ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.41 by root, Mon Apr 16 06:23:40 2007 UTC vs.
Revision 1.104 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25#define ALLOWED_COMBINATION
26 24
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h>
41#include <loader.h>
42 38
43extern char *spell_mapping[]; 39extern char *spell_mapping[];
44 40
45static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
46 42
49typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
50 const char *, 46 const char *,
51 treasurelist *, 47 treasurelist *,
52 str_hash, 48 str_hash,
53 str_equal, 49 str_equal,
54 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
55 true
56> tl_map_t; 51> tl_map_t;
57 52
58static tl_map_t tl_map; 53static tl_map_t tl_map;
59 54
60/* 55//TODO: class method
61 * Initialize global archtype pointers: 56static void free_treasurestruct (treasure *t); // bleh desu
62 */ 57static void
63void 58clear (treasurelist *tl)
64init_archetype_pointers ()
65{ 59{
66 int prev_warn = warn_archetypes; 60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
67 65
68 warn_archetypes = 1; 66 tl->total_chance = 0;
69
70 if (ring_arch == NULL)
71 ring_arch = archetype::find ("ring");
72 if (amulet_arch == NULL)
73 amulet_arch = archetype::find ("amulet");
74 if (staff_arch == NULL)
75 staff_arch = archetype::find ("staff");
76 if (crown_arch == NULL)
77 crown_arch = archetype::find ("crown");
78
79 warn_archetypes = prev_warn;
80} 67}
81 68
82/* 69/*
83 * Searches for the given treasurelist in the globally linked list 70 * Searches for the given treasurelist
84 * of treasurelists which has been built by load_treasures().
85 */ 71 */
86treasurelist * 72treasurelist *
87treasurelist::find (const char *name) 73treasurelist::find (const char *name)
88{ 74{
89 if (!name) 75 if (!name)
90 return 0; 76 return 0;
91 77
92 AUTODECL (i, tl_map.find (name)); 78 auto (i, tl_map.find (name));
93 79
94 if (i == tl_map.end ()) 80 if (i == tl_map.end ())
95 return 0; 81 return 0;
96 82
97 return i->second; 83 return i->second;
118 } 104 }
119 105
120 return tl; 106 return tl;
121} 107}
122 108
123//TODO: class method 109#ifdef TREASURE_DEBUG
124void 110/* recursived checks the linked list. Treasurelist is passed only
125clear (treasurelist *tl) 111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
126{ 115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
127 if (tl->items) 122 if (t->next_yes)
128 { 123 check_treasurelist (t->next_yes, tl);
129 free_treasurestruct (tl->items); 124
130 tl->items = 0; 125 if (t->next_no)
131 } 126 check_treasurelist (t->next_no, tl);
132} 127}
128#endif
133 129
134/* 130/*
135 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
136 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
137 */ 133 */
138
139static treasure * 134static treasure *
140load_treasure (FILE * fp, int *line) 135read_treasure (object_thawer &f)
141{ 136{
142 char buf[MAX_BUF], *cp, variable[MAX_BUF];
143 treasure *t = new treasure; 137 treasure *t = new treasure;
144 int value;
145 138
146 nroftreasures++; 139 f.next ();
147 while (fgets (buf, MAX_BUF, fp) != NULL)
148 {
149 (*line)++;
150 140
151 if (*buf == '#') 141 for (;;)
152 continue; 142 {
153 if ((cp = strchr (buf, '\n')) != NULL) 143 coroapi::cede_to_tick ();
154 *cp = '\0';
155 cp = buf;
156 while (isspace (*cp)) /* Skip blanks */
157 cp++;
158 144
159 if (sscanf (cp, "arch %s", variable)) 145 switch (f.kw)
160 {
161 if ((t->item = archetype::find (variable)) == NULL)
162 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
163 } 146 {
164 else if (sscanf (cp, "list %s", variable)) 147 case KW_arch:
165 t->name = variable; 148 t->item = archetype::find (f.get_str ());
166 else if (sscanf (cp, "change_name %s", variable)) 149
167 t->change_arch.name = variable; 150 if (!t->item)
168 else if (sscanf (cp, "change_title %s", variable))
169 t->change_arch.title = variable;
170 else if (sscanf (cp, "change_slaying %s", variable))
171 t->change_arch.slaying = variable;
172 else if (sscanf (cp, "chance %d", &value))
173 t->chance = (uint8) value;
174 else if (sscanf (cp, "nrof %d", &value))
175 t->nrof = (uint16) value;
176 else if (sscanf (cp, "magic %d", &value))
177 t->magic = (uint8) value;
178 else if (!strcmp (cp, "yes"))
179 t->next_yes = load_treasure (fp, line);
180 else if (!strcmp (cp, "no"))
181 t->next_no = load_treasure (fp, line);
182 else if (!strcmp (cp, "end"))
183 return t;
184 else if (!strcmp (cp, "more"))
185 { 151 {
186 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
187 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
188 } 182 }
189 else 183
190 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
191 } 185 }
192 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
193 return t; 191 return 0;
194} 192}
195 193
196#ifdef TREASURE_DEBUG
197
198/* recursived checks the linked list. Treasurelist is passed only
199 * so that the treasure name can be printed out
200 */
201static void
202check_treasurelist (const treasure *t, const treasurelist * tl)
203{
204 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
205 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
206
207 if (t->next)
208 check_treasurelist (t->next, tl);
209
210 if (t->next_yes)
211 check_treasurelist (t->next_yes, tl);
212
213 if (t->next_no)
214 check_treasurelist (t->next_no, tl);
215}
216#endif
217
218/* 194/*
219 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
220 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
221 */ 196 */
222 197treasurelist *
223void 198treasurelist::read (object_thawer &f)
224load_treasures (void)
225{ 199{
