				cave_info[y][x] |= (CAVE_HALO);

				/* Spread super glow through adjacent grids */
				for (d = 0; d < 8; d++)
				{
					/* Get coordinates */
					int yy = y + ddy_ddd[d];
					int xx = x + ddx_ddd[d];

					/* Ignore annoying locations */
					if (!in_bounds_fully(yy, xx))
					{
						continue;
					}

					/* Turn on super glow */
					cave_info[yy][xx] |= (CAVE_HALO);
				}
			}

			/* Register dynamic features */
			if (_feat_ff3_match(f_ptr, FF3_DYNAMIC))
			{
				(void)add_dynamic_terrain(y, x);
			}

			/* Update the flags of the current level */
			if (_feat_ff3_match(f_ptr, TERRAIN_MASK))
			{
				level_flag |= get_level_flag((u16b)(f_ptr - f_info));
			}

			/* Advance/Wrap */
			if (++x >= p_ptr->cur_map_wid)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= p_ptr->cur_map_hgt) break;
			}
		}
	}


	/*** Player ***/

	/* Load depth */
	p_ptr->depth = depth;


	/* Place player in dungeon */
	if (!player_place(py, px))
	{
		note(format("Cannot place player (%d,%d)!", py, px));
		return (-1);
	}


	/*** Objects ***/

	/* Read the item count */
	rd_u16b(&limit);

	/* Verify maximum */
	if (limit > z_info->o_max)
	{
		note(format("Too many (%d) object entries!", limit));
		return (-1);
	}

	/* Read the dungeon items */
	for (i = 1; i < limit; i++)
	{
		object_type *i_ptr;
		object_type object_type_body;

		s16b o_idx;
		object_type *o_ptr;


		/* Get the object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* Read the item */
		if (rd_item(i_ptr))
		{
			note("Error reading item");
			return (-1);
		}

		/* Make an object */
		o_idx = o_pop();

		/* Paranoia */
		if (o_idx != i)
		{
			note(format("Cannot place object %d!", i));
			return (-1);
		}

		/* Get the object */
		o_ptr = &o_list[o_idx];

		/* Structure Copy */
		object_copy(o_ptr, i_ptr);

		/* Dungeon floor */
		if (!i_ptr->held_m_idx)
		{
			int x = i_ptr->ix;
			int y = i_ptr->iy;

			/* ToDo: Verify coordinates */

			/* Link the object to the pile */
			o_ptr->next_o_idx = cave_o_idx[y][x];

			/* Link the floor to the object */
			cave_o_idx[y][x] = o_idx;

			/* Rearrange stack if needed */
			rearrange_stack(y, x);
		}
	}


	/*** Monsters ***/

	/* Read the monster count */
	rd_u16b(&limit);

	/* Hack -- verify */
	if (limit > z_info->m_max)
	{
		note(format("Too many (%d) monster entries!", limit));
		return (-1);
	}

	/* Read the monsters */
	for (i = 1; i < limit; i++)
	{
		monster_type *n_ptr;
		monster_type monster_type_body;
		monster_race *r_ptr;

		int r_idx;

		/* Get local monster */
		n_ptr = &monster_type_body;

		/* Clear the monster */
		(void)WIPE(n_ptr, monster_type);

		/* Read the monster */
		rd_monster(n_ptr);

		/* Access the "r_idx" of the chosen monster */
		r_idx = n_ptr->r_idx;

		/* Access the actual race */
		r_ptr = &r_info[r_idx];

		/* If a player ghost, some special features need to be added. */
		if (r_ptr->flags2 & (RF2_PLAYER_GHOST))
		{
			(void)prepare_ghost(n_ptr->r_idx);
		}

		/* Place monster in dungeon */
		if (monster_place(n_ptr->fy, n_ptr->fx, n_ptr) != i)
		{
			note(format("Cannot place monster %d", i));
			return (-1);
		}
	}


	/*** Holding ***/

	/* Reacquire objects */
	for (i = 1; i < o_max; ++i)
	{
		object_type *o_ptr;

		monster_type *m_ptr;

		/* Get the object */
		o_ptr = &o_list[i];

		/* Ignore dungeon objects */
		if (!o_ptr->held_m_idx) continue;

		/* Verify monster index */
		if (o_ptr->held_m_idx > z_info->m_max)
		{
			note("Invalid monster index");
			return (-1);
		}

		/* Get the monster */
		m_ptr = &mon_list[o_ptr->held_m_idx];

