/*
* File: makeitem.cc
* Summary: Item creation routines.
* Created by: haranp on Sat Apr 21 11:31:42 2007 UTC
*/
#include "AppHdr.h"
#include <algorithm>
#include "enum.h"
#include "externs.h"
#include "options.h"
#include "makeitem.h"
#include "message.h"
#include "artefact.h"
#include "colour.h"
#include "coord.h"
#include "decks.h"
#include "describe.h"
#include "dungeon.h"
#include "env.h"
#include "food.h"
#include "itemname.h"
#include "itemprop.h"
#include "items.h"
#include "misc.h"
#include "mon-util.h"
#include "player.h"
#include "random.h"
#include "spl-book.h"
#include "travel.h"
void item_set_appearance(item_def &item);
bool got_curare_roll(const int item_level)
{
return one_chance_in(item_level > 27 ? 6 :
item_level < 2 ? 15 :
(364 - 7 * item_level) / 25);
}
static bool _got_distortion_roll(const int item_level)
{
return (one_chance_in(25));
}
static int _exciting_colour()
{
switch (random2(4))
{
case 0: return YELLOW;
case 1: return LIGHTGREEN;
case 2: return LIGHTRED;
case 3: return LIGHTMAGENTA;
default: return MAGENTA;
}
}
static int _newwave_weapon_colour(const item_def &item)
{
int item_colour = BLACK;
// fixed artefacts get predefined colours
std::string itname = item.name(DESC_PLAIN);
lowercase(itname);
const bool item_runed = itname.find(" runed ") != std::string::npos;
const bool heav_runed = itname.find(" heavily ") != std::string::npos;
if ( is_random_artefact(item) && (!item_runed || heav_runed) )
return _exciting_colour();
if (is_range_weapon(item))
{
switch (range_skill(item))
{
case SK_BOWS:
item_colour = BLUE;
break;
case SK_CROSSBOWS:
item_colour = LIGHTBLUE;
break;
case SK_THROWING:
item_colour = WHITE;
break;
case SK_SLINGS:
item_colour = BROWN;
break;
default:
// huh?
item_colour = MAGENTA;
break;
}
}
else
{
switch (weapon_skill(item))
{
case SK_SHORT_BLADES:
item_colour = CYAN;
break;
case SK_LONG_BLADES:
item_colour = LIGHTCYAN;
break;
case SK_AXES:
item_colour = DARKGREY;
break;
case SK_MACES_FLAILS:
item_colour = LIGHTGREY;
break;
case SK_POLEARMS:
item_colour = RED;
break;
case SK_STAVES:
item_colour = GREEN;
break;
default:
// huh?
item_colour = random_colour();
break;
}
}
return (item_colour);
}
static int _classic_weapon_colour(const item_def &item)
{
int item_colour = BLACK;
if (is_range_weapon(item))
item_colour = BROWN;
else
{
switch (item.sub_type)
{
case WPN_CLUB:
case WPN_GIANT_CLUB:
case WPN_GIANT_SPIKED_CLUB:
case WPN_ANKUS:
case WPN_WHIP:
case WPN_QUARTERSTAFF:
item_colour = BROWN;
break;
case WPN_QUICK_BLADE:
item_colour = LIGHTBLUE;
break;
case WPN_EXECUTIONERS_AXE:
item_colour = RED;
break;
default:
item_colour = LIGHTCYAN;
if (get_equip_race(item) == ISFLAG_DWARVEN)
item_colour = CYAN;
break;
}
}
return (item_colour);
}
static int _weapon_colour(const item_def &item)
{
return (Options.classic_item_colours ? _classic_weapon_colour(item)
: _newwave_weapon_colour(item));
}
static int _newwave_missile_colour(const item_def &item)
{
int item_colour = BLACK;
switch (item.sub_type)
{
case MI_STONE:
case MI_SLING_BULLET:
case MI_LARGE_ROCK:
item_colour = BROWN;
break;
case MI_ARROW:
item_colour = BLUE;
break;
case MI_NEEDLE:
item_colour = WHITE;
break;
case MI_BOLT:
item_colour = LIGHTBLUE;
break;
case MI_DART:
item_colour = CYAN;
break;
case MI_JAVELIN:
item_colour = RED;
break;
case MI_THROWING_NET:
item_colour = DARKGREY;
break;
default:
// huh?
item_colour = LIGHTCYAN;
if (get_equip_race(item) == ISFLAG_DWARVEN)
item_colour = CYAN;
break;
}
return (item_colour);
}
static int _classic_missile_colour(const item_def &item)
{
int item_colour = BLACK;
switch (item.sub_type)
{
case MI_STONE:
case MI_LARGE_ROCK:
case MI_ARROW:
item_colour = BROWN;
break;
case MI_SLING_BULLET:
item_colour = BLUE;
break;
case MI_NEEDLE:
item_colour = WHITE;
break;
case MI_THROWING_NET:
item_colour = DARKGREY;
break;
default:
item_colour = LIGHTCYAN;
if (get_equip_race(item) == ISFLAG_DWARVEN)
item_colour = CYAN;
break;
}
return (item_colour);
}
static int _missile_colour(const item_def &item)
{
return (Options.classic_item_colours ? _classic_missile_colour(item)
: _newwave_missile_colour(item));
}
static int _newwave_armour_colour(const item_def &item)
{
int item_colour = BLACK;
std::string itname = item.name(DESC_PLAIN);
lowercase(itname);
const bool item_runed = itname.find(" runed ") != std::string::npos;
const bool heav_runed = itname.find(" heavily ") != std::string::npos;
if (is_random_artefact(item) && (!item_runed || heav_runed))
return (_exciting_colour());
switch (item.sub_type)
{
case ARM_CLOAK:
item_colour = WHITE;
break;
case ARM_NAGA_BARDING:
case ARM_CENTAUR_BARDING:
item_colour = GREEN;
break;
case ARM_ROBE:
item_colour = RED;
break;
case ARM_CAP:
case ARM_WIZARD_HAT:
item_colour = MAGENTA;
break;
case ARM_HELMET:
item_colour = DARKGREY;
break;
case ARM_BOOTS:
item_colour = BLUE;
break;
case ARM_GLOVES:
item_colour = LIGHTBLUE;
break;
case ARM_LEATHER_ARMOUR:
item_colour = BROWN;
break;
case ARM_ANIMAL_SKIN:
item_colour = LIGHTGREY;
break;
case ARM_CRYSTAL_PLATE_MAIL:
item_colour = WHITE;
break;
case ARM_SHIELD:
case ARM_LARGE_SHIELD:
case ARM_BUCKLER:
item_colour = CYAN;
break;
default:
item_colour = LIGHTCYAN;
break;
}
return (item_colour);
}
static int _classic_armour_colour(const item_def &item)
{
int item_colour = BLACK;
switch (item.sub_type)
{
case ARM_CLOAK:
case ARM_ROBE:
case ARM_NAGA_BARDING:
case ARM_CENTAUR_BARDING:
case ARM_CAP:
case ARM_WIZARD_HAT:
item_colour = random_colour();
break;
case ARM_HELMET:
item_colour = LIGHTCYAN;
break;
case ARM_BOOTS: // maybe more interesting boot colours?
case ARM_GLOVES:
case ARM_LEATHER_ARMOUR:
item_colour = BROWN;
break;
case ARM_CRYSTAL_PLATE_MAIL:
item_colour = LIGHTGREY;
break;
case ARM_ANIMAL_SKIN:
item_colour = BROWN;
break;
default:
item_colour = LIGHTCYAN;
if (get_equip_race(item) == ISFLAG_DWARVEN)
item_colour = CYAN;
break;
}
return (item_colour);
}
static int _armour_colour(const item_def &item)
{
return (Options.classic_item_colours ? _classic_armour_colour(item)
: _newwave_armour_colour(item));
}
void item_colour(item_def &item)
{
int switchnum = 0;
int temp_value;
switch (item.base_type)
{
case OBJ_WEAPONS:
if (is_unrandom_artefact(item))
break; // unrandarts already coloured
if (is_demonic(item))
item.colour = random_uncommon_colour();
else
item.colour = _weapon_colour(item);
if (is_random_artefact(item) && one_chance_in(5)
&& Options.classic_item_colours)
{
item.colour = random_colour();
}
break;
case OBJ_MISSILES:
item.colour = _missile_colour(item);
break;
case OBJ_ARMOUR:
if (is_unrandom_artefact(item))
break; // unrandarts have already been coloured
switch (item.sub_type)
{
case ARM_DRAGON_HIDE:
case ARM_DRAGON_ARMOUR:
item.colour = mons_class_colour(MONS_DRAGON);
break;
case ARM_TROLL_HIDE:
case ARM_TROLL_LEATHER_ARMOUR:
item.colour = mons_class_colour(MONS_TROLL);
break;
case ARM_ICE_DRAGON_HIDE:
case ARM_ICE_DRAGON_ARMOUR:
item.colour = mons_class_colour(MONS_ICE_DRAGON);
break;
case ARM_STEAM_DRAGON_HIDE:
case ARM_STEAM_DRAGON_ARMOUR:
item.colour = mons_class_colour(MONS_STEAM_DRAGON);
break;
case ARM_MOTTLED_DRAGON_HIDE:
case ARM_MOTTLED_DRAGON_ARMOUR:
item.colour = mons_class_colour(MONS_MOTTLED_DRAGON);
break;
case ARM_STORM_DRAGON_HIDE:
case ARM_STORM_DRAGON_ARMOUR:
item.colour = mons_class_colour(MONS_STORM_DRAGON);
break;
case ARM_GOLD_DRAGON_HIDE:
case ARM_GOLD_DRAGON_ARMOUR:
item.colour = mons_class_colour(MONS_GOLDEN_DRAGON);
break;
case ARM_SWAMP_DRAGON_HIDE:
case ARM_SWAMP_DRAGON_ARMOUR:
item.colour = mons_class_colour(MONS_SWAMP_DRAGON);
break;
default:
item.colour = _armour_colour(item);
break;
}
// I don't think this is ever done -- see start of case {dlb}:
if (is_random_artefact(item) && one_chance_in(5))
item.colour = random_colour();
break;
case OBJ_WANDS:
item.special = you.item_description[IDESC_WANDS][item.sub_type];
switch (item.special % 12)
{
case 0: //"iron wand"
item.colour = CYAN;
break;
case 1: //"brass wand"
case 5: //"gold wand"
item.colour = YELLOW;
break;
case 2: //"bone wand"
case 8: //"ivory wand"
case 9: //"glass wand"
case 10: //"lead wand"
default:
item.colour = LIGHTGREY;
break;
case 3: //"wooden wand"
case 4: //"copper wand"
case 7: //"bronze wand"
item.colour = BROWN;
break;
case 6: //"silver wand"
item.colour = WHITE;
break;
case 11: //"fluorescent wand"
item.colour = random_colour();
break;
}
if (item.special / 12 == 9) // "blackened foo wand"
item.colour = DARKGREY;
break;
case OBJ_POTIONS:
item.plus = you.item_description[IDESC_POTIONS][item.sub_type];
switch (item.plus % 14)
{
case 0: //"clear potion"
default:
item.colour = LIGHTGREY;
break;
case 1: //"blue potion"
case 7: //"inky potion"
item.colour = BLUE;
break;
case 2: //"black potion"
item.colour = DARKGREY;
break;
case 3: //"silvery potion"
case 13: //"white potion"
item.colour = WHITE;