226 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
227 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
228 treasure *t;
229 int comp, line = 0;
230 201
231 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
232 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
233 { 204 clear (tl);
234 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
235 return; 207 return 0;
236 }
237 while (fgets (buf, MAX_BUF, fp) != NULL)
238 {
239 line++;
240 if (*buf == '#' || *buf == '\n')
241 ; // ignore
242 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
243 {
244 treasurelist *tl = treasurelist::get (name);
245 208
246 clear (tl);
247 tl->items = load_treasure (fp, &line);
248
249 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
250 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
251 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
252 */ 212 */
253 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
254 { 218 {
255 for (t = tl->items; t; t = t->next)
256 {
257#ifdef TREASURE_DEBUG
258 if (t->next_yes || t->next_no)
259 {
260 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
261 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
262 }
263#endif
264 tl->total_chance += t->chance;
265 }
266 } 221 }
267 }
268 else
269 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
270 }
271 222
272 close_and_delete (fp, comp); 223 tl->total_chance += t->chance;
224 }
225 }
273 226
274#ifdef TREASURE_DEBUG 227 return tl;
275 /* Perform some checks on how valid the treasure data actually is.
276 * verify that list transitions work (ie, the list that it is supposed
277 * to transition to exists). Also, verify that at least the name
278 * or archetype is set for each treasure element.
279 */
280 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
281 check_treasurelist (tl->items, tl);
282#endif
283} 228}
284 229
285/* 230/*
286 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
294 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
295 */ 240 */
296static void 241static void
297put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
298{ 243{
299 object *tmp; 244 if (flags & GT_ENVIRONMENT)
300 245 {
301 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
302 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
303 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
304 * by another object. 249 * by another object.
305 */ 250 */
306 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
307 { 252 if (op->type == SPELL)
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map ()
261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy ();
263 else
264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
309 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
310 } 268 }
311 else 269 else
312 { 270 {
313 op = creator->insert (op); 271 op = creator->insert (op);
314 272
315 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
316 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
317
318 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
319 esrv_send_item (tmp, op);
320 } 275 }
321} 276}
322 277
323/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
324 * in the generated object 279 * in the generated object
346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
347 { 302 {
348 if (t->name) 303 if (t->name)
349 { 304 {
350 if (difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
351 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
352 } 310 }
353 else 311 else
354 { 312 {
355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
356 { 314 {
357 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
358 316
359 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
361 319
362 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
407 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
408 } 366 }
409 else if (t->nrof) 367 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
411 } 369 }
412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
413 { 371 {
414 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
415 { 373 {
416 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
418 376
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 378 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
422 } 380 }
423 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 388}
425 389
426/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
428 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
441 { 405 {
442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
443 return; 407 return;
444 } 408 }
445 409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
446 if (tl->total_chance) 419 if (tl->total_chance)
447 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
448 else 421 else
449 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
450} 423}
457object * 430object *
458generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
459{ 432{
460 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
461 434
462 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
463 436
464 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
465 438
466 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
467 tmp = ob->inv; 440 object *tmp = ob->inv;
468 if (tmp != NULL) 441 if (tmp)
469 tmp->remove (); 442 tmp->remove ();
470 443
471 if (ob->inv) 444 if (ob->inv)
472 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
473 446
474 ob->destroy (); 447 ob->destroy ();
448
475 return tmp; 449 return tmp;
476} 450}
477 451
478/* 452/*
479 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
481 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
482 * magical bonus "wanted". 456 * magical bonus "wanted".