		/* Link the object to the pile */
		o_ptr->next_o_idx = m_ptr->hold_o_idx;

		/* Link the monster to the object */
		m_ptr->hold_o_idx = i;
	}

	/*** Effects ***/
	/* Read the effect count */
	rd_u16b(&limit);

	/* Verify maximum */
	if (limit > z_info->x_max)
	{
		note(format("Too many (%d) effect entries!", limit));
		return (-1);
	}

	/* Read the dungeon items */
	for (i = 1; i < limit; i++)
	{

		/* Read the item */
		if (rd_effect())
		{
			note("Error reading effect");
			return (-1);
		}
	}


	/*** Success ***/

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Success */
	return (0);
}
Exemple #23
0
/*
 * Read the player inventory
 *
 * Note that the inventory is "re-sorted" later by "dungeon()".
 */
static errr rd_inventory(void)
{
	int slot = 0;

	object_type *i_ptr;
	object_type object_type_body;

	/* Read until done */
	while (1)
	{
		u16b n;

		/* Get the next item index */
		rd_u16b(&n);

		/* Nope, we reached the end */
		if (n == 0xFFFF) break;

		/* Get local object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* Read the item */
		if (rd_item(i_ptr))
		{
			note("Error reading item");
			return (-1);
		}

		/* Hack -- verify item */
		if (!i_ptr->k_idx)	return (-1);

		/* Verify slot */
		if (n >= ALL_INVEN_TOTAL) return (-1);

		/* Wield equipment */
		if (n >= INVEN_WIELD)
		{
			/* Copy object */
			object_copy(&inventory[n], i_ptr);

			/* One more item */
			if (!IS_QUIVER_SLOT(n)) p_ptr->equip_cnt++;
		}

		/* Warning -- backpack is full */
		else if (p_ptr->inven_cnt == INVEN_PACK)
		{
			/* Oops */
			note("Too many items in the inventory!");

			/* Fail */
			return (-1);
		}

		/* Carry inventory */
		else
		{
			/* Get a slot */
			n = slot++;

			/* Copy object */
			object_copy(&inventory[n], i_ptr);

			/* One more item */
			p_ptr->inven_cnt++;
		}

		/* Update "p_ptr->pack_size_reduce" */
		save_quiver_size();
	}

	/* Success */
	return (0);
}
object_type::object_type()
{
    object_wipe();
}
Exemple #25
0
/*
 * Allocate objects upon opening a chest
 *
 * Disperse treasures from the given chest, centered at (x,y).
 *
 * Small chests often contain "gold", while Large chests always contain
 * items.  Wooden chests contain 2 items, Iron chests contain 4 items,
 * and Steel chests contain 6 items.  The "value" of the items in a
 * chest is based on the level on which the chest is generated.
 */
static void chest_death(int y, int x, s16b o_idx)
{
	int number, value;

	bool tiny;

	object_type *o_ptr;

	object_type *i_ptr;
	object_type object_type_body;


	/* Get the chest */
	o_ptr = object_byid(o_idx);

	/* Small chests often hold "gold" */
	tiny = (o_ptr->sval < SV_CHEST_MIN_LARGE);

	/* Determine how much to drop (see above) */
	number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;

	/* Zero pval means empty chest */
	if (!o_ptr->pval[DEFAULT_PVAL]) number = 0;

	/* Determine the "value" of the items */
	value = o_ptr->origin_depth - 10 + 2 * o_ptr->sval;
	if (value < 1)
		value = 1;

	/* Drop some objects (non-chests) */
	for (; number > 0; --number)
	{
		/* Get local object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* Small chests often drop gold */
		if (tiny && (randint0(100) < 75))
			make_gold(i_ptr, value, SV_GOLD_ANY);

		/* Otherwise drop an item, as long as it isn't a chest */
		else {
			if (!make_object(cave, i_ptr, value, FALSE, FALSE, NULL)) continue;
			if (i_ptr->tval == TV_CHEST) continue;
		}

		/* Record origin */
		i_ptr->origin = ORIGIN_CHEST;
		i_ptr->origin_depth = o_ptr->origin_depth;

		/* Drop it in the dungeon */
		drop_near(cave, i_ptr, 0, y, x, TRUE);
	}

	/* Empty */
	o_ptr->pval[DEFAULT_PVAL] = 0;