break;
case 4: //"cyan potion"
item.colour = CYAN;
break;
case 5: //"purple potion"
item.colour = MAGENTA;
break;
case 6: //"orange potion"
item.colour = LIGHTRED;
break;
case 8: //"red potion"
item.colour = RED;
break;
case 9: //"yellow potion"
item.colour = YELLOW;
break;
case 10: //"green potion"
item.colour = GREEN;
break;
case 11: //"brown potion"
item.colour = BROWN;
break;
case 12: //"pink potion"
item.colour = LIGHTMAGENTA;
break;
}
break;
case OBJ_FOOD:
switch (item.sub_type)
{
case FOOD_BEEF_JERKY:
case FOOD_BREAD_RATION:
case FOOD_LYCHEE:
case FOOD_MEAT_RATION:
case FOOD_RAMBUTAN:
case FOOD_SAUSAGE:
case FOOD_SULTANA:
item.colour = BROWN;
break;
case FOOD_BANANA:
case FOOD_CHEESE:
case FOOD_HONEYCOMB:
case FOOD_LEMON:
case FOOD_PIZZA:
case FOOD_ROYAL_JELLY:
item.colour = YELLOW;
break;
case FOOD_PEAR:
item.colour = LIGHTGREEN;
break;
case FOOD_CHOKO:
case FOOD_SNOZZCUMBER:
item.colour = GREEN;
break;
case FOOD_APRICOT:
case FOOD_ORANGE:
item.colour = LIGHTRED;
break;
case FOOD_STRAWBERRY:
item.colour = RED;
break;
case FOOD_APPLE:
item.colour = (coinflip() ? RED : GREEN);
break;
case FOOD_GRAPE:
item.colour = (coinflip() ? MAGENTA : GREEN);
break;
case FOOD_CHUNK:
// Set the appropriate colour of the meat:
temp_value = mons_class_colour(item.plus);
item.colour = (temp_value == BLACK) ? LIGHTRED : temp_value;
break;
default:
item.colour = BROWN;
}
break;
case OBJ_JEWELLERY:
// unrandarts have already been coloured
if (is_unrandom_artefact(item))
break;
else if (is_random_artefact(item))
{
item.colour = random_colour();
break;
}
item.colour = YELLOW;
item.special = you.item_description[IDESC_RINGS][item.sub_type];
switchnum = item.special % 13;
switch (switchnum)
{
case 0:
case 5:
item.colour = BROWN;
break;
case 1:
case 8:
case 11:
item.colour = LIGHTGREY;
break;
case 2:
case 6:
item.colour = YELLOW;
break;
case 3:
case 4:
item.colour = CYAN;
break;
case 7:
item.colour = BROWN;
break;
case 9:
case 10:
item.colour = WHITE;
break;
case 12:
item.colour = GREEN;
break;
case 13:
item.colour = LIGHTCYAN;
break;
}
if (item.sub_type >= AMU_FIRST_AMULET)
{
switch (switchnum)
{
case 0: // "zirconium amulet"
case 9: // "ivory amulet"
case 11: // "platinum amulet"
item.colour = WHITE;
break;
case 1: // "sapphire amulet"
item.colour = LIGHTBLUE;
break;
case 2: // "golden amulet"
case 6: // "brass amulet"
item.colour = YELLOW;
break;
case 3: // "emerald amulet"
item.colour = GREEN;
break;
case 4: // "garnet amulet"
case 8: // "ruby amulet"
item.colour = RED;
break;
case 5: // "bronze amulet"
case 7: // "copper amulet"
item.colour = BROWN;
break;
case 10: // "bone amulet"
item.colour = LIGHTGREY;
break;
case 12: // "jade amulet"
item.colour = GREEN;
break;
case 13: // "fluorescent amulet"
item.colour = random_colour();
}
}
// blackened - same for both rings and amulets
if (item.special / 13 == 5)
item.colour = DARKGREY;
break;
case OBJ_SCROLLS:
item.colour = LIGHTGREY;
item.special = you.item_description[IDESC_SCROLLS][item.sub_type];
item.plus = you.item_description[IDESC_SCROLLS_II][item.sub_type];
break;
case OBJ_BOOKS:
switch (item.special % 10)
{
case 0:
case 1:
default:
item.colour = random_colour();
break;
case 2:
item.colour = (one_chance_in(3) ? BROWN : DARKGREY);
break;
case 3:
item.colour = CYAN;
break;
case 4:
item.colour = LIGHTGREY;
break;
}
break;
case OBJ_STAVES:
item.colour = BROWN;
item.special = you.item_description[IDESC_STAVES][item.sub_type];
break;
case OBJ_ORBS:
item.colour = ETC_MUTAGENIC;
break;
case OBJ_MISCELLANY:
if (is_deck(item))
break;
switch (item.sub_type)
{
case MISC_BOTTLED_EFREET:
case MISC_STONE_OF_EARTH_ELEMENTALS:
item.colour = BROWN;
break;
case MISC_AIR_ELEMENTAL_FAN:
case MISC_CRYSTAL_BALL_OF_ENERGY:
case MISC_CRYSTAL_BALL_OF_FIXATION:
case MISC_CRYSTAL_BALL_OF_SEEING:
case MISC_DISC_OF_STORMS:
case MISC_HORN_OF_GERYON:
case MISC_LANTERN_OF_SHADOWS:
item.colour = LIGHTGREY;
break;
case MISC_LAMP_OF_FIRE:
item.colour = YELLOW;
break;
case MISC_BOX_OF_BEASTS:
item.colour = DARKGREY;
break;
case MISC_RUNE_OF_ZOT:
switch (item.plus)
{
case RUNE_DIS: // iron
item.colour = ETC_IRON;
break;
case RUNE_COCYTUS: // icy
item.colour = ETC_ICE;
break;
case RUNE_TARTARUS: // bone
item.colour = ETC_BONE;
break;
case RUNE_SLIME_PITS: // slimy
item.colour = ETC_SLIME;
break;
case RUNE_SNAKE_PIT: // serpentine
item.colour = ETC_POISON;
break;
case RUNE_ELVEN_HALLS: // elven
item.colour = ETC_ELVEN;
break;
case RUNE_VAULTS: // silver
item.colour = ETC_SILVER;
break;
case RUNE_TOMB: // golden
item.colour = ETC_GOLD;
break;
case RUNE_SWAMP: // decaying
item.colour = ETC_DECAY;
break;
case RUNE_SHOALS: // barnacled
item.colour = ETC_WATER;
break;
// This one is hardly unique, but colour isn't used for
// stacking, so we don't have to worry too much about this.
// - bwr
case RUNE_DEMONIC: // random Pandemonium lords
{
element_type types[] =
{ETC_EARTH, ETC_ELECTRICITY, ETC_ENCHANT, ETC_HEAL,
ETC_BLOOD, ETC_DEATH, ETC_UNHOLY, ETC_VEHUMET, ETC_BEOGH,
ETC_CRYSTAL, ETC_SMOKE, ETC_DWARVEN, ETC_ORCISH, ETC_GILA,
ETC_KRAKEN};
item.colour = RANDOM_ELEMENT(types);
break;
}
case RUNE_ABYSSAL: // random in abyss
item.colour = ETC_RANDOM;
break;
case RUNE_MNOLEG: // glowing
item.colour = ETC_MUTAGENIC;
break;
case RUNE_LOM_LOBON: // magical
item.colour = ETC_MAGIC;
break;
case RUNE_CEREBOV: // fiery
item.colour = ETC_FIRE;
break;
case RUNE_GEHENNA: // obsidian
case RUNE_GLOORX_VLOQ: // dark
default:
item.colour = ETC_DARK;
break;
}
break;
case MISC_EMPTY_EBONY_CASKET:
item.colour = DARKGREY;
break;
default:
item.colour = random_colour();
break;
}
break;
case OBJ_CORPSES:
// Set the appropriate colour of the body:
temp_value = mons_class_colour(item.plus);
item.colour = (temp_value == BLACK) ? LIGHTRED : temp_value;
break;
case OBJ_GOLD:
item.colour = YELLOW;
break;
default:
break;
}
}
// Does Xom consider an item boring?
static bool _is_boring_item(int type, int sub_type)
{
switch (type)
{
case OBJ_POTIONS:
return (sub_type == POT_CURE_MUTATION);
case OBJ_SCROLLS:
// These scrolls increase knowledge and thus reduce risk.
switch (sub_type)
{
case SCR_DETECT_CURSE:
case SCR_REMOVE_CURSE:
case SCR_IDENTIFY:
case SCR_MAGIC_MAPPING:
return (true);
default:
break;
}
break;
case OBJ_JEWELLERY:
return (sub_type == RING_TELEPORT_CONTROL
|| sub_type == AMU_RESIST_MUTATION);
default:
break;
}
return (false);
}
static weapon_type _determine_weapon_subtype(int item_level)
{
weapon_type rc = WPN_UNKNOWN;
const weapon_type common_subtypes[] = {
WPN_KNIFE, WPN_QUARTERSTAFF, WPN_SLING,
WPN_SPEAR, WPN_HAND_AXE, WPN_MACE,
WPN_DAGGER, WPN_DAGGER, WPN_CLUB,
WPN_HAMMER, WPN_WHIP, WPN_SABRE
};
const weapon_type rare_subtypes[] = {
WPN_LAJATANG, WPN_DEMON_WHIP, WPN_DEMON_BLADE,
WPN_DEMON_TRIDENT, WPN_DOUBLE_SWORD, WPN_EVENINGSTAR,
WPN_EXECUTIONERS_AXE, WPN_KATANA, WPN_QUICK_BLADE,
WPN_TRIPLE_SWORD
};
if (item_level > 6 && one_chance_in(30)
&& x_chance_in_y(10 + item_level, 100))
{
rc = RANDOM_ELEMENT(rare_subtypes);
}
else if (x_chance_in_y(20 - item_level, 20))
rc = RANDOM_ELEMENT(common_subtypes);
else
{
// Pick a weapon based on rarity.
while (true)
{
const int wpntype = random2(NUM_WEAPONS);
if (x_chance_in_y(weapon_rarity(wpntype), 10))
{
rc = static_cast<weapon_type>(wpntype);
break;
}
}
}
return rc;
}
static bool _try_make_item_special_unrand(item_def& item, int force_type,
int item_level)
{
dprf("Making special unrand artefact.");
bool abyss = item_level == level_id(LEVEL_ABYSS).absdepth();
int idx = find_okay_unrandart(item.base_type, force_type,
UNRANDSPEC_SPECIAL, abyss);
if (idx != -1 && make_item_unrandart(item, idx))
return (true);
return (false);
}
// Return whether we made an artefact.
static bool _try_make_weapon_artefact(item_def& item, int force_type,
int item_level, bool force_randart = false)
{
if (item.sub_type != WPN_CLUB && item_level > 2
&& x_chance_in_y(101 + item_level * 3, 4000) || force_randart)
{
// Make a randart or unrandart.
// 1 in 50 randarts are unrandarts.
if (you.level_type != LEVEL_ABYSS
&& you.level_type != LEVEL_PANDEMONIUM
&& one_chance_in(50) && !force_randart)
{
const int idx = find_okay_unrandart(OBJ_WEAPONS, force_type,
UNRANDSPEC_NORMAL);
if (idx != -1)
{
make_item_unrandart(item, idx);
return (true);
}
}
// The other 98% are normal randarts.
make_item_randart(item);
item.plus = random2(7);
item.plus2 = random2(7);
if (one_chance_in(3))
item.plus += random2(7);
if (one_chance_in(3))
item.plus2 += random2(7);
if (one_chance_in(9))
item.plus -= random2(7);
if (one_chance_in(9))
item.plus2 -= random2(7);
if (one_chance_in(4))
{
do_curse_item(item);
item.plus = -random2(6);
item.plus2 = -random2(6);
}
else if ((item.plus < 0 || item.plus2 < 0)
&& !one_chance_in(3))
{
do_curse_item(item);
}
return (true);
}
// If it isn't an artefact yet, try to make a special unrand artefact.