483 */ 457 */
484 458
485static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
486
487/*chance of magic difficulty*/ 460// chance of magic difficulty
488
489/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
490 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
491 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
492 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
493 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
494 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
495 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
496 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
497 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
498 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
499 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
500 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
501 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
502 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
503 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
504 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
505 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
506 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
507 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
508 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
509 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
510 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
511 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
512 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
513 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
514 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
515 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
516 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
517 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
518 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
519 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
520 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
521}; 493};
522
523 494
524/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
525 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
526 * 497 *
527 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
528 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
529 */ 500 */
530 501static int
531int
532level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
533{ 503{
534 int olevel = 0;
535
536 if (!op->inv) 504 if (!op->inv)
537 { 505 {
538 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
539 return 0; 507 return 0;
540 } 508 }
541 509
542 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
543 511
544 if (olevel <= 0) 512 if (olevel <= 0)
545 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
546 514
547 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
548 olevel = MAXLEVEL;
549
550 return olevel;
551} 516}
552 517
553/* 518/*
554 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
555 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
558 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
559 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
560 * weird integer between 1-31. 525 * weird integer between 1-31.
561 * 526 *
562 */ 527 */
563int 528static int
564magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
565{ 530{
566 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
568 533
611 576
612 op->magic = magic; 577 op->magic = magic;
613 if (op->arch) 578 if (op->arch)
614 { 579 {
615 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
617 582
618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 584 magic = (-magic);
585
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
621 } 587 }
622 else 588 else
623 { 589 {
624 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
626 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
627 magic = (-magic); 594 magic = (-magic);
595
628 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 } 597 }
630} 598}
631 599
632/* 600/*
644 i = -i; 612 i = -i;
645 if (i > max_magic) 613 if (i > max_magic)
646 i = max_magic; 614 i = max_magic;
647 set_abs_magic (op, i); 615 set_abs_magic (op, i);
648 if (i < 0) 616 if (i < 0)
649 SET_FLAG (op, FLAG_CURSED); 617 op->set_flag (FLAG_CURSED);
650} 618}
651 619
652/* 620/*
653 * Randomly adds one magical ability to the given object. 621 * Randomly adds one magical ability to the given object.
654 * Modified for Partial Resistance in many ways: 622 * Modified for Partial Resistance in many ways:
655 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
656 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
657 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
658 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
659 */ 627 */
660void 628static void
661set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
662{ 630{
663
664 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
665 632
666 if (op->type == AMULET) 633 if (op->type == AMULET)
667 { 634 {
668 if (!(rndm (21))) 635 if (!(rndm (21)))
687 case 2: 654 case 2:
688 case 3: 655 case 3:
689 case 4: 656 case 4:
690 case 5: 657 case 5:
691 case 6: 658 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
693 break; 660 break;
694 661
695 case 7: 662 case 7:
696 op->stats.dam += bonus; 663 op->stats.dam += bonus;
697 break; 664 break;
748 break; 715 break;
749 } 716 }
750 case 20: 717 case 20:
751 if (op->type == AMULET) 718 if (op->type == AMULET)
752 { 719 {
753 SET_FLAG (op, FLAG_REFL_SPELL); 720 op->set_flag (FLAG_REFL_SPELL);
754 op->value *= 11; 721 op->value *= 11;
755 } 722 }
756 else 723 else
757 { 724 {
758 op->stats.hp = 1; /* regenerate hit points */ 725 op->stats.hp = 1; /* regenerate hit points */
761 break; 728 break;
762 729
763 case 21: 730 case 21:
764 if (op->type == AMULET) 731 if (op->type == AMULET)
765 { 732 {
766 SET_FLAG (op, FLAG_REFL_MISSILE); 733 op->set_flag (FLAG_REFL_MISSILE);
767 op->value *= 9; 734 op->value *= 9;
768 } 735 }
769 else 736 else
770 { 737 {
771 op->stats.sp = 1; /* regenerate spell points */ 738 op->stats.sp = 1; /* regenerate spell points */
791 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
792 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
793 * rings and amulets. 760 * rings and amulets.