	/* Known */
	object_notice_everything(o_ptr);
}
/*
 * Try to create an item again. Output some statistics.    -Bernd-
 *
 * The statistics are correct now.  We acquire a clean grid, and then
 * repeatedly place an object in this grid, copying it into an item
 * holder, and then deleting the object.  We fiddle with the artifact
 * counter flags to prevent weirdness.  We use the items to collect
 * statistics on item creation relative to the initial item.
 */
static void wiz_statistics(object_type *o_ptr)
{
	long i, matches, better, worse, other;

	char ch;
	char *quality;

	bool good, great;

	object_type *i_ptr;
	object_type object_type_body;

	cptr q = "Rolls: %ld, Matches: %ld, Better: %ld, Worse: %ld, Other: %ld";


	/* Mega-Hack -- allow multiple artifacts XXX XXX XXX */
	if (artifact_p(o_ptr)) a_info[o_ptr->name1].cur_num = 0;


	/* Interact */
	while (TRUE)
	{
		cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";

		/* Display item */
		wiz_display_item(o_ptr);

		/* Get choices */
		if (!get_com(pmt, &ch)) break;

		if (ch == 'n' || ch == 'N')
		{
			good = FALSE;
			great = FALSE;
			quality = "normal";
		}
		else if (ch == 'g' || ch == 'G')
		{
			good = TRUE;
			great = FALSE;
			quality = "good";
		}
		else if (ch == 'e' || ch == 'E')
		{
			good = TRUE;
			great = TRUE;
			quality = "excellent";
		}
		else
		{
#if 0 /* unused */
			good = FALSE;
			great = FALSE;
#endif /* unused */
			break;
		}

		/* Let us know what we are doing */
		msg_format("Creating a lot of %s items. Base level = %d.",
		           quality, p_ptr->depth);
		message_flush();

		/* Set counters to zero */
		matches = better = worse = other = 0;

		/* Let's rock and roll */
		for (i = 0; i <= TEST_ROLL; i++)
		{
			/* Output every few rolls */
			if ((i < 100) || (i % 100 == 0))
			{
				/* Do not wait */
				inkey_scan = TRUE;

				/* Allow interupt */
				if (inkey())
				{
					/* Flush */
					flush();

					/* Stop rolling */
					break;
				}

				/* Dump the stats */
				prt(format(q, i, matches, better, worse, other), 0, 0);
				Term_fresh();
			}


			/* Get local object */
			i_ptr = &object_type_body;

			/* Wipe the object */
			object_wipe(i_ptr);

			/* Create an object */
			make_object(i_ptr, good, great);


			/* Mega-Hack -- allow multiple artifacts XXX XXX XXX */
			if (artifact_p(i_ptr)) a_info[i_ptr->name1].cur_num = 0;


			/* Test for the same tval and sval. */
			if ((o_ptr->tval) != (i_ptr->tval)) continue;
			if ((o_ptr->sval) != (i_ptr->sval)) continue;

			/* Check for match */
			if ((i_ptr->pval == o_ptr->pval) &&
			    (i_ptr->to_a == o_ptr->to_a) &&
			    (i_ptr->to_h == o_ptr->to_h) &&
			    (i_ptr->to_d == o_ptr->to_d))
			{
				matches++;
			}

			/* Check for better */
			else if ((i_ptr->pval >= o_ptr->pval) &&
			         (i_ptr->to_a >= o_ptr->to_a) &&
			         (i_ptr->to_h >= o_ptr->to_h) &&
			         (i_ptr->to_d >= o_ptr->to_d))
			{
				better++;
			}

			/* Check for worse */
			else if ((i_ptr->pval <= o_ptr->pval) &&
			         (i_ptr->to_a <= o_ptr->to_a) &&
			         (i_ptr->to_h <= o_ptr->to_h) &&
			         (i_ptr->to_d <= o_ptr->to_d))
			{
				worse++;
			}

			/* Assume different */
			else
			{
				other++;
			}
		}

		/* Final dump */
		msg_format(q, i, matches, better, worse, other);
		message_flush();
	}


	/* Hack -- Normally only make a single artifact */
	if (artifact_p(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
}
Exemple #27
0
/*
 * Read the player inventory
 *
 * Note that the inventory changed in Angband 2.7.4.  Two extra
 * pack slots were added and the equipment was rearranged.  Note
 * that these two features combine when parsing old save-files, in
 * which items from the old "aux" slot are "carried", perhaps into
 * one of the two new "inventory" slots.
 *
 * Note that the inventory is "re-sorted" later by "dungeon()".
 */
static errr rd_inventory(void)
{
	int slot = 0;

	object_type forge;
	object_type *q_ptr;