if (item_level > 6
&& one_chance_in(12)
&& x_chance_in_y(31 + item_level * 3, 3000))
{
return (_try_make_item_special_unrand(item, force_type, item_level));
}
return (false);
}
static item_status_flag_type _determine_weapon_race(const item_def& item,
int item_race)
{
item_status_flag_type rc = ISFLAG_NO_RACE;
switch (item_race)
{
case MAKE_ITEM_ELVEN:
rc = ISFLAG_ELVEN;
break;
case MAKE_ITEM_DWARVEN:
rc = ISFLAG_DWARVEN;
break;
case MAKE_ITEM_ORCISH:
rc = ISFLAG_ORCISH;
break;
case MAKE_ITEM_RANDOM_RACE:
if (coinflip())
break;
switch (item.sub_type)
{
case WPN_CLUB:
if (coinflip())
rc = ISFLAG_ORCISH;
break;
case WPN_WHIP:
if (one_chance_in(4))
rc = ISFLAG_ORCISH;
if (one_chance_in(4))
rc = ISFLAG_ELVEN;
break;
case WPN_MACE:
case WPN_FLAIL:
case WPN_SPIKED_FLAIL:
case WPN_GREAT_MACE:
case WPN_DIRE_FLAIL:
if (one_chance_in(4))
rc = ISFLAG_DWARVEN;
if (one_chance_in(3))
rc = ISFLAG_ORCISH;
break;
case WPN_MORNINGSTAR:
case WPN_HAMMER:
if (one_chance_in(3))
rc = ISFLAG_ORCISH;
if (one_chance_in(3))
rc = ISFLAG_DWARVEN;
break;
case WPN_EVENINGSTAR:
if (one_chance_in(5))
rc = ISFLAG_ORCISH;
if (one_chance_in(5))
rc = ISFLAG_DWARVEN;
break;
case WPN_DAGGER:
if (one_chance_in(3))
rc = ISFLAG_ORCISH;
if (one_chance_in(4))
rc = ISFLAG_DWARVEN;
if (one_chance_in(4))
rc = ISFLAG_ELVEN;
break;
case WPN_SHORT_SWORD:
case WPN_SABRE:
if (one_chance_in(3))
rc = ISFLAG_ORCISH;
if (one_chance_in(3))
rc = ISFLAG_DWARVEN;
if (one_chance_in(3))
rc = ISFLAG_ELVEN;
break;
case WPN_FALCHION:
if (one_chance_in(5))
rc = ISFLAG_DWARVEN;
if (one_chance_in(3))
rc = ISFLAG_ORCISH;
if (one_chance_in(3))
rc = ISFLAG_ELVEN;
break;
case WPN_LONG_SWORD:
if (one_chance_in(6))
rc = ISFLAG_DWARVEN;
if (one_chance_in(4))
rc = ISFLAG_ORCISH;
if (coinflip())
rc = ISFLAG_ELVEN;
break;
case WPN_GREAT_SWORD:
if (one_chance_in(3))
rc = ISFLAG_ORCISH;
break;
case WPN_SCIMITAR:
if (one_chance_in(5))
rc = ISFLAG_ELVEN;
if (coinflip())
rc = ISFLAG_ORCISH;
break;
case WPN_WAR_AXE:
case WPN_HAND_AXE:
case WPN_BROAD_AXE:
case WPN_BATTLEAXE:
if (one_chance_in(3))
rc = ISFLAG_ORCISH;
if (coinflip())
rc = ISFLAG_DWARVEN;
break;
case WPN_SPEAR:
case WPN_TRIDENT:
if (one_chance_in(4))
rc = ISFLAG_ORCISH;
if (one_chance_in(4))
rc = ISFLAG_ELVEN;
break;
case WPN_HALBERD:
case WPN_GLAIVE:
case WPN_BARDICHE:
if (one_chance_in(5))
rc = ISFLAG_ORCISH;
break;
case WPN_EXECUTIONERS_AXE:
if (one_chance_in(5))
rc = ISFLAG_ORCISH;
if (one_chance_in(4))
rc = ISFLAG_DWARVEN;
break;
case WPN_QUICK_BLADE:
if (one_chance_in(4))
rc = ISFLAG_ELVEN;
break;
case WPN_BOW:
if (one_chance_in(6))
rc = ISFLAG_ORCISH;
if (coinflip())
rc = ISFLAG_ELVEN;
break;
case WPN_LONGBOW:
if (one_chance_in(3))
rc = ISFLAG_ELVEN;
break;
case WPN_CROSSBOW:
if (one_chance_in(4))
rc = ISFLAG_ORCISH;
if (one_chance_in(4))
rc = ISFLAG_DWARVEN;
break;
case WPN_BLOWGUN:
if (one_chance_in(6))
rc = ISFLAG_ELVEN;
if (one_chance_in(4))
rc = ISFLAG_ORCISH;
break;
}
break;
}
return rc;
}
static void _weapon_add_racial_modifiers(item_def& item)
{
switch (get_equip_race(item))
{
case ISFLAG_ORCISH:
if (coinflip())
item.plus--;
if (coinflip())
item.plus2++;
break;
case ISFLAG_ELVEN:
item.plus += random2(3);
break;
case ISFLAG_DWARVEN:
if (coinflip())
item.plus++;
if (coinflip())
item.plus2++;
break;
}
}
static brand_type _determine_weapon_brand(const item_def& item, int item_level)
{
// Forced ego.
if (item.special != 0)
return static_cast<brand_type>(item.special);
const bool force_good = (item_level == MAKE_GOOD_ITEM);
const int tries = force_good ? 5 : 1;
brand_type rc = SPWPN_NORMAL;
for (int count = 0; count < tries && rc == SPWPN_NORMAL; ++count)
{
if (!force_good && !is_demonic(item)
&& !x_chance_in_y(101 + item_level, 300))
{
continue;
}
// We are not guaranteed to have a special set by the end of
// this.
switch (item.sub_type)
{
case WPN_EVENINGSTAR:
if (coinflip())
rc = SPWPN_DRAINING;
// **** intentional fall through here ****
case WPN_MORNINGSTAR:
if (one_chance_in(4))
rc = SPWPN_VENOM;
if (one_chance_in(4))
rc = coinflip() ? SPWPN_FLAMING : SPWPN_FREEZING;
// **** intentional fall through here ****
case WPN_MACE:
case WPN_GREAT_MACE:
case WPN_FLAIL:
case WPN_SPIKED_FLAIL:
case WPN_DIRE_FLAIL:
case WPN_HAMMER:
if (one_chance_in(25))
rc = SPWPN_PAIN;
if (_got_distortion_roll(item_level))
rc = SPWPN_DISTORTION;
if (one_chance_in(3) && (rc == SPWPN_NORMAL || one_chance_in(5)))
rc = SPWPN_VORPAL;
if (one_chance_in(4))
rc = SPWPN_HOLY_WRATH;
if (one_chance_in(3))
rc = SPWPN_PROTECTION;
if (one_chance_in(10))
rc = SPWPN_DRAINING;
break;
case WPN_DAGGER:
if (one_chance_in(4))
rc = SPWPN_RETURNING;
if (one_chance_in(10))
rc = SPWPN_PAIN;
if (one_chance_in(3))
rc = SPWPN_VENOM;
// **** intentional fall through here ****
case WPN_SHORT_SWORD:
case WPN_SABRE:
if (_got_distortion_roll(item_level))
rc = SPWPN_DISTORTION;
if (one_chance_in(10))
rc = SPWPN_VAMPIRICISM;
if (one_chance_in(8))
rc = SPWPN_ELECTROCUTION;
if (one_chance_in(8))
rc = SPWPN_PROTECTION;
if (one_chance_in(8))
rc = coinflip() ? SPWPN_FLAMING : SPWPN_FREEZING;
if (one_chance_in(12))
rc = SPWPN_HOLY_WRATH;
if (one_chance_in(8))
rc = SPWPN_DRAINING;
if (one_chance_in(8))
rc = SPWPN_SPEED;
if (one_chance_in(6))
rc = SPWPN_VENOM;
break;
case WPN_FALCHION:
case WPN_LONG_SWORD:
if (one_chance_in(12))
rc = SPWPN_VENOM;
// **** intentional fall through here ****
case WPN_SCIMITAR:
if (one_chance_in(25))
rc = SPWPN_PAIN;
// **** intentional fall through here ****
case WPN_GREAT_SWORD:
case WPN_DOUBLE_SWORD:
case WPN_TRIPLE_SWORD:
if (one_chance_in(10))
rc = SPWPN_VAMPIRICISM;
if (_got_distortion_roll(item_level))
rc = SPWPN_DISTORTION;
if (one_chance_in(5))
rc = coinflip() ? SPWPN_FLAMING : SPWPN_FREEZING;
if (one_chance_in(7))
rc = SPWPN_PROTECTION;
if (one_chance_in(12))
rc = SPWPN_DRAINING;
if (one_chance_in(7))
rc = SPWPN_ELECTROCUTION;
if (one_chance_in(4))
rc = SPWPN_HOLY_WRATH;
if (one_chance_in(4) && (rc == SPWPN_NORMAL || one_chance_in(3)))
rc = SPWPN_VORPAL;
break;
case WPN_WAR_AXE:
case WPN_BROAD_AXE:
case WPN_BATTLEAXE:
case WPN_EXECUTIONERS_AXE:
if (one_chance_in(25))
rc = SPWPN_HOLY_WRATH;
if (one_chance_in(14))
rc = SPWPN_DRAINING;
// **** intentional fall through here ****
case WPN_HAND_AXE:
if (one_chance_in(30))
rc = SPWPN_PAIN;
if (one_chance_in(10))
rc = SPWPN_VAMPIRICISM;
if (item.sub_type == WPN_HAND_AXE && one_chance_in(10))
rc = SPWPN_RETURNING;
if (_got_distortion_roll(item_level))
rc = SPWPN_DISTORTION;
if (one_chance_in(3) && (rc == SPWPN_NORMAL || one_chance_in(5)))
rc = SPWPN_VORPAL;
if (one_chance_in(4))
rc = coinflip() ? SPWPN_FLAMING : SPWPN_FREEZING;
if (one_chance_in(8))
rc = SPWPN_ELECTROCUTION;
if (one_chance_in(12))
rc = SPWPN_VENOM;
break;
case WPN_WHIP:
if (one_chance_in(12))
rc = SPWPN_HOLY_WRATH;
if (one_chance_in(10))
rc = SPWPN_PAIN;
if (_got_distortion_roll(item_level))
rc = SPWPN_DISTORTION;
if (one_chance_in(6))
rc = coinflip() ? SPWPN_FLAMING : SPWPN_FREEZING;
if (one_chance_in(6))
rc = SPWPN_VENOM;
if (one_chance_in(3))
rc = SPWPN_REACHING;
if (one_chance_in(5))
rc = SPWPN_ELECTROCUTION;
break;
case WPN_HALBERD:
case WPN_GLAIVE:
case WPN_SCYTHE:
case WPN_TRIDENT:
case WPN_BARDICHE:
if (one_chance_in(30))
rc = SPWPN_HOLY_WRATH;
if (item.sub_type == WPN_SCYTHE && one_chance_in(6))
rc = SPWPN_REAPING;
if (one_chance_in(4))
rc = SPWPN_PROTECTION;
// **** intentional fall through here ****
case WPN_SPEAR:
if (one_chance_in(25))
rc = SPWPN_PAIN;
if (item.sub_type == WPN_SPEAR && one_chance_in(6))
rc = SPWPN_RETURNING;
if (_got_distortion_roll(item_level))
rc = SPWPN_DISTORTION;
if (one_chance_in(5) && (rc == SPWPN_NORMAL || one_chance_in(6)))
rc = SPWPN_VORPAL;
if (one_chance_in(6))
rc = coinflip() ? SPWPN_FLAMING : SPWPN_FREEZING;
if (one_chance_in(6))
rc = SPWPN_VENOM;
if (one_chance_in(5))
rc = SPWPN_DRAGON_SLAYING;
if (one_chance_in(3))
rc = SPWPN_REACHING;
break;
case WPN_SLING:
if (coinflip())
break;
// **** possible intentional fall through here ****
case WPN_BOW:
case WPN_LONGBOW:
case WPN_CROSSBOW:
{
const int tmp = random2(1000);
if (tmp < 480)
rc = SPWPN_FLAME;
else if (tmp < 730)
rc = SPWPN_FROST;
else if (tmp < 880 && (item.sub_type == WPN_BOW || item.sub_type == WPN_LONGBOW))
rc = SPWPN_REAPING;
else if (tmp < 880)
rc = SPWPN_EVASION;
else if (tmp < 990)
rc = SPWPN_VORPAL;
break;
}
// Quarterstaff - not powerful, as this would make the 'staves'
// skill just too good.