794 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
795 */ 762 */
796int 763static int
797get_magic (int diff) 764get_magic (int diff)
798{ 765{
799 int i; 766 int i;
800 767
801 if (diff < 3) 768 if (diff < 3)
804 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
805 if (rndm (diff)) 772 if (rndm (diff))
806 return i; 773 return i;
807 774
808 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
809} 793}
810 794
811#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
813 797
845 save_item_power = op->item_power; 829 save_item_power = op->item_power;
846 op->item_power = 0; 830 op->item_power = 0;
847 831
848 if (op->randomitems && op->type != SPELL) 832 if (op->randomitems && op->type != SPELL)
849 { 833 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
853
854 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
855 op->randomitems = NULL; 836 op->randomitems = 0;
856 } 837 }
857 838
858 if (difficulty < 1) 839 max_it (difficulty, 1);
859 difficulty = 1;
860 840
861 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags))) 844 ARG_INT (flags)))
865 return; 845 return;
866 846
867 if (!(flags & GT_MINIMAL)) 847 if (!(flags & GT_MINIMAL))
868 { 848 {
869 if (op->arch == crown_arch) 849 if (IS_ARCH (op->arch, crown))
870 { 850 {
871 set_magic (difficulty, op, max_magic, flags); 851 set_magic (difficulty, op, max_magic, flags);
872 num_enchantments = calc_item_power (op, 1); 852 num_enchantments = calc_item_power (op, 1);
873 generate_artifact (op, difficulty); 853 generate_artifact (op, difficulty);
874 } 854 }
879 859
880 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
881 861
882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 862 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN 863 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 864 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
885 * used for shop_floors or treasures */
886 generate_artifact (op, difficulty); 865 generate_artifact (op, difficulty);
887 } 866 }
888 867
889 /* Object was made an artifact. Calculate its item_power rating. 868 /* Object was made an artifact. Calculate its item_power rating.
890 * the item_power in the object is what the artfiact adds. 869 * the item_power in the object is what the artfiact adds.
924 * again below */ 903 * again below */
925 } 904 }
926 } 905 }
927 906
928 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
929 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
930 909
931 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
932 { 911 {
933 if (op->type == POTION) 912 if (op->type == POTION)
934 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
935 if (op->stats.sp && !op->randomitems) 914 if (op->stats.sp && !op->randomitems)
936 { 915 {
937 object *tmp;
938
939 tmp = get_archetype (spell_mapping[op->stats.sp]); 916 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
940 insert_ob_in_ob (tmp, op); 917 insert_ob_in_ob (tmp, op);
941 op->stats.sp = 0; 918 op->stats.sp = 0;
942 } 919 }
943 } 920 }
944 else if (!op->title) /* Only modify object if not special */ 921 else if (!op->title) /* Only modify object if not special */
947 case WEAPON: 924 case WEAPON:
948 case ARMOUR: 925 case ARMOUR:
949 case SHIELD: 926 case SHIELD:
950 case HELMET: 927 case HELMET:
951 case CLOAK: 928 case CLOAK:
952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 929 if (op->flag [FLAG_CURSED] && !(rndm (4)))
953 set_ring_bonus (op, -DICE2); 930 set_ring_bonus (op, -DICE2);
954 break; 931 break;
955 932
956 case BRACERS: 933 case BRACERS:
957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 934 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
958 { 935 {
959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 936 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
960 if (!QUERY_FLAG (op, FLAG_CURSED)) 937 if (!op->flag [FLAG_CURSED])
961 op->value *= 3; 938 op->value *= 3;
962 } 939 }
963 break; 940 break;
964 941
965 case POTION: 942 case POTION:
967 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
968 945
969 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
970 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
971 { 948 {
972 object *tmp;
973
974 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
975 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
976 op->stats.sp = 0; 951 op->stats.sp = 0;
977 } 952 }
978 953
979 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
987 * since the value set on those is already correct. 962 * since the value set on those is already correct.
988 */ 963 */
989 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
990 { 965 {
991 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
992 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 } 969 }
995 else 970 else
996 { 971 {
997 op->name = "potion"; 972 op->name = "potion";
998 op->name_pl = "potions"; 973 op->name_pl = "potions";
999 } 974 }
1000 975
1001 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 SET_FLAG (op, FLAG_CURSED); 977 op->set_flag (FLAG_CURSED);
978
1003 break; 979 break;
1004 } 980 }
1005 981
1006 case AMULET: 982 case AMULET:
1007 if (op->arch == amulet_arch) 983 if (IS_ARCH (op->arch, amulet))
1008 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
1009 985
1010 case RING: 986 case RING:
1011 if (op->arch == NULL)
1012 {
1013 op->destroy ();
1014 op = 0;
1015 break;
1016 }
1017
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1019 break; 988 break;
1020 989
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
1023 992
1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 993 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1025 994
1026 if (op->type != RING) /* Amulets have only one ability */ 995 if (op->type != RING) /* Amulets have only one ability */
1027 break; 996 break;
1028 997
1029 if (!(rndm (4))) 998 if (!(rndm (4)))
1030 { 999 {
1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1000 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1032 1001
1033 if (d > 0) 1002 if (d > 0)
1034 op->value *= 3; 1003 op->value *= 3;
1035 1004
1036 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
1037 1006
1038 if (!(rndm (4))) 1007 if (!(rndm (4)))
1039 { 1008 {
1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1009 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1041 1010
1042 if (d > 0) 1011 if (d > 0)
1043 op->value *= 5; 1012 op->value *= 5;
1044 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1045 } 1014 }
1046 } 1015 }
1047 1016
1048 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1050 1019
1051 break; 1020 break;
1052 1021
1053 case BOOK: 1022 case BOOK:
1054 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1056 * creator and/or map level we found it on. 1025 * creator and/or map level we found it on.