	/* No weight */
	p_ptr->total_weight = 0;

	/* No items */
	inven_cnt = 0;
	equip_cnt = 0;

	/* Read until done */
	while (1)
	{
		u16b n;

		/* Get the next item index */
		rd_u16b(&n);

		/* Nope, we reached the end */
		if (n == 0xFFFF) break;

		/* Get local object */
		q_ptr = &forge;

		/* Wipe the object */
		object_wipe(q_ptr);

		/* Read the item */
		rd_item(q_ptr);

		/* Hack -- verify item */
		if (!q_ptr->k_idx) return (53);

		/* Wield equipment */
		if (n >= INVEN_WIELD)
		{
			if (q_ptr->k_idx)
			{
				/* Player touches it */
				q_ptr->marked |= OM_TOUCHED;

				/* Copy object */
				object_copy(&inventory[n], q_ptr);

				/* Add the weight */
				p_ptr->total_weight += (q_ptr->number * q_ptr->weight);

				/* One more item */
				equip_cnt++;
			}
		}

		/* Warning -- backpack is full */
		else if (inven_cnt == INVEN_PACK)
		{
			/* Oops */
#ifdef JP
			note("持ち物の中のアイテムが多すぎる!");
#else
			note("Too many items in the inventory!");
#endif

			/* Fail */
			return (54);
		}

		/* Carry inventory */
		else
		{
			if (q_ptr->k_idx)
			{
				/* Get a slot */
				n = slot++;

				/* Player touches it */
				q_ptr->marked |= OM_TOUCHED;

				/* Copy object */
				object_copy(&inventory[n], q_ptr);

				/* Add the weight */
				p_ptr->total_weight += (q_ptr->number * q_ptr->weight);

				/* One more item */
				inven_cnt++;
			}
		}
	}

	/* Success */
	return (0);
}
Exemple #28
0
/*
 * Try to create an item again. Output some statistics.    -Bernd-
 *
 * The statistics are correct now.  We acquire a clean grid, and then
 * repeatedly place an object in this grid, copying it into an item
 * holder, and then deleting the object.  We fiddle with the artifact
 * counter flags to prevent weirdness.  We use the items to collect
 * statistics on item creation relative to the initial item.
 */
static void wiz_statistics(object_type *o_ptr, int level)
{
	long i, matches, better, worse, other;
	int j;

	struct keypress ch;
	const char *quality;

	bool good, great, ismatch, isbetter, isworse;

	object_type *i_ptr;
	object_type object_type_body;

	const char *q = "Rolls: %ld, Matches: %ld, Better: %ld, Worse: %ld, Other: %ld";


	/* Allow multiple artifacts, because breaking the game is fine here */
	if (o_ptr->artifact) o_ptr->artifact->created = FALSE;


	/* Interact */
	while (TRUE)
	{
		const char *pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";

		/* Display item */
		wiz_display_item(o_ptr, TRUE);

		/* Get choices */
		if (!get_com(pmt, &ch)) break;

		if (ch.code == 'n' || ch.code == 'N')
		{
			good = FALSE;
			great = FALSE;
			quality = "normal";
		}
		else if (ch.code == 'g' || ch.code == 'G')
		{
			good = TRUE;
			great = FALSE;
			quality = "good";
		}
		else if (ch.code == 'e' || ch.code == 'E')
		{
			good = TRUE;
			great = TRUE;
			quality = "excellent";
		}
		else
		{
#if 0 /* unused */
			good = FALSE;
			great = FALSE;
#endif /* unused */
			break;
		}

		/* Let us know what we are doing */
		msg("Creating a lot of %s items. Base level = %d.",
		           quality, p_ptr->depth);
		message_flush();

		/* Set counters to zero */
		matches = better = worse = other = 0;

		/* Let's rock and roll */
		for (i = 0; i <= TEST_ROLL; i++)
		{
			/* Output every few rolls */
			if ((i < 100) || (i % 100 == 0))
			{
				struct keypress kp;

				/* Do not wait */
				inkey_scan = SCAN_INSTANT;

				/* Allow interupt */
				kp = inkey();
				if (kp.type != EVT_NONE)
				{
					flush();
					break;
				}

				/* Dump the stats */
				prt(format(q, i, matches, better, worse, other), 0, 0);
				Term_fresh();
			}