case WPN_QUARTERSTAFF:
if (one_chance_in(30))
rc = SPWPN_PAIN;
if (_got_distortion_roll(item_level))
rc = SPWPN_DISTORTION;
if (one_chance_in(5))
rc = SPWPN_SPEED;
if (one_chance_in(10))
rc = SPWPN_VORPAL;
if (one_chance_in(6))
rc = SPWPN_PROTECTION;
break;
case WPN_LAJATANG:
if (one_chance_in(8))
rc = SPWPN_SPEED;
else if (one_chance_in(12))
rc = SPWPN_PAIN;
else if (_got_distortion_roll(item_level))
rc = SPWPN_DISTORTION;
else if (one_chance_in(9))
rc = SPWPN_PROTECTION;
else if (one_chance_in(6))
rc = SPWPN_ELECTROCUTION;
else if (one_chance_in(5))
rc = SPWPN_VAMPIRICISM;
else if (one_chance_in(6))
rc = SPWPN_VENOM;
break;
case WPN_DEMON_WHIP:
case WPN_DEMON_BLADE:
case WPN_DEMON_TRIDENT:
if (one_chance_in(10))
rc = SPWPN_PAIN;
if (one_chance_in(3)
&& (item.sub_type == WPN_DEMON_WHIP
|| item.sub_type == WPN_DEMON_TRIDENT))
{
rc = SPWPN_REACHING;
}
if (one_chance_in(5))
rc = SPWPN_DRAINING;
if (one_chance_in(5))
rc = coinflip() ? SPWPN_FLAMING : SPWPN_FREEZING;
if (one_chance_in(5))
rc = SPWPN_ELECTROCUTION;
if (one_chance_in(5))
rc = SPWPN_VENOM;
break;
case WPN_BLESSED_FALCHION: // special gifts of TSO
case WPN_BLESSED_LONG_SWORD:
case WPN_BLESSED_SCIMITAR:
case WPN_BLESSED_KATANA:
case WPN_HOLY_EUDEMON_BLADE:
case WPN_BLESSED_DOUBLE_SWORD:
case WPN_BLESSED_GREAT_SWORD:
case WPN_BLESSED_TRIPLE_SWORD:
case WPN_HOLY_SCOURGE:
rc = SPWPN_HOLY_WRATH;
break;
default:
// unlisted weapons have no associated, standard ego-types {dlb}
break;
}
}
ASSERT(is_weapon_brand_ok(item.sub_type, rc));
return (rc);
}
// Reject brands which are outright bad for the item. Unorthodox combinations
// are ok, since they can happen on randarts.
bool is_weapon_brand_ok(int type, int brand)
{
item_def item;
item.base_type = OBJ_WEAPONS;
item.sub_type = type;
int vorp = get_vorpal_type(item);
int skill = weapon_skill(OBJ_WEAPONS, type);
if (brand <= SPWPN_NORMAL)
return (true);
if (type == WPN_QUICK_BLADE && brand == SPWPN_SPEED)
return (false);
if (vorp == DVORP_CRUSHING && skill != SK_STAVES && brand == SPWPN_VENOM)
return (false);
if (skill != SK_POLEARMS && brand == SPWPN_DRAGON_SLAYING)
return (false);
switch ((brand_type)brand)
{
// Universal brands.
case SPWPN_NORMAL:
case SPWPN_VENOM:
case SPWPN_PROTECTION:
case SPWPN_SPEED:
case SPWPN_VORPAL:
case SPWPN_CHAOS:
case SPWPN_REAPING:
case SPWPN_HOLY_WRATH:
case SPWPN_ELECTROCUTION:
break;
// Melee-only brands.
case SPWPN_FLAMING:
case SPWPN_FREEZING:
case SPWPN_ORC_SLAYING:
case SPWPN_DRAGON_SLAYING:
case SPWPN_DRAINING:
case SPWPN_VAMPIRICISM:
case SPWPN_PAIN:
case SPWPN_DISTORTION:
case SPWPN_REACHING:
case SPWPN_RETURNING:
case SPWPN_CONFUSE:
if (is_range_weapon(item))
return (false);
break;
// Ranged-only brands.
case SPWPN_FLAME:
case SPWPN_FROST:
case SPWPN_PENETRATION:
case SPWPN_EVASION:
if (!is_range_weapon(item))
return (false);
break;
case SPWPN_FORBID_BRAND:
case SPWPN_DEBUG_RANDART:
case NUM_SPECIAL_WEAPONS:
case SPWPN_DUMMY_CRUSHING:
ASSERT(!"invalid brand");
break;
}
if (brand == SPWPN_RETURNING && !is_throwable(&you, item, true))
return (false);
return (true);
}
static void _generate_weapon_item(item_def& item, bool allow_uniques,
int force_type, int item_level,
int item_race)
{
// Determine weapon type.
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
int i;
for (i=0; i<1000; i++)
{
item.sub_type = _determine_weapon_subtype(item_level);
if (is_weapon_brand_ok(item.sub_type, item.special))
goto brand_ok;
}
item.sub_type = SPWPN_NORMAL; // fall back to no brand
}
brand_ok:
// Forced randart.
if (item_level == -6)
{
int i;
int ego = item.special;
for (i=0; i<100; i++)
if (_try_make_weapon_artefact(item, force_type, 0, true) && is_artefact(item))
{
if (ego > SPWPN_NORMAL)
item.props[ARTEFACT_PROPS_KEY].get_vector()[ARTP_BRAND].get_short() = ego;
if (randart_is_bad(item)) // recheck, the brand changed
{
force_type = item.sub_type;
item.clear();
item.base_type = OBJ_WEAPONS;
item.sub_type = force_type;
continue;
}
return;
}
// fall back to an ordinary item
item_level = MAKE_GOOD_ITEM;
}
// If we make the unique roll, no further generation necessary.
if (allow_uniques
&& _try_make_weapon_artefact(item, force_type, item_level))
{
return;
}
ASSERT(!is_artefact(item));
// Artefacts handled, let's make a normal item.
const bool force_good = (item_level == MAKE_GOOD_ITEM);
const bool forced_ego = item.special > 0;
const bool no_brand = item.special == SPWPN_FORBID_BRAND;
if (no_brand)
set_item_ego_type(item, OBJ_WEAPONS, SPWPN_NORMAL);
// If it's forced to be a good item, upgrade the worst weapons.
if (force_good
&& force_type == OBJ_RANDOM
&& (item.sub_type == WPN_CLUB || item.sub_type == WPN_SLING))
{
item.sub_type = WPN_LONG_SWORD;
}
item.plus = 0;
item.plus2 = 0;
set_equip_race(item, _determine_weapon_race(item, item_race));
// If we allow acquirement-type items to be orcish, then there's a
// good chance that we'll just strip them of their ego type at the
// bottom of this function. - bwr
if (force_good && !forced_ego && get_equip_race(item) == ISFLAG_ORCISH)
set_equip_race(item, ISFLAG_NO_RACE);
_weapon_add_racial_modifiers(item);
if (item_level < 0)
{
// Thoroughly damaged, could had been good once.
if (!no_brand && (forced_ego || one_chance_in(4)))
{
// Brand is set as for "good" items.
set_item_ego_type(item, OBJ_WEAPONS,
_determine_weapon_brand(item, 2+2*you.your_level));
}
item.plus -= 1 + random2(3);
item.plus2 -= 1 + random2(3);
if (item_level == -5)
do_curse_item(item);
}
else if ((force_good || is_demonic(item) || forced_ego
|| x_chance_in_y(51 + item_level, 200))
&& (!item.is_mundane() || force_good))
{
// Make a better item (possibly ego).
if (!no_brand)
{
set_item_ego_type(item, OBJ_WEAPONS,
_determine_weapon_brand(item, item_level));
}
// if acquired item still not ego... enchant it up a bit.
if (force_good && item.special == SPWPN_NORMAL)
{
item.plus += 2 + random2(3);
item.plus2 += 2 + random2(3);
}
const int chance = (force_good ? 200 : item_level);
// Odd-looking, but this is how the algorithm compacts {dlb}.
for (int i = 0; i < 4; ++i)
{
item.plus += random2(3);
if (random2(350) > 20 + chance)
break;
}
// Odd-looking, but this is how the algorithm compacts {dlb}.
for (int i = 0; i < 4; ++i)
{
item.plus2 += random2(3);
if (random2(500) > 50 + chance)
break;
}
}
else
{
if (one_chance_in(12))
{
// Make a cursed item.
do_curse_item(item);
item.plus -= random2(4);
item.plus2 -= random2(4);
set_item_ego_type(item, OBJ_WEAPONS, SPWPN_NORMAL);
}
}
if (get_equip_race(item) == ISFLAG_ORCISH
&& !(item_race == MAKE_ITEM_ORCISH && forced_ego))
{
// No orc slaying, and no ego at all half the time.
const int brand = get_weapon_brand(item);
if (brand == SPWPN_ORC_SLAYING
|| (brand != SPWPN_NORMAL && !forced_ego && coinflip()))
{
set_item_ego_type(item, OBJ_WEAPONS, SPWPN_NORMAL);
}
}
}
static item_status_flag_type _determine_missile_race(const item_def& item,
int item_race)
{
item_status_flag_type rc = ISFLAG_NO_RACE;
switch (item_race)
{
case MAKE_ITEM_ELVEN:
rc = ISFLAG_ELVEN;
break;
case MAKE_ITEM_DWARVEN:
rc = ISFLAG_DWARVEN;
break;
case MAKE_ITEM_ORCISH:
rc = ISFLAG_ORCISH;
break;
case MAKE_ITEM_RANDOM_RACE:
// Elves don't make bolts, sling bullets, or throwing nets.
if ((item.sub_type == MI_ARROW
|| item.sub_type == MI_DART
|| item.sub_type == MI_JAVELIN)
&& one_chance_in(4))
{
rc = ISFLAG_ELVEN;
}
// Orcs don't make sling bullets or throwing nets.
if ((item.sub_type == MI_ARROW
|| item.sub_type == MI_BOLT
|| item.sub_type == MI_DART
|| item.sub_type == MI_JAVELIN)
&& one_chance_in(4))
{
rc = ISFLAG_ORCISH;
}
// Dwarves don't make arrows, sling bullets, javelins, or
// throwing nets.
if ((item.sub_type == MI_DART || item.sub_type == MI_BOLT)
&& one_chance_in(6))
{
rc = ISFLAG_DWARVEN;
}
// Dwarves don't make needles.
if (item.sub_type == MI_NEEDLE)
{
if (one_chance_in(10))
rc = ISFLAG_ELVEN;
if (one_chance_in(6))
rc = ISFLAG_ORCISH;
}
break;
}
return rc;
}
// Current list is based on dpeg's original post to the Wiki, found at the
// page: <http://crawl.develz.org/wiki/doku.php?id=DCSS%3Aissue%3A41>.
// Remember to update the code in is_missile_brand_ok if adding or altering
// brands that are applied to missiles. {due}
static special_missile_type _determine_missile_brand(const item_def& item,
int item_level)
{
// Forced ego.
if (item.special != 0)
return static_cast<special_missile_type>(item.special);
const bool force_good = (item_level == MAKE_GOOD_ITEM);
special_missile_type rc = SPMSL_NORMAL;
// "Normal weight" of SPMSL_NORMAL.
int nw = force_good ? 0 : random2(2000 - 55 * item_level);
switch (item.sub_type)
{
case MI_NEEDLE:
// Curare is special cased, all the others aren't.
if (got_curare_roll(item_level))
{
rc = SPMSL_CURARE;
break;
}
rc = static_cast<special_missile_type>(
random_choose_weighted(30, SPMSL_PARALYSIS, 30, SPMSL_SLOW,
30, SPMSL_SLEEP, 40, SPMSL_CONFUSION,
20, SPMSL_SICKNESS, 10, SPMSL_RAGE,
nw, SPMSL_POISONED, 0));
break;
case MI_DART:
rc = static_cast<special_missile_type>(
random_choose_weighted(30, SPMSL_FLAME, 30, SPMSL_FROST,
20, SPMSL_POISONED, 12, SPMSL_REAPING,
12, SPMSL_SILVER, 12, SPMSL_STEEL,
12, SPMSL_DISPERSAL, 20, SPMSL_EXPLODING,
nw, SPMSL_NORMAL,
0));
break;
case MI_ARROW:
rc = static_cast<special_missile_type>(
random_choose_weighted(30, SPMSL_FLAME, 30, SPMSL_FROST,
20, SPMSL_POISONED, 15, SPMSL_REAPING,
15, SPMSL_DISPERSAL,
nw, SPMSL_NORMAL,
0));
break;
case MI_BOLT:
rc = static_cast<special_missile_type>(
random_choose_weighted(30, SPMSL_FLAME, 30, SPMSL_FROST,
20, SPMSL_POISONED, 15, SPMSL_PENETRATION,
15, SPMSL_SILVER,
10, SPMSL_STEEL, nw, SPMSL_NORMAL,
0));
break;
case MI_JAVELIN:
rc = static_cast<special_missile_type>(
random_choose_weighted(30, SPMSL_RETURNING, 32, SPMSL_PENETRATION,
32, SPMSL_POISONED,
21, SPMSL_STEEL, 20, SPMSL_SILVER,
nw, SPMSL_NORMAL,
0));
break;
case MI_STONE:
// deliberate fall through
case MI_LARGE_ROCK:
// Stones get no brands. Slings may be branded.