1057 */ 1026 */
1058 if (!op->msg && rndm (10)) 1027 if (!op->msg && rndm (10))
1059 { 1028 {
1060 /* set the book level properly */ 1029 /* set the book level properly */
1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1030 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1062 { 1031 {
1063 if (op->map && op->map->difficulty) 1032 if (op->map && op->map->difficulty)
1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1033 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1065 else 1034 else
1066 op->level = rndm (20) + 1; 1035 op->level = rndm (20) + 1;
1069 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1070 1039
1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1072 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1074 /* creator related stuff */
1075
1076 /* for library, chained books. Note that some monsters have no_pick
1077 * set - we don't want to set no pick in that case.
1078 */
1079 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1080 SET_FLAG (op, FLAG_NO_PICK);
1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1082 op->slaying = creator->slaying;
1083 1043
1084 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1085 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1086 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1054 op->set_flag (FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1087 break; 1057 break;
1088 1058
1089 case SPELLBOOK: 1059 case SPELLBOOK:
1090 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1091 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1125 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1126 */ 1096 */
1127 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1128 /* maxhp is used to denote how many 'charges' the rod holds before */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1129 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1130 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1131 else 1101 else
1132 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1133 1103
1134 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1135 break; 1105 break;
1136 1106
1137 case SCROLL: 1107 case SCROLL:
1152 break; 1122 break;
1153 } /* switch type */ 1123 } /* switch type */
1154 1124
1155 if (flags & GT_STARTEQUIP) 1125 if (flags & GT_STARTEQUIP)
1156 { 1126 {
1157 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1127 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1158 SET_FLAG (op, FLAG_STARTEQUIP); 1128 op->set_flag (FLAG_STARTEQUIP);
1159 else if (op->type != MONEY) 1129 else if (op->type != MONEY)
1160 op->value = 0; 1130 op->value = 0;
1161 } 1131 }
1162 1132
1163 if (!(flags & GT_ENVIRONMENT)) 1133 if (!(flags & GT_ENVIRONMENT))
1174 1144
1175/* 1145/*
1176 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1147 */
1178static artifactlist * 1148static artifactlist *
1179get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1180{ 1150{
1181 return salloc0 <artifactlist> (); 1151 return salloc0<artifactlist> ();
1182} 1152}
1183 1153
1184/* 1154/*
1185 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1156 */
1187static artifact * 1157static artifact *
1188get_empty_artifact (void) 1158get_empty_artifact ()
1189{ 1159{
1190 return salloc0 <artifact> (); 1160 return salloc0<artifact> ();
1191} 1161}
1192 1162
1193/* 1163/*
1194 * Searches the artifact lists and returns one that has the same type 1164 * Searches the artifact lists and returns one that has the same type
1195 * of objects on it. 1165 * of objects on it.
1203 1173
1204 return 0; 1174 return 0;
1205} 1175}
1206 1176
1207/* 1177/*
1208 * For debugging purposes. Dumps all tables. 1178 * Builds up the lists of artifacts from the file in the libdir.
1209 */ 1179 */
1210void 1180void
1211dump_artifacts (void)
1212{
1213 artifactlist *al;
1214 artifact *art;
1215 linked_char *next;
1216
1217 fprintf (logfile, "\n");
1218 for (al = first_artifactlist; al != NULL; al = al->next)
1219 {
1220 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1221 for (art = al->items; art != NULL; art = art->next)
1222 {
1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1224 if (art->allowed != NULL)
1225 {
1226 fprintf (logfile, "\tallowed combinations:");
1227 for (next = art->allowed; next != NULL; next = next->next)
1228 fprintf (logfile, "%s,", &next->name);
1229 fprintf (logfile, "\n");
1230 }
1231 }
1232 }
1233 fprintf (logfile, "\n");
1234}
1235
1236/*
1237 * For debugging purposes. Dumps all treasures recursively (see below).