			/* Get local object */
			i_ptr = &object_type_body;

			/* Wipe the object */
			object_wipe(i_ptr);

			/* Create an object */
			make_object(cave, i_ptr, level, good, great, NULL);

			/* Allow multiple artifacts, because breaking the game is fine here */
			if (o_ptr->artifact) o_ptr->artifact->created = FALSE;

			/* Test for the same tval and sval. */
			if ((o_ptr->tval) != (i_ptr->tval)) continue;
			if ((o_ptr->sval) != (i_ptr->sval)) continue;

			/* Check pvals */
			ismatch = TRUE;
			for (j = 0; j < MAX_PVALS; j++)
				if (i_ptr->pval[j] != o_ptr->pval[j])
					ismatch = FALSE;

			isbetter = TRUE;
			for (j = 0; j < MAX_PVALS; j++)
				if (i_ptr->pval[j] < o_ptr->pval[j])
					isbetter = FALSE;

			isworse = TRUE;
			for (j = 0; j < MAX_PVALS; j++)
				if (i_ptr->pval[j] > o_ptr->pval[j])
					isworse = FALSE;

			/* Check for match */
			if (ismatch && (i_ptr->to_a == o_ptr->to_a) &&
				(i_ptr->to_h == o_ptr->to_h) &&
				(i_ptr->to_d == o_ptr->to_d) &&
				(i_ptr->num_pvals == o_ptr->num_pvals))
			{
				matches++;
			}

			/* Check for better */
			else if (isbetter && (i_ptr->to_a >= o_ptr->to_a) &&
			         (i_ptr->to_h >= o_ptr->to_h) &&
			         (i_ptr->to_d >= o_ptr->to_d))
			{
					better++;
			}

			/* Check for worse */
			else if (isworse && (i_ptr->to_a <= o_ptr->to_a) &&
			         (i_ptr->to_h <= o_ptr->to_h) &&
			         (i_ptr->to_d <= o_ptr->to_d))
			{
				worse++;
			}

			/* Assume different */
			else
			{
				other++;
			}
		}

		/* Final dump */
		msg(q, i, matches, better, worse, other);
		message_flush();
	}


	/* Hack -- Normally only make a single artifact */
	if (o_ptr->artifact) o_ptr->artifact->created = TRUE;
}
Exemple #29
0
/*
 * Create a spoiler file for artifacts
 */
static void spoil_artifact(const char *fname)
{
	int i, j;

	object_type *i_ptr;
	object_type object_type_body;

	char buf[1024];


	/* Build the filename */
	path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
	fh = file_open(buf, MODE_WRITE, FTYPE_TEXT);

	/* Oops */
	if (!fh)
	{
		msg("Cannot create spoiler file.");
		return;
	}

	/* Dump to the spoiler file */
	text_out_hook = text_out_to_file;
	text_out_file = fh;

	/* Dump the header */
	spoiler_underline(format("Artifact Spoilers for %s", buildid), '=');

	/* List the artifacts by tval */
	for (i = 0; group_artifact[i].tval; i++)
	{
		/* Write out the group title */
		if (group_artifact[i].name)
		{
			spoiler_blanklines(2);
			spoiler_underline(group_artifact[i].name, '=');
			spoiler_blanklines(1);
		}

		/* Now search through all of the artifacts */
		for (j = 1; j < z_info->a_max; ++j)
		{
			artifact_type *a_ptr = &a_info[j];
			char buf[80];

			/* We only want objects in the current group */
			if (a_ptr->tval != group_artifact[i].tval) continue;

			/* Get local object */
			i_ptr = &object_type_body;

			/* Wipe the object */
			object_wipe(i_ptr);

			/* Attempt to "forge" the artifact */
			if (!make_fake_artifact(i_ptr, a_ptr)) continue;

			/* Grab artifact name */
			object_desc(buf, sizeof(buf), i_ptr, ODESC_PREFIX |
				ODESC_COMBAT | ODESC_EXTRA | ODESC_SPOIL);

			/* Print name and underline */
			spoiler_underline(buf, '-');

			/* Write out the artifact description to the spoiler file */
			object_info_spoil(fh, i_ptr, 80);

			/*
			 * Determine the minimum and maximum depths an
			 * artifact can appear, its rarity, its weight, and
			 * its power rating.
			 */
			text_out("\nMin Level %u, Max Level %u, Generation chance %u, Power %d, %d.%d lbs\n",
				a_ptr->alloc_min, a_ptr->alloc_max,
				a_ptr->alloc_prob, object_power(i_ptr, FALSE,
				NULL, TRUE), (a_ptr->weight / 10),
				(a_ptr->weight % 10));