rc = SPMSL_NORMAL;
break;
case MI_SLING_BULLET:
rc = static_cast<special_missile_type>(
random_choose_weighted(30, SPMSL_FLAME, 30, SPMSL_FROST,
20, SPMSL_POISONED,
15, SPMSL_STEEL, 15, SPMSL_SILVER,
20, SPMSL_EXPLODING, nw, SPMSL_NORMAL,
0));
break;
case MI_THROWING_NET:
rc = static_cast<special_missile_type>(
random_choose_weighted(30, SPMSL_STEEL, 30, SPMSL_SILVER,
nw, SPMSL_NORMAL,
0));
break;
}
// Orcish ammo gets poisoned a lot more often.
if (get_equip_race(item) == ISFLAG_ORCISH && one_chance_in(3))
rc = SPMSL_POISONED;
ASSERT(is_missile_brand_ok(item.sub_type, rc));
return rc;
}
bool is_missile_brand_ok(int type, int brand)
{
// Stones can never be branded.
if ((type == MI_STONE || type == MI_LARGE_ROCK) && brand != SPMSL_NORMAL)
return (false);
// In contrast, needles should always be branded.
if (type == MI_NEEDLE)
{
switch (brand)
{
case SPMSL_POISONED: case SPMSL_CURARE: case SPMSL_PARALYSIS:
case SPMSL_SLOW: case SPMSL_SLEEP: case SPMSL_CONFUSION:
case SPMSL_SICKNESS: case SPMSL_RAGE: return (true);
default: return (false);
}
}
// Everything else doesn't matter.
if (brand == SPMSL_NORMAL)
return (true);
// Not a missile?
if (type == 0)
return (true);
// Specifics
switch (brand)
{
case SPMSL_FLAME:
return (type == MI_SLING_BULLET || type == MI_ARROW
|| type == MI_BOLT || type == MI_DART);
case SPMSL_FROST:
return (type == MI_SLING_BULLET || type == MI_ARROW
|| type == MI_BOLT || type == MI_DART);
case SPMSL_POISONED:
return (type == MI_SLING_BULLET || type == MI_ARROW
|| type == MI_BOLT || type == MI_DART
|| type == MI_JAVELIN);
case SPMSL_RETURNING:
return (type == MI_JAVELIN);
case SPMSL_CHAOS:
return (type == MI_SLING_BULLET || type == MI_ARROW
|| type == MI_BOLT || type == MI_DART
|| type == MI_JAVELIN || type == MI_THROWING_NET);
case SPMSL_PENETRATION:
return (type == MI_JAVELIN || type == MI_BOLT);
case SPMSL_REAPING: // deliberate fall through
case SPMSL_DISPERSAL:
return (type == MI_ARROW || type == MI_DART);
case SPMSL_EXPLODING:
return (type == MI_SLING_BULLET || type == MI_DART);
case SPMSL_STEEL: // deliberate fall through
case SPMSL_SILVER:
return (type == MI_BOLT || type == MI_SLING_BULLET
|| type == MI_JAVELIN || type == MI_THROWING_NET);
default: break;
}
// Assume yes, if we've gotten this far.
return (false);
}
static void _generate_missile_item(item_def& item, int force_type,
int item_level, int item_race)
{
const bool no_brand = (item.special == SPMSL_FORBID_BRAND);
if (no_brand)
item.special = SPMSL_NORMAL;
item.plus = 0;
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
item.sub_type =
random_choose_weighted(30, MI_STONE,
20, MI_DART,
20, MI_ARROW,
12, MI_BOLT,
12, MI_SLING_BULLET,
10, MI_NEEDLE,
2, MI_JAVELIN,
1, MI_THROWING_NET,
0);
}
// No fancy rocks -- break out before we get to racial/special stuff.
if (item.sub_type == MI_LARGE_ROCK)
{
item.quantity = 2 + random2avg(5,2);
return;
}
else if (item.sub_type == MI_STONE)
{
item.quantity = 1 + random2(9) + random2(12) + random2(15) + random2(12);
return;
}
else if (item.sub_type == MI_THROWING_NET) // no fancy nets, either
{
item.quantity = 1 + one_chance_in(4); // and only one, rarely two
return;
}
set_equip_race(item, _determine_missile_race(item, item_race));
if (!no_brand)
{
set_item_ego_type( item, OBJ_MISSILES,
_determine_missile_brand(item, item_level) );
}
// Reduced quantity if special.
if (item.sub_type == MI_JAVELIN
|| get_ammo_brand( item ) == SPMSL_RETURNING
|| (item.sub_type == MI_NEEDLE
&& get_ammo_brand( item ) != SPMSL_POISONED))
{
item.quantity = random_range(2, 8);
}
else if (get_ammo_brand( item ) != SPMSL_NORMAL)
item.quantity = 1 + random2(9) + random2(12) + random2(12);
else
item.quantity = 1 + random2(9) + random2(12) + random2(12) + random2(15);
if (x_chance_in_y(11 + item_level, 100))
item.plus += random2(5);
// Elven arrows and dwarven bolts are quality items.
if (get_equip_race(item) == ISFLAG_ELVEN && item.sub_type == MI_ARROW
|| get_equip_race(item) == ISFLAG_DWARVEN && item.sub_type == MI_BOLT)
{
item.plus += random2(3);
}
}
static bool _try_make_armour_artefact(item_def& item, int force_type,
int item_level, bool force_randart = false)
{
if (item_level > 2 && x_chance_in_y(101 + item_level * 3, 4000)
|| force_randart)
{
// Make a randart or unrandart.
// 1 in 50 randarts are unrandarts.
if (you.level_type != LEVEL_ABYSS
&& you.level_type != LEVEL_PANDEMONIUM
&& one_chance_in(50) && !force_randart)
{
// The old generation code did not respect force_type here.
const int idx = find_okay_unrandart(OBJ_ARMOUR, force_type,
UNRANDSPEC_NORMAL);
if (idx != -1)
{
make_item_unrandart(item, idx);
return (true);
}
}
// The other 98% are normal randarts.
// 10% of boots become barding.
if (item.sub_type == ARM_BOOTS && one_chance_in(10))
{
item.sub_type = coinflip() ? ARM_NAGA_BARDING
: ARM_CENTAUR_BARDING;
}
else
hide2armour(item); // No randart hides.
// Needs to be done after the barding chance else we get randart
// bardings named Boots of xy.
make_item_randart(item);
// Determine enchantment and cursedness.
if (one_chance_in(5))
{
do_curse_item(item);
item.plus = -random2(6);
}
else
{
item.plus = random2(4);
if (one_chance_in(5))
item.plus += random2(4);
if (one_chance_in(6))
item.plus -= random2(8);
if (item.plus < 0 && !one_chance_in(3))
do_curse_item(item);
}
return (true);
}
// If it isn't an artefact yet, try to make a special unrand artefact.
if (item_level > 6
&& one_chance_in(12)
&& x_chance_in_y(31 + item_level * 3, 3000))
{
return (_try_make_item_special_unrand(item, force_type, item_level));
}
return (false);
}
static item_status_flag_type _determine_armour_race(const item_def& item,
int item_race)
{
item_status_flag_type rc = ISFLAG_NO_RACE;
switch (item_race)
{
case MAKE_ITEM_ELVEN:
rc = ISFLAG_ELVEN;
break;
case MAKE_ITEM_DWARVEN:
rc = ISFLAG_DWARVEN;
break;
case MAKE_ITEM_ORCISH:
rc = ISFLAG_ORCISH;
break;
case MAKE_ITEM_RANDOM_RACE:
if (coinflip())
break;
switch (item.sub_type)
{
case ARM_SHIELD:
case ARM_BUCKLER:
case ARM_LARGE_SHIELD:
if (one_chance_in(4))
rc = ISFLAG_ORCISH;
if (one_chance_in(4))
rc = ISFLAG_ELVEN;
if (one_chance_in(3))
rc = ISFLAG_DWARVEN;
break;
case ARM_CLOAK:
if (one_chance_in(4))
rc = ISFLAG_ORCISH;
if (one_chance_in(4))
rc = ISFLAG_DWARVEN;
if (one_chance_in(4))
rc = ISFLAG_ELVEN;
break;
case ARM_GLOVES:
case ARM_BOOTS:
if (one_chance_in(4))
rc = ISFLAG_ORCISH;
if (one_chance_in(4))
rc = ISFLAG_ELVEN;
if (one_chance_in(6))
rc = ISFLAG_DWARVEN;
break;
case ARM_CAP:
case ARM_WIZARD_HAT:
if (one_chance_in(6))
rc = ISFLAG_ELVEN;
break;
case ARM_HELMET:
if (one_chance_in(6))
rc = ISFLAG_ORCISH;
if (one_chance_in(5))
rc = ISFLAG_DWARVEN;
break;
case ARM_ROBE:
if (one_chance_in(6))
rc = ISFLAG_ORCISH;
if (one_chance_in(4))
rc = ISFLAG_ELVEN;
break;
case ARM_LEATHER_ARMOUR:
case ARM_RING_MAIL:
case ARM_SCALE_MAIL:
case ARM_CHAIN_MAIL:
case ARM_SPLINT_MAIL:
case ARM_BANDED_MAIL:
case ARM_PLATE_MAIL:
if (item.sub_type <= ARM_CHAIN_MAIL && one_chance_in(6))
rc = ISFLAG_ELVEN;
if (item.sub_type >= ARM_RING_MAIL && one_chance_in(5))
rc = ISFLAG_DWARVEN;
if (one_chance_in(5))
rc = ISFLAG_ORCISH;
default:
break;
}
}
return (rc);
}
static special_armour_type _determine_armour_ego(const item_def& item,
int force_type, int item_level)
{
if (item.special != 0)
return static_cast<special_armour_type>(item.special);
special_armour_type rc = SPARM_NORMAL;
switch (item.sub_type)
{
case ARM_SHIELD:
case ARM_LARGE_SHIELD:
case ARM_BUCKLER:
rc = static_cast<special_armour_type>(
random_choose_weighted(40, SPARM_RESISTANCE,
120, SPARM_FIRE_RESISTANCE,
120, SPARM_COLD_RESISTANCE,
120, SPARM_POISON_RESISTANCE,
120, SPARM_POSITIVE_ENERGY,
480, SPARM_PROTECTION,
1000, SPARM_REFLECTION, //XXX: Testing
0));
break;
case ARM_CLOAK:
{
const special_armour_type cloak_egos[] = {
SPARM_POISON_RESISTANCE, SPARM_DARKNESS,
SPARM_MAGIC_RESISTANCE, SPARM_PRESERVATION
};
rc = RANDOM_ELEMENT(cloak_egos);
break;
}
case ARM_WIZARD_HAT:
if (coinflip())
{
rc = (one_chance_in(3) ? SPARM_MAGIC_RESISTANCE
: SPARM_INTELLIGENCE);
}
break;
case ARM_CAP:
if (one_chance_in(10))
{
rc = SPARM_SPIRIT_SHIELD;
break;
}
case ARM_HELMET:
rc = coinflip() ? SPARM_SEE_INVISIBLE : SPARM_INTELLIGENCE;
break;
case ARM_GLOVES:
switch (random2(3))
{
case 0:
rc = SPARM_DEXTERITY;
break;
case 1:
rc = SPARM_STRENGTH;
break;
default:
rc = SPARM_ARCHERY;
}
break;
case ARM_BOOTS:
case ARM_NAGA_BARDING:
case ARM_CENTAUR_BARDING:
{
const int tmp = random2(600) + 200 * (item.sub_type != ARM_BOOTS);
rc = (tmp < 200) ? SPARM_RUNNING :
(tmp < 400) ? SPARM_LEVITATION :
(tmp < 600) ? SPARM_STEALTH :
(tmp < 700) ? SPARM_COLD_RESISTANCE
: SPARM_FIRE_RESISTANCE;
break;
}
case ARM_ROBE:
switch (random2(4))
{
case 0:
rc = coinflip() ? SPARM_COLD_RESISTANCE : SPARM_FIRE_RESISTANCE;
break;
case 1:
rc = SPARM_MAGIC_RESISTANCE;
break;
case 2:
rc = coinflip() ? SPARM_POSITIVE_ENERGY : SPARM_RESISTANCE;
break;
case 3:
// This is an odd limitation, but I'm not changing it yet.
if (force_type == OBJ_RANDOM && x_chance_in_y(11 + item_level, 50))
rc = SPARM_ARCHMAGI;
break;
}
break;
default:
if (armour_is_hide(item, true)
|| item.sub_type == ARM_ANIMAL_SKIN
|| item.sub_type == ARM_CRYSTAL_PLATE_MAIL)
{
rc = SPARM_NORMAL;
break;
}
rc = coinflip() ? SPARM_COLD_RESISTANCE : SPARM_FIRE_RESISTANCE;
if (one_chance_in(9))
rc = SPARM_POSITIVE_ENERGY;
if (one_chance_in(5))
rc = SPARM_MAGIC_RESISTANCE;
if (one_chance_in(5))
rc = SPARM_POISON_RESISTANCE;
if (item.sub_type == ARM_PLATE_MAIL && one_chance_in(15))
rc = SPARM_PONDEROUSNESS;
break;
}
ASSERT(is_armour_brand_ok(item.sub_type, rc));
return (rc);
}
bool is_armour_brand_ok(int type, int brand)
{
equipment_type slot = get_armour_slot((armour_type)type);
// Currently being too restrictive results in asserts, being too
// permissive will generate such items on "any armour ego:XXX".