1238 */
1239void
1240dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1241{
1242 treasurelist *tl;
1243 int i;
1244
1245 if (depth > 100)
1246 return;
1247
1248 while (t)
1249 {
1250 if (t->name)
1251 {
1252 for (i = 0; i < depth; i++)
1253 fprintf (logfile, " ");
1254
1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1257 tl = treasurelist::find (t->name);
1258 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263
1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1265 }
1266 else
1267 {
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270
1271 if (t->item && t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 }
1276
1277 if (t->next_yes)
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281
1282 fprintf (logfile, " (if yes)\n");
1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1284 }
1285
1286 if (t->next_no)
1287 {
1288 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " ");
1290
1291 fprintf (logfile, " (if no)\n");
1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1293 }
1294
1295 t = t->next;
1296 }
1297}
1298
1299/*
1300 * For debugging purposes. Dumps all treasures for a given monster.
1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1302 */
1303void
1304dump_monster_treasure (const char *name)
1305{
1306 archetype *at;
1307 int found;
1308
1309 found = 0;
1310 fprintf (logfile, "\n");
1311
1312 for (at = first_archetype; at != NULL; at = at->next)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1316 if (at->clone.randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318 else
1319 fprintf (logfile, "(nothing)\n");
1320
1321 fprintf (logfile, "\n");
1322 found++;
1323 }
1324
1325 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327}
1328
1329/*
1330 * Builds up the lists of artifacts from the file in the libdir.
1331 */
1332void
1333init_artifacts (void) 1181init_artifacts ()
1334{ 1182{
1335 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1336 char filename[MAX_BUF]; 1184 char filename[MAX_BUF];
1337 artifact *art = NULL; 1185 artifact *art = NULL;
1338 artifactlist *al; 1186 artifactlist *al;
1346 object_thawer f (filename); 1194 object_thawer f (filename);
1347 1195
1348 if (!f) 1196 if (!f)
1349 return; 1197 return;
1350 1198
1351 f.next ();
1352
1353 for (;;) 1199 for (;;)
1354 { 1200 {
1355 switch (f.kw) 1201 switch (f.kw)
1356 { 1202 {
1357 case KW_allowed: 1203 case KW_allowed:
1358 if (!art) 1204 if (!art)
1359 {
1360 art = get_empty_artifact (); 1205 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 1206
1364 { 1207 {
1365 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1366 break; 1209 break;
1367 1210
1368 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1369 1212 char *next;
1370 do 1213 do
1371 { 1214 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1375 *next++ = '\0'; 1216 *next++ = '\0';
1376 1217
1377 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1378 1219
1379 tmp->name = cp; 1220 tmp->name = cp;
1393 break; 1234 break;
1394 1235
1395 case KW_object: 1236 case KW_object:
1396 { 1237 {
1397 art->item = object::create (); 1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1398 1241
1399 if (!art->item->parse_kv (f)) 1242 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401 1244
1402 al = find_artifactlist (art->item->type); 1245 al = find_artifactlist (art->item->type);
1428 } 1271 }
1429 1272
1430done: 1273done:
1431 for (al = first_artifactlist; al; al = al->next) 1274 for (al = first_artifactlist; al; al = al->next)
1432 { 1275 {
1276 al->total_chance = 0;
1277
1433 for (art = al->items; art; art = art->next) 1278 for (art = al->items; art; art = art->next)
1434 { 1279 {
1435 if (!art->chance) 1280 if (!art->chance)
1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1281 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1437 else 1282 else
1443 } 1288 }
1444 1289