			/* Terminate the entry */
			spoiler_blanklines(2);
		}
	}

	/* Check for errors */
	if (!file_close(fh))
	{
		msg("Cannot close spoiler file.");
		return;
	}

	/* Message */
	msg("Successfully created a spoiler file.");
}
Exemple #30
0
/**
 * Creates a specific monster's drop, including any drops specified
 * in the monster.txt file.
 *
 * Returns true if anything is created, false if nothing is.
 */
static bool mon_create_drop(struct chunk *c, struct monster *mon, byte origin)
{
	struct monster_drop *drop;

	bool great, good, gold_ok, item_ok;
    bool extra_roll = false;
	bool any = false;

	int number = 0, level, j, monlevel;

	struct object *obj;

	assert(mon);

	great = (rf_has(mon->race->flags, RF_DROP_GREAT));
	good = great || (rf_has(mon->race->flags, RF_DROP_GOOD));
	gold_ok = (!rf_has(mon->race->flags, RF_ONLY_ITEM));
	item_ok = (!rf_has(mon->race->flags, RF_ONLY_GOLD));

	/* Determine how much we can drop */
	number = mon_create_drop_count(mon->race, false);

    /* Give added bonus for unique monters */
    monlevel = mon->race->level;
    if (rf_has(mon->race->flags, RF_UNIQUE)) {
        monlevel = MIN(monlevel + 15, monlevel * 2);
        extra_roll = true;
    }

	/* Take the best of (average of monster level and current depth)
	   and (monster level) - to reward fighting OOD monsters */
	level = MAX((monlevel + player->depth) / 2, monlevel);
    level = MIN(level, 100);

	/* Morgoth currently drops all artifacts with the QUEST_ART flag */
	if (rf_has(mon->race->flags, RF_QUESTOR) && (mon->race->level == 100)) {
		/* Search all the artifacts */
		for (j = 1; j < z_info->a_max; j++) {
			struct artifact *art = &a_info[j];
			struct object_kind *kind = lookup_kind(art->tval, art->sval);
			if (!kf_has(kind->kind_flags, KF_QUEST_ART)) {
				continue;
			}

			/* Allocate by hand, prep, apply magic */
			obj = mem_zalloc(sizeof(*obj));
			object_prep(obj, kind, 100, RANDOMISE);
			obj->artifact = art;
			copy_artifact_data(obj, obj->artifact);
			obj->artifact->created = true;

			/* Set origin details */
			obj->origin = origin;
			obj->origin_depth = player->depth;
			obj->origin_race = mon->race;
			obj->number = 1;

			/* Try to carry */
			if (monster_carry(c, mon, obj)) {
				any = true;
			} else {
				obj->artifact->created = false;
				object_wipe(obj);
				mem_free(obj);
			}
		}
	}

	/* Specified drops */
	for (drop = mon->race->drops; drop; drop = drop->next) {
		if ((unsigned int)randint0(100) >= drop->percent_chance)
			continue;

		/* Allocate by hand, prep, apply magic */
		obj = mem_zalloc(sizeof(*obj));
		object_prep(obj, drop->kind, level, RANDOMISE);
		apply_magic(obj, level, true, good, great, extra_roll);

		/* Set origin details */
		obj->origin = origin;
		obj->origin_depth = player->depth;
		obj->origin_race = mon->race;
		obj->number = randint0(drop->max - drop->min) + drop->min;

		/* Try to carry */
		if (monster_carry(c, mon, obj)) {
			any = true;
		} else {
			object_wipe(obj);
			mem_free(obj);
		}
	}

	/* Make some objects */
	for (j = 0; j < number; j++) {
		if (gold_ok && (!item_ok || (randint0(100) < 50))) {
			obj = make_gold(level, "any");
		} else {
			obj = make_object(c, level, good, great, extra_roll, NULL, 0);
			if (!obj) continue;
		}

		/* Set origin details */
		obj->origin = origin;
		obj->origin_depth = player->depth;
		obj->origin_race = mon->race;

		/* Try to carry */
		if (monster_carry(c, mon, obj)) {
			any = true;
		} else {
			obj->artifact->created = false;
			object_wipe(obj);
			mem_free(obj);
		}
	}

	return any;
}