// The latter is definitely so much safer -- 1KB
switch((special_armour_type)brand)
{
case SPARM_FORBID_EGO:
case SPARM_NORMAL:
return (true);
case SPARM_RUNNING:
case SPARM_LEVITATION:
case SPARM_STEALTH:
return (slot == EQ_BOOTS);
case SPARM_ARCHMAGI:
return (type == ARM_ROBE);
case SPARM_PONDEROUSNESS:
return (true);
case SPARM_PRESERVATION:
case SPARM_DARKNESS:
return (slot == EQ_CLOAK);
case SPARM_REFLECTION:
case SPARM_PROTECTION:
return (slot == EQ_SHIELD);
case SPARM_ARCHERY:
case SPARM_STRENGTH:
case SPARM_DEXTERITY:
return (slot == EQ_GLOVES);
case SPARM_SEE_INVISIBLE:
case SPARM_INTELLIGENCE:
return (slot == EQ_HELMET);
case SPARM_FIRE_RESISTANCE:
case SPARM_COLD_RESISTANCE:
case SPARM_RESISTANCE:
if (type == ARM_DRAGON_ARMOUR
|| type == ARM_ICE_DRAGON_ARMOUR
|| type == ARM_GOLD_DRAGON_ARMOUR)
{
return (false); // contradictory or redundant
}
return (true); // in portal vaults, these can happen on every slot
case SPARM_MAGIC_RESISTANCE:
if (type == ARM_WIZARD_HAT)
return (true);
case SPARM_POISON_RESISTANCE:
case SPARM_POSITIVE_ENERGY:
return (slot == EQ_BODY_ARMOUR || slot == EQ_SHIELD || slot == EQ_CLOAK);
case SPARM_SPIRIT_SHIELD:
return (type == ARM_CAP || slot == EQ_SHIELD);
case NUM_SPECIAL_ARMOURS:
ASSERT(!"invalid armour brand");
}
return (true);
}
static void _generate_armour_item(item_def& item, bool allow_uniques,
int force_type, int item_level,
int item_race)
{
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
int i;
for (i=0; i<1000; i++)
{
item.sub_type = get_random_armour_type(item_level);
if (is_armour_brand_ok(item.sub_type, item.special))
break;
}
}
// Forced randart.
if (item_level == -6)
{
int i;
for (i=0; i<100; i++)
if (_try_make_armour_artefact(item, force_type, 0, true) && is_artefact(item))
return;
// fall back to an ordinary item
item_level = MAKE_GOOD_ITEM;
}
if (allow_uniques
&& _try_make_armour_artefact(item, force_type, item_level))
{
return;
}
// If we get here the item is not an artefact.
if (is_helmet(item) && one_chance_in(3))
set_helmet_random_desc(item);
if (item_race == MAKE_ITEM_RANDOM_RACE && item.sub_type == ARM_BOOTS)
{
if (one_chance_in(8))
item.sub_type = ARM_NAGA_BARDING;
else if (one_chance_in(7))
item.sub_type = ARM_CENTAUR_BARDING;
}
set_equip_race(item, _determine_armour_race(item, item_race));
// Dwarven armour is high-quality.
if (get_equip_race(item) == ISFLAG_DWARVEN && coinflip())
item.plus++;
const bool force_good = (item_level == MAKE_GOOD_ITEM);
const bool forced_ego = (item.special > 0);
const bool no_ego = (item.special == SPARM_FORBID_EGO);
if (no_ego)
item.special = SPARM_NORMAL;
if (item_level < 0)
{
// Thoroughly damaged, could have been good once.
if (!no_ego && (forced_ego || one_chance_in(4)))
{
// Brand is set as for "good" items.
set_item_ego_type(item, OBJ_ARMOUR,
_determine_armour_ego(item, item.sub_type, 2+2*you.your_level));
}
item.plus -= 1 + random2(3);
if (item_level == -5)
do_curse_item(item);
}
else if ((force_good || forced_ego || item.sub_type == ARM_WIZARD_HAT
|| x_chance_in_y(51 + item_level, 250))
&& (!item.is_mundane() || force_good))
{
// Make a good item...
item.plus += random2(3);
if (item.sub_type <= ARM_PLATE_MAIL
&& x_chance_in_y(21 + item_level, 300))
{
item.plus += random2(3);
}
if (!no_ego
&& x_chance_in_y(31 + item_level, 350)
&& (force_good
|| forced_ego
|| get_equip_race(item) != ISFLAG_ORCISH
|| item.sub_type <= ARM_PLATE_MAIL && coinflip()))
{
// ...an ego item, in fact.
set_item_ego_type(item, OBJ_ARMOUR,
_determine_armour_ego(item, force_type,
item_level));
if (get_armour_ego_type(item) == SPARM_PONDEROUSNESS)
item.plus += 3 + random2(4);
}
}
else if (one_chance_in(12))
{
// Make a bad (cursed) item.
do_curse_item(item);
if (one_chance_in(5))
item.plus -= random2(3);
set_item_ego_type(item, OBJ_ARMOUR, SPARM_NORMAL);
}
// Make sure you don't get a hide from acquirement (since that
// would be an enchanted item which somehow didn't get converted
// into armour).
if (force_good)
hide2armour(item);
// Don't overenchant items.
if (item.plus > armour_max_enchant(item))
item.plus = armour_max_enchant(item);
if (armour_is_hide(item))
item.plus = 0;
if (item.sub_type == ARM_GLOVES)
set_gloves_random_desc(item);
}
static monster_type _choose_random_monster_corpse()
{
for (int count = 0; count < 1000; ++count)
{
monster_type spc = mons_species(random2(NUM_MONSTERS));
if (mons_weight(spc) > 0) // drops a corpse
return spc;
}
return (MONS_RAT); // if you can't find anything else...
}
static int _random_wand_subtype()
{
int rc = random2( NUM_WANDS );
// Adjusted distribution here -- bwr
// Wands used to be uniform (5.26% each)
//
// Now:
// invis, hasting, healing (1.11% each)
// fireball, teleportaion (3.74% each)
// others (6.37% each)
if (rc == WAND_INVISIBILITY || rc == WAND_HASTING || rc == WAND_HEALING
|| (rc == WAND_FIREBALL || rc == WAND_TELEPORTATION) && coinflip())
{
rc = random2( NUM_WANDS );
}
return rc;
}
static int _wand_max_charges(int subtype)
{
switch (subtype)
{
case WAND_HEALING: case WAND_HASTING: case WAND_INVISIBILITY:
return 8;
case WAND_FLAME: case WAND_FROST: case WAND_MAGIC_DARTS:
case WAND_RANDOM_EFFECTS:
return 28;
default:
return 16;
}
}
static void _generate_wand_item(item_def& item, int force_type)
{
// Determine sub_type.
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
item.sub_type = _random_wand_subtype();
// Generate charges randomly...
item.plus = random2avg(_wand_max_charges(item.sub_type), 3);
// ...but 0 charges is silly
if (item.plus == 0)
item.plus++;
// plus2 tracks how many times the player has zapped it.
// If it is -1, then the player knows it's empty.
// If it is -2, then the player has messed with it somehow
// (presumably by recharging), so don't bother to display
// the count.
item.plus2 = 0;
}
static void _generate_food_item(item_def& item, int force_quant, int force_type)
{
// Determine sub_type:
if (force_type == OBJ_RANDOM)
{
item.sub_type = random_choose_weighted( 250, FOOD_MEAT_RATION,
300, FOOD_BREAD_RATION,
100, FOOD_PEAR,
100, FOOD_APPLE,
100, FOOD_CHOKO,
10, FOOD_CHEESE,
10, FOOD_PIZZA,
10, FOOD_SNOZZCUMBER,
10, FOOD_APRICOT,
10, FOOD_ORANGE,
10, FOOD_BANANA,
10, FOOD_STRAWBERRY,
10, FOOD_RAMBUTAN,
10, FOOD_LEMON,
10, FOOD_GRAPE,
10, FOOD_SULTANA,
10, FOOD_LYCHEE,
10, FOOD_BEEF_JERKY,
10, FOOD_SAUSAGE,
5, FOOD_HONEYCOMB,
5, FOOD_ROYAL_JELLY,
0);
}
else
item.sub_type = force_type;
// Happens with ghoul food acquirement -- use place_chunks() outherwise
if (item.sub_type == FOOD_CHUNK)
{
// Set chunk flavour (default to common dungeon rat steaks):
item.plus = _choose_random_monster_corpse();
// Set duration.
item.special = (10 + random2(11)) * 10;
}
// Determine quantity.
if (force_quant > 1)
item.quantity = force_quant;
else
{
item.quantity = 1;
if (item.sub_type != FOOD_MEAT_RATION
&& item.sub_type != FOOD_BREAD_RATION)
{
if (one_chance_in(80))
item.quantity += random2(3);
if (item.sub_type == FOOD_STRAWBERRY
|| item.sub_type == FOOD_GRAPE
|| item.sub_type == FOOD_SULTANA)
{
item.quantity += 3 + random2avg(15,2);
}
}
}
}
static void _generate_potion_item(item_def& item, int force_type,
int item_level, int agent)
{
item.quantity = 1;
if (one_chance_in(18))
item.quantity++;
if (one_chance_in(25))
item.quantity++;
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
int stype;
do
{
stype = random_choose_weighted( 2815, POT_HEALING,
1407, POT_HEAL_WOUNDS,
900, POT_RESTORE_ABILITIES,
648, POT_POISON,
612, POT_SPEED,
612, POT_MIGHT,
612, POT_AGILITY,
612, POT_BRILLIANCE,
340, POT_INVISIBILITY,
340, POT_LEVITATION,
340, POT_RESISTANCE,
324, POT_MUTATION,
324, POT_SLOWING,
324, POT_PARALYSIS,
324, POT_CONFUSION,
278, POT_DEGENERATION,
222, POT_CURE_MUTATION,
162, POT_STRONG_POISON,
140, POT_MAGIC,
136, POT_BERSERK_RAGE,
111, POT_BLOOD,
70, POT_PORRIDGE,
38, POT_GAIN_STRENGTH,
38, POT_GAIN_DEXTERITY,
38, POT_GAIN_INTELLIGENCE,
13, POT_EXPERIENCE,
10, POT_DECAY,
0);
}
while (stype == POT_POISON && item_level < 1
|| stype == POT_STRONG_POISON && item_level < 11
|| agent == GOD_XOM && _is_boring_item(OBJ_POTIONS, stype));
if (stype == POT_GAIN_STRENGTH || stype == POT_GAIN_DEXTERITY
|| stype == POT_GAIN_INTELLIGENCE || stype == POT_EXPERIENCE
|| stype == POT_MAGIC || stype == POT_RESTORE_ABILITIES)
{
item.quantity = 1;
}
item.sub_type = stype;
}
if (is_blood_potion(item))
init_stack_blood_potions(item);
}
static void _generate_scroll_item(item_def& item, int force_type,
int item_level, int agent)
{
// determine sub_type:
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
const int depth_mod = random2(1 + item_level);
do
{
// total weight: 10000
item.sub_type = random_choose_weighted(
1797, SCR_IDENTIFY,
1305, SCR_REMOVE_CURSE,
802, SCR_TELEPORTATION,
642, SCR_DETECT_CURSE,
331, SCR_FEAR,
331, SCR_NOISE,
331, SCR_MAGIC_MAPPING,
331, SCR_FOG,
331, SCR_RANDOM_USELESSNESS,
331, SCR_CURSE_WEAPON,
331, SCR_CURSE_ARMOUR,
331, SCR_RECHARGING,
331, SCR_BLINKING,
331, SCR_ENCHANT_ARMOUR,
331, SCR_ENCHANT_WEAPON_I,
331, SCR_ENCHANT_WEAPON_II,
// Don't create ?oImmolation at low levels (encourage read-ID).