1445 LOG (llevDebug, "done.\n"); 1290 LOG (llevDebug, "done.\n");
1446} 1291}
1447 1292
1448
1449/* 1293/*
1450 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1452 */ 1296 */
1453
1454void 1297void
1455add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1456{ 1299{
1457 int i, tmp; 1300 int i, tmp;
1458 1301
1459 if (change->face != blank_face) 1302 if (change->face != blank_face)
1460 { 1303 {
1461#ifdef TREASURE_VERBOSE 1304#ifdef TREASURE_VERBOSE
1462 LOG (llevDebug, "FACE: %d\n", change->face->number); 1305 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1463#endif 1306#endif
1464 op->face = change->face; 1307 op->face = change->face;
1465 } 1308 }
1466 1309
1467 for (i = 0; i < NUM_STATS; i++) 1310 for (i = 0; i < NUM_STATS; i++)
1468 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1311 change_attr_value (&(op->stats), i, change->stats.stat (i));
1469 1312
1470 op->attacktype |= change->attacktype; 1313 op->attacktype |= change->attacktype;
1471 op->path_attuned |= change->path_attuned; 1314 op->path_attuned |= change->path_attuned;
1472 op->path_repelled |= change->path_repelled; 1315 op->path_repelled |= change->path_repelled;
1473 op->path_denied |= change->path_denied; 1316 op->path_denied |= change->path_denied;
1474 op->move_type |= change->move_type; 1317 op->move_type |= change->move_type;
1475 op->stats.luck += change->stats.luck; 1318 op->stats.luck += change->stats.luck;
1476 1319
1477 if (QUERY_FLAG (change, FLAG_CURSED)) 1320 if (change->flag [FLAG_CURSED])
1478 SET_FLAG (op, FLAG_CURSED); 1321 op->set_flag (FLAG_CURSED);
1479 if (QUERY_FLAG (change, FLAG_DAMNED)) 1322 if (change->flag [FLAG_DAMNED])
1480 SET_FLAG (op, FLAG_DAMNED); 1323 op->set_flag (FLAG_DAMNED);
1481 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1324 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1482 set_abs_magic (op, -op->magic); 1325 set_abs_magic (op, -op->magic);
1483 1326
1484 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1327 if (change->flag [FLAG_LIFESAVE])
1485 SET_FLAG (op, FLAG_LIFESAVE); 1328 op->set_flag (FLAG_LIFESAVE);
1486 if (QUERY_FLAG (change, FLAG_REFL_SPELL)) 1329 if (change->flag [FLAG_REFL_SPELL])
1487 SET_FLAG (op, FLAG_REFL_SPELL); 1330 op->set_flag (FLAG_REFL_SPELL);
1488 if (QUERY_FLAG (change, FLAG_STEALTH)) 1331 if (change->flag [FLAG_STEALTH])
1489 SET_FLAG (op, FLAG_STEALTH); 1332 op->set_flag (FLAG_STEALTH);
1490 if (QUERY_FLAG (change, FLAG_XRAYS)) 1333 if (change->flag [FLAG_XRAYS])
1491 SET_FLAG (op, FLAG_XRAYS); 1334 op->set_flag (FLAG_XRAYS);
1492 if (QUERY_FLAG (change, FLAG_BLIND)) 1335 if (change->flag [FLAG_BLIND])
1493 SET_FLAG (op, FLAG_BLIND); 1336 op->set_flag (FLAG_BLIND);
1494 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) 1337 if (change->flag [FLAG_SEE_IN_DARK])
1495 SET_FLAG (op, FLAG_SEE_IN_DARK); 1338 op->set_flag (FLAG_SEE_IN_DARK);
1496 if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) 1339 if (change->flag [FLAG_REFL_MISSILE])
1497 SET_FLAG (op, FLAG_REFL_MISSILE); 1340 op->set_flag (FLAG_REFL_MISSILE);
1498 if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) 1341 if (change->flag [FLAG_MAKE_INVIS])
1499 SET_FLAG (op, FLAG_MAKE_INVIS); 1342 op->set_flag (FLAG_MAKE_INVIS);
1500 1343
1501 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1344 if (change->flag [FLAG_STAND_STILL])
1502 { 1345 {
1503 CLEAR_FLAG (op, FLAG_ANIMATE); 1346 op->clr_flag (FLAG_ANIMATE);
1504 /* so artifacts will join */ 1347 /* so artifacts will join */
1505 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1348 if (!op->flag [FLAG_ALIVE])
1506 op->speed = 0.0; 1349 op->speed = 0.0;
1507 1350
1508 op->set_speed (op->speed); 1351 op->set_speed (op->speed);
1509 } 1352 }
1510 1353
1521 * to cast. So convert that to into a spell and put it into 1364 * to cast. So convert that to into a spell and put it into
1522 * this object. 1365 * this object.