331, (item_level < 4 ? SCR_TELEPORTATION : SCR_IMMOLATION),
161, SCR_PAPER,
// Medium-level scrolls.
140, (depth_mod < 4 ? SCR_TELEPORTATION : SCR_ACQUIREMENT),
140, (depth_mod < 4 ? SCR_TELEPORTATION : SCR_ENCHANT_WEAPON_III),
140, (depth_mod < 4 ? SCR_DETECT_CURSE : SCR_SUMMONING),
140, (depth_mod < 4 ? SCR_PAPER : SCR_VULNERABILITY),
// High-level scrolls.
140, (depth_mod < 7 ? SCR_TELEPORTATION : SCR_VORPALISE_WEAPON),
140, (depth_mod < 7 ? SCR_DETECT_CURSE : SCR_TORMENT),
140, (depth_mod < 7 ? SCR_DETECT_CURSE : SCR_HOLY_WORD),
// Balanced by rarity.
10, SCR_SILENCE,
0);
}
while (agent == GOD_XOM && _is_boring_item(OBJ_SCROLLS, item.sub_type));
}
// determine quantity
if (item.sub_type == SCR_VORPALISE_WEAPON
|| item.sub_type == SCR_ENCHANT_WEAPON_III
|| item.sub_type == SCR_ACQUIREMENT
|| item.sub_type == SCR_TORMENT
|| item.sub_type == SCR_HOLY_WORD
|| item.sub_type == SCR_SILENCE)
{
item.quantity = 1;
}
else
{
if (one_chance_in(24))
item.quantity = (coinflip() ? 2 : 3);
else
item.quantity = 1;
}
item.plus = 0;
}
static void _generate_book_item(item_def& item, int allow_uniques,
int force_type, int item_level)
{
// determine special (description)
item.special = random2(5);
if (one_chance_in(10))
item.special += random2(8) * 10;
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
do
{
item.sub_type = random2(NUM_FIXED_BOOKS);
if (book_rarity(item.sub_type) != 100
&& one_chance_in(10))
{
item.sub_type = coinflip() ? BOOK_WIZARDRY : BOOK_POWER;
}
if (!one_chance_in(100)
&& x_chance_in_y(book_rarity(item.sub_type)-1, item_level+1))
{
// If this book is really rare for this depth, continue trying.
continue;
}
}
while (book_rarity(item.sub_type) == 100);
// Tome of destruction: rare!
if (item_level > 10 && x_chance_in_y(21 + item_level, 7000))
item.sub_type = BOOK_DESTRUCTION;
// Skill manuals - also rare.
if (item_level > 6 && x_chance_in_y(21 + item_level, 4000))
item.sub_type = BOOK_MANUAL;
}
// Determine which skill for a manual.
if (item.sub_type == BOOK_MANUAL)
{
if (one_chance_in(4))
item.plus = SK_SPELLCASTING + random2(NUM_SKILLS - SK_SPELLCASTING);
else
item.plus = random2(SK_UNARMED_COMBAT);
// Set number of reads possible before it "crumbles to dust".
item.plus2 = 3 + random2(15);
}
// Manuals and books of destruction are rare enough without replacing
// them with randart books.
if (item.sub_type == BOOK_MANUAL || item.sub_type == BOOK_DESTRUCTION)
return;
// Only randomly generate randart books for OBJ_RANDOM, since randart
// spellbooks aren't merely of-the-same-type-but-better, but
// have an entirely different set of spells.
if (allow_uniques && item_level > 2 && force_type == OBJ_RANDOM
&& x_chance_in_y(101 + item_level * 3, 4000))
{
int choice = random_choose_weighted(
58, BOOK_RANDART_THEME,
2, BOOK_RANDART_LEVEL, // 1/30
0);
item.sub_type = choice;
}
if (item.sub_type == BOOK_RANDART_THEME)
make_book_theme_randart(item, 0, 0, 5 + coinflip(), 20);
else if (item.sub_type == BOOK_RANDART_LEVEL)
{
int max_level = std::min( 9, std::max(1, item_level / 3) );
int spl_level = random_range(1, max_level);
int max_spells = 5 + spl_level/3;
make_book_level_randart(item, spl_level, max_spells);
}
}
static void _generate_staff_item(item_def& item, int force_type, int item_level)
{
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
item.sub_type = random2(STAFF_FIRST_ROD);
// rods are rare (10% of all staves)
if (one_chance_in(10))
item.sub_type = random_rod_subtype();
// staves of energy/channeling are 25% less common, wizardry/power
// are more common
if ((item.sub_type == STAFF_ENERGY
|| item.sub_type == STAFF_CHANNELING)
&& one_chance_in(4))
{
item.sub_type = coinflip() ? STAFF_WIZARDRY : STAFF_POWER;
}
}
if (item_is_rod(item))
init_rod_mp(item, -1, item_level);
}
static bool _try_make_jewellery_unrandart(item_def& item, int force_type,
int item_level)
{
bool rc = false;
if (item_level > 2
&& you.level_type != LEVEL_ABYSS
&& you.level_type != LEVEL_PANDEMONIUM
&& one_chance_in(20)
&& x_chance_in_y(101 + item_level * 3, 2000))
{
// The old generation code did not respect force_type here.
const int idx = find_okay_unrandart(OBJ_JEWELLERY, force_type,
UNRANDSPEC_NORMAL);
if (idx != -1)
{
make_item_unrandart(item, idx);
rc = true;
}
}
return (rc);
}
static int _determine_ring_plus(int subtype)
{
int rc = 0;
switch (subtype)
{
case RING_PROTECTION:
case RING_STRENGTH:
case RING_SLAYING:
case RING_EVASION:
case RING_DEXTERITY:
case RING_INTELLIGENCE:
if (one_chance_in(5)) // 20% of such rings are cursed {dlb}
{
rc = (coinflip() ? -2 : -3);
if (one_chance_in(3))
rc -= random2(4);
}
else
rc = 1 + (one_chance_in(3) ? random2(3) : random2avg(6, 2));
break;
default:
break;
}
return rc;
}
static void _generate_jewellery_item(item_def& item, bool allow_uniques,
int force_type, int item_level,
int agent)
{
if (allow_uniques
&& _try_make_jewellery_unrandart(item, force_type, item_level))
{
return;
}
// Determine subtype.
// Note: removed double probability reduction for some subtypes
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
do
{
item.sub_type = (one_chance_in(4) ? get_random_amulet_type()
: get_random_ring_type());
}
while (agent == GOD_XOM
&& _is_boring_item(OBJ_JEWELLERY, item.sub_type));
}
// Everything begins as uncursed, unenchanted jewellery {dlb}:
item.plus = 0;
item.plus2 = 0;
item.plus = _determine_ring_plus(item.sub_type);
if (item.plus < 0)
do_curse_item(item);
if (item.sub_type == RING_SLAYING ) // requires plus2 too
{
if (item.cursed() && !one_chance_in(20))
item.plus2 = -1 - random2avg(6, 2);
else
{
item.plus2 = 1 + (one_chance_in(3) ? random2(3) : random2avg(6, 2));
if (x_chance_in_y(9, 25)) // 36% of such rings {dlb}
{
// make "ring of damage"
do_uncurse_item(item);
item.plus = 0;
item.plus2 += 2;
}
}
}
// All jewellery base types should now work. - bwr
if (allow_uniques && item_level > 2
&& x_chance_in_y(101 + item_level * 3, 4000))
{
make_item_randart(item);
}
// If it isn't an artefact yet, try to make a special unrand artefact.
else if (item_level > 6
&& one_chance_in(12)
&& x_chance_in_y(31 + item_level * 3, 3000))
{
_try_make_item_special_unrand(item, force_type, item_level);
}
else if (item.sub_type == RING_HUNGER || item.sub_type == RING_TELEPORTATION
|| one_chance_in(50))
{
// Rings of hunger and teleportation are always cursed {dlb}:
do_curse_item(item);
}
}
static void _generate_misc_item(item_def& item, int force_type, int item_race)
{
if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
{
do
item.sub_type = random2(NUM_MISCELLANY);
while
// never randomly generated
(item.sub_type == MISC_RUNE_OF_ZOT
|| item.sub_type == MISC_HORN_OF_GERYON
|| item.sub_type == MISC_DECK_OF_PUNISHMENT
// Pure decks are rare in the dungeon.
|| (item.sub_type == MISC_DECK_OF_ESCAPE
|| item.sub_type == MISC_DECK_OF_DESTRUCTION
|| item.sub_type == MISC_DECK_OF_DUNGEONS
|| item.sub_type == MISC_DECK_OF_SUMMONING
|| item.sub_type == MISC_DECK_OF_WONDERS)
&& !one_chance_in(5));
// filling those silly empty boxes -- bwr
if (item.sub_type == MISC_EMPTY_EBONY_CASKET && !one_chance_in(20))
item.sub_type = MISC_BOX_OF_BEASTS;
}
if ( is_deck(item) )
{
item.plus = 4 + random2(10);
item.special = random_choose_weighted( 8, DECK_RARITY_LEGENDARY,
20, DECK_RARITY_RARE,
72, DECK_RARITY_COMMON,
0);
init_deck(item);
}
if (item.sub_type == MISC_RUNE_OF_ZOT)
item.plus = item_race;
}
// Returns item slot or NON_ITEM if it fails.
int items(int allow_uniques, // not just true-false,
// because of BCR acquirement hack
object_class_type force_class, // desired OBJECTS class {dlb}
int force_type, // desired SUBTYPE - enum varies by OBJ
bool dont_place, // don't randomly place item on level
int item_level, // level of the item, can differ from global
int item_race, // weapon / armour racial categories
// item_race also gives type of rune!
unsigned mapmask,
int force_ego, // desired ego/brand
int agent) // acquirement agent, if not -1
{
ASSERT(force_ego <= 0
|| force_class == OBJ_WEAPONS || force_class == OBJ_ARMOUR
|| force_class == OBJ_MISSILES);
// Find an empty slot for the item (with culling if required).
int p = get_item_slot(10);
if (p == NON_ITEM)
return (NON_ITEM);
item_def& item(mitm[p]);
// make_item_randart() might do things differently based upon the
// acquirement agent, especially for god gifts.
if (agent != -1)
origin_acquired(item, agent);
const bool force_good = (item_level == MAKE_GOOD_ITEM);
if (force_ego != 0)
allow_uniques = false;
item.special = force_ego;
// cap item_level unless an acquirement-level item {dlb}:
if (item_level > 50 && !force_good)
item_level = 50;
// determine base_type for item generated {dlb}:
if (force_class != OBJ_RANDOM)
item.base_type = force_class;
else
{
item.base_type = static_cast<object_class_type>(
random_choose_weighted( 5, OBJ_STAVES,
15, OBJ_BOOKS,
25, OBJ_JEWELLERY,
35, OBJ_WANDS,
70, OBJ_FOOD,
100, OBJ_ARMOUR,
100, OBJ_WEAPONS,
100, OBJ_POTIONS,
150, OBJ_MISSILES,
200, OBJ_SCROLLS,
200, OBJ_GOLD,
0));
// misc items placement wholly dependent upon current depth {dlb}:
if (item_level > 7 && x_chance_in_y(21 + item_level, 3500))
item.base_type = OBJ_MISCELLANY;
if (item_level < 7
&& (item.base_type == OBJ_BOOKS
|| item.base_type == OBJ_STAVES
|| item.base_type == OBJ_WANDS)
&& random2(7) >= item_level)
{
item.base_type = coinflip() ? OBJ_POTIONS : OBJ_SCROLLS;
}
}
item.quantity = 1; // generally the case
if (force_ego < SP_FORBID_EGO)
{
force_ego = -force_ego;
if (get_unique_item_status(force_ego) == UNIQ_NOT_EXISTS)
{
make_item_unrandart(mitm[p], force_ego);
return (p);
}
// the base item otherwise
item.special = SPWPN_NORMAL;
force_ego = 0;
}
// Determine sub_type accordingly. {dlb}
switch (item.base_type)
{
case OBJ_WEAPONS:
_generate_weapon_item(item, allow_uniques, force_type,
item_level, item_race);
break;
case OBJ_MISSILES:
_generate_missile_item(item, force_type, item_level, item_race);
break;
case OBJ_ARMOUR:
_generate_armour_item(item, allow_uniques, force_type,
item_level, item_race);
break;
case OBJ_WANDS:
_generate_wand_item(item, force_type);
break;
case OBJ_FOOD:
_generate_food_item(item, allow_uniques, force_type);
break;
case OBJ_POTIONS:
_generate_potion_item(item, force_type, item_level, agent);
break;
case OBJ_SCROLLS:
_generate_scroll_item(item, force_type, item_level, agent);
break;
case OBJ_JEWELLERY:
_generate_jewellery_item(item, allow_uniques, force_type, item_level,
agent);
break;
case OBJ_BOOKS:
_generate_book_item(item, allow_uniques, force_type, item_level);
break;
case OBJ_STAVES:
_generate_staff_item(item, force_type, item_level);
break;
case OBJ_ORBS: // always forced in current setup {dlb}
item.sub_type = force_type;
break;
case OBJ_MISCELLANY:
_generate_misc_item(item, force_type, item_race);
break;
// that is, everything turns to gold if not enumerated above, so ... {dlb}
default:
item.base_type = OBJ_GOLD;
if (force_good)
{
// New gold acquirement formula from dpeg.
// Min=220, Max=5520, Mean=1218, Std=911
item.quantity = 10 * (20
+ roll_dice(1, 20)
+ (roll_dice(1, 8)
* roll_dice(1, 8)
* roll_dice(1, 8)));
}
else
item.quantity = 1 + random2avg(19, 2) + random2(item_level);
break;
}
if (item.base_type == OBJ_WEAPONS
&& !is_weapon_brand_ok(item.sub_type, item.special)
|| item.base_type == OBJ_ARMOUR
&& !is_armour_brand_ok(item.sub_type, item.special)
|| item.base_type == OBJ_MISSILES
&& !is_missile_brand_ok(item.sub_type, item.special))
{
mprf(MSGCH_ERROR, "Invalid brand on item %s, annulling.",
item.name(DESC_PLAIN, false, true, false, false, ISFLAG_KNOW_PLUSES
| ISFLAG_KNOW_CURSE).c_str());
item.special = 0;
}
// Colour the item.
item_colour(item);
// Set brand appearance.
item_set_appearance(item);
if (dont_place)
{
item.pos.reset();
item.link = NON_ITEM;
}
else
{
coord_def itempos;
bool found = false;
for (int i = 0; i < 500 && !found; ++i)
{
itempos = random_in_bounds();
found = (grd(itempos) == DNGN_FLOOR
&& unforbidden(itempos, mapmask));
}
if (!found)
{
// Couldn't find a single good spot!
destroy_item(p);
return (NON_ITEM);
}
move_item_to_grid(&p, itempos);
}
// Note that item might be invalidated now, since p could have changed.
ASSERT(mitm[p].is_valid());
return (p);
}
void reroll_brand(item_def &item, int item_level)
{
ASSERT(!is_artefact(item));
switch(item.base_type)
{
case OBJ_WEAPONS:
item.special = _determine_weapon_brand(item, item_level);
break;
case OBJ_MISSILES:
item.special = _determine_missile_brand(item, item_level);
break;
case OBJ_ARMOUR:
// Robe of the Archmagi has an ugly hack of unknown purpose,
// as one of side effects it won't ever generate here.
item.special = _determine_armour_ego(item, OBJ_ARMOUR, item_level);
break;
default:
ASSERT(!"can't reroll brands of this type");
}
}
static int _roll_rod_enchant(int item_level)
{
int value = 0;
if (one_chance_in(4))
value -= random_range(1, 3);
if (item_level == MAKE_GOOD_ITEM)
value += 2;
int pr = 20 + item_level * 2;
if (pr > 80)
pr = 80;
while (random2(100) < pr) value++;
return stepdown_value(value, 4, 4, 4, 9);
}
void init_rod_mp(item_def &item, int ncharges, int item_level)
{
if (!item_is_rod(item))
return;
if (ncharges != -1)
{
item.plus2 = ncharges * ROD_CHARGE_MULT;
item.props["rod_enchantment"] = (short)0;
}
else
{
if (item.sub_type == STAFF_STRIKING)
item.plus2 = random_range(6, 9) * ROD_CHARGE_MULT;
else
item.plus2 = random_range(9, 14) * ROD_CHARGE_MULT;
item.props["rod_enchantment"] = (short)_roll_rod_enchant(item_level);
}
item.plus = item.plus2;
}
static bool _weapon_is_visibly_special(const item_def &item)
{
const int brand = get_weapon_brand(item);
const bool visibly_branded = (brand != SPWPN_NORMAL);
if (get_equip_desc(item) != ISFLAG_NO_DESC)
return (false);
if (visibly_branded || is_artefact(item))
return (true);
if (item.is_mundane())
return (false);
if ((item.plus || item.plus2)
&& (one_chance_in(3) || get_equip_race(item) && one_chance_in(7)))
{
return (true);
}
return (false);
}
static bool _armour_is_visibly_special(const item_def &item)
{
const int brand = get_armour_ego_type(item);
const bool visibly_branded = (brand != SPARM_NORMAL);
if (get_equip_desc(item) != ISFLAG_NO_DESC)
return (false);
if (visibly_branded || is_artefact(item))
return (true);
if (item.is_mundane())
return (false);
if (item.plus && !one_chance_in(3))
return (true);
return (false);
}
static bool _missile_is_visibly_special(const item_def &item)
{
const int brand = item.special;
// Obviously branded missiles don't get any special stuff.
if (item_type_known(item))
return (false);
// All ego missiles do.
if (brand != SPMSL_NORMAL)
return (true);
// And positively enchanted do, too.
if (item.plus)
return (true);
return (false);
}
jewellery_type get_random_amulet_type()
{
return (jewellery_type)
(AMU_FIRST_AMULET + random2(NUM_JEWELLERY - AMU_FIRST_AMULET));
}
static jewellery_type _get_raw_random_ring_type()
{
return (jewellery_type) (RING_REGENERATION + random2(NUM_RINGS));
}
jewellery_type get_random_ring_type()
{
const jewellery_type j = _get_raw_random_ring_type();
// Adjusted distribution here. - bwr
if ((j == RING_INVISIBILITY
|| j == RING_REGENERATION
|| j == RING_TELEPORT_CONTROL
|| j == RING_SLAYING)
&& !one_chance_in(3))
{
return (_get_raw_random_ring_type());
}
return (j);
}
armour_type get_random_body_armour_type(int item_level)
{
for (int tries = 100; tries > 0; --tries)
{
const armour_type tr = get_random_armour_type(item_level);
if (get_armour_slot(tr) == EQ_BODY_ARMOUR)
return (tr);
}
return (ARM_ROBE);
}
// FIXME: Need to clean up this mess.
armour_type get_random_armour_type(int item_level)
{
// Default (lowest-level) armours.
const armour_type defarmours[] = { ARM_ROBE, ARM_LEATHER_ARMOUR,
ARM_RING_MAIL };
int armtype = RANDOM_ELEMENT(defarmours);
if (x_chance_in_y(11 + item_level, 35))
{
// Low-level armours.
const armour_type lowarmours[] = { ARM_ROBE, ARM_LEATHER_ARMOUR,
ARM_RING_MAIL, ARM_SCALE_MAIL,
ARM_CHAIN_MAIL };
armtype = RANDOM_ELEMENT(lowarmours);
if (one_chance_in(4))
armtype = ARM_ANIMAL_SKIN;
}
if (x_chance_in_y(11 + item_level, 60))
{
// Medium-level armours.
const armour_type medarmours[] = { ARM_ROBE, ARM_LEATHER_ARMOUR,
ARM_RING_MAIL, ARM_SCALE_MAIL,
ARM_CHAIN_MAIL, ARM_SPLINT_MAIL,
ARM_BANDED_MAIL, ARM_PLATE_MAIL };
armtype = RANDOM_ELEMENT(medarmours);
}
if (one_chance_in(20) && x_chance_in_y(11 + item_level, 400))
{
// High-level armours, including troll and some dragon armours.
const armour_type hiarmours[] = { ARM_CRYSTAL_PLATE_MAIL,
ARM_TROLL_HIDE,
ARM_TROLL_LEATHER_ARMOUR,
ARM_DRAGON_HIDE, ARM_DRAGON_ARMOUR,
ARM_ICE_DRAGON_HIDE,
ARM_ICE_DRAGON_ARMOUR };
armtype = RANDOM_ELEMENT(hiarmours);
}
if (one_chance_in(20) && x_chance_in_y(11 + item_level, 500))
{
// Animal skins and high-level armours, including the rest of
// the dragon armours.
const armour_type morehiarmours[] = { ARM_ANIMAL_SKIN,
ARM_STEAM_DRAGON_HIDE,
ARM_STEAM_DRAGON_ARMOUR,
ARM_MOTTLED_DRAGON_HIDE,
ARM_MOTTLED_DRAGON_ARMOUR,
ARM_STORM_DRAGON_HIDE,
ARM_STORM_DRAGON_ARMOUR,
ARM_GOLD_DRAGON_HIDE,
ARM_GOLD_DRAGON_ARMOUR,
ARM_SWAMP_DRAGON_HIDE,
ARM_SWAMP_DRAGON_ARMOUR };
armtype = RANDOM_ELEMENT(morehiarmours);
if (armtype == ARM_ANIMAL_SKIN && one_chance_in(20))
armtype = ARM_CRYSTAL_PLATE_MAIL;
}
// Secondary armours.
if (one_chance_in(5))
{
const armour_type secarmours[] = { ARM_SHIELD, ARM_CLOAK, ARM_HELMET,
ARM_GLOVES, ARM_BOOTS };
armtype = RANDOM_ELEMENT(secarmours);
if (armtype == ARM_HELMET && one_chance_in(3))
{
const armour_type hats[] = { ARM_CAP, ARM_WIZARD_HAT, ARM_HELMET };
armtype = RANDOM_ELEMENT(hats);
}
else if (armtype == ARM_SHIELD)
{
armtype = random_choose_weighted(333, ARM_SHIELD,
500, ARM_BUCKLER,
167, ARM_LARGE_SHIELD,
0);
}
}
return static_cast<armour_type>(armtype);
}
// Sets item appearance to match brands, if any.
void item_set_appearance(item_def &item)
{
if (get_equip_desc(item) != ISFLAG_NO_DESC)
return;
switch (item.base_type)
{
case OBJ_WEAPONS:
if (_weapon_is_visibly_special(item))
{
set_equip_desc(item,
(coinflip() ? ISFLAG_GLOWING : ISFLAG_RUNED));
}
break;
case OBJ_ARMOUR:
if (_armour_is_visibly_special(item))
{
const item_status_flag_type descs[] = { ISFLAG_GLOWING,
ISFLAG_RUNED,
ISFLAG_EMBROIDERED_SHINY };
set_equip_desc(item, RANDOM_ELEMENT(descs));
}
break;
case OBJ_MISSILES:
if (_missile_is_visibly_special(item))
set_equip_desc(item, ISFLAG_GLOWING);
break;
default:
break;
}
}
#if DEBUG_DIAGNOSTICS || DEBUG_TESTS
static int _test_item_level()
{
switch(random2(10))
{
case 0:
return MAKE_GOOD_ITEM;
case 1:
return -4; // damaged
case 2:
return -5; // cursed
case 3:
return -6; // force randart
default:
return random2(50);
}
}
void makeitem_tests()
{
int i, level;
item_def item;
mpr("Running generate_weapon_item tests.");
for (i=0;i<10000;i++)
{
item.clear();
level = _test_item_level();
item.base_type = OBJ_WEAPONS;
if (coinflip())
item.special = SPWPN_NORMAL;
else
item.special = random2(MAX_PAN_LORD_BRANDS);
_generate_weapon_item(item,
coinflip(),
coinflip() ? OBJ_RANDOM : random2(NUM_WEAPONS),
level,
MAKE_ITEM_RANDOM_RACE);
}
mpr("Running generate_armour_item tests.");
for (i=0;i<10000;i++)
{
item.clear();
level = _test_item_level();
item.base_type = OBJ_ARMOUR;
if (coinflip())
item.special = SPARM_NORMAL;
else
item.special = random2(NUM_SPECIAL_ARMOURS);
_generate_armour_item(item,
coinflip(),
coinflip() ? OBJ_RANDOM : random2(NUM_ARMOURS),
level,
MAKE_ITEM_RANDOM_RACE);
}
}
#endif