1523 */ 1366 */
1524 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1525 { 1368 {
1526 object *tmp_obj;
1527
1528 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1529 while (op->inv)
1530 op->inv->destroy (); 1370 op->destroy_inv (false);
1531 1371
1532 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = change->other_arch->instance ();
1533 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1534 } 1374 }
1375
1535 /* No harm setting this for potions/horns */ 1376 /* No harm setting this for potions/horns */
1536 op->other_arch = change->other_arch; 1377 op->other_arch = change->other_arch;
1537 } 1378 }
1538 1379
1539 if (change->stats.hp < 0) 1380 if (change->stats.hp < 0)
1623 op->value *= change->value; 1464 op->value *= change->value;
1624 1465
1625 if (change->materials) 1466 if (change->materials)
1626 op->materials = change->materials; 1467 op->materials = change->materials;
1627 1468
1628 if (change->materialname) 1469 if (change->material != MATERIAL_NULL)
1629 op->materialname = change->materialname; 1470 op->material = change->material;
1630 1471
1631 if (change->slaying) 1472 if (change->slaying)
1632 op->slaying = change->slaying; 1473 op->slaying = change->slaying;
1633 1474
1634 if (change->race) 1475 if (change->race)
1637 if (change->msg) 1478 if (change->msg)
1638 op->msg = change->msg; 1479 op->msg = change->msg;
1639} 1480}
1640 1481
1641static int 1482static int
1642legal_artifact_combination (object *op, artifact * art) 1483legal_artifact_combination (object *op, artifact *art)
1643{ 1484{
1644 int neg, success = 0; 1485 int neg, success = 0;
1645 linked_char *tmp; 1486 linked_char *tmp;
1646 const char *name; 1487 const char *name;
1647 1488
1648 if (art->allowed == (linked_char *) NULL) 1489 if (!art->allowed)
1649 return 1; /* Ie, "all" */ 1490 return 1; /* Ie, "all" */
1491
1650 for (tmp = art->allowed; tmp; tmp = tmp->next) 1492 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 { 1493 {
1652#ifdef TREASURE_VERBOSE 1494#ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1495 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654#endif 1496#endif
1655 if (*tmp->name == '!') 1497 if (*tmp->name == '!')
1656 name = tmp->name + 1, neg = 1; 1498 name = tmp->name + 1, neg = 1;
1657 else 1499 else
1658 name = tmp->name, neg = 0; 1500 name = tmp->name, neg = 0;
1659 1501
1660 /* If we match name, then return the opposite of 'neg' */ 1502 /* If we match name, then return the opposite of 'neg' */
1661 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1503 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1662 return !neg; 1504 return !neg;
1663 1505
1664 /* Set success as true, since if the match was an inverse, it means 1506 /* Set success as true, since if the match was an inverse, it means
1665 * everything is allowed except what we match 1507 * everything is allowed except what we match
1666 */ 1508 */
1667 else if (neg) 1509 else if (neg)
1668 success = 1; 1510 success = 1;
1669 } 1511 }
1512
1670 return success; 1513 return success;
1671} 1514}
1672 1515
1673/* 1516/*
1674 * Fixes the given object, giving it the abilities and titles 1517 * Fixes the given object, giving it the abilities and titles
1684 op->title = new_name; 1527 op->title = new_name;
1685 add_abilities (op, artifct); /* Give out the bonuses */ 1528 add_abilities (op, artifct); /* Give out the bonuses */
1686 1529
1687#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1530#if 0 /* Bit verbose, but keep it here until next time I need it... */
1688 { 1531 {
1689 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1532 char identified = op->flag [FLAG_IDENTIFIED];
1690 1533
1691 SET_FLAG (op, FLAG_IDENTIFIED); 1534 op->set_flag (FLAG_IDENTIFIED);
1692 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1535 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1693 if (!identified) 1536 if (!identified)
1694 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1537 op->clr_flag (FLAG_IDENTIFIED);
1695 } 1538 }
1696#endif 1539#endif
1697 return; 1540 return;
1698} 1541}
1699 1542
1741#if 1 1584#if 1
1742 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1585 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1743#endif 1586#endif
1744 return; 1587 return;
1745 } 1588 }
1746 if (!strcmp (art->item->name, "NONE")) 1589
1590 if (art->item->name == shstr_NONE)
1747 return; 1591 return;
1592
1748 if (FABS (op->magic) < art->item->magic) 1593 if (fabs (op->magic) < art->item->magic)
1749 continue; /* Not magic enough to be this item */ 1594 continue; /* Not magic enough to be this item */
1750 1595
1751 /* Map difficulty not high enough */ 1596 /* Map difficulty not high enough */
1752 if (difficulty < art->difficulty) 1597 if (difficulty < art->difficulty)
1753 continue; 1598 continue;
1754 1599
1755 if (!legal_artifact_combination (op, art)) 1600 if (!legal_artifact_combination (op, art))
1756 { 1601 {
1757#ifdef TREASURE_VERBOSE 1602#ifdef TREASURE_VERBOSE
1758 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1603 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1759#endif 1604#endif
1760 continue; 1605 continue;
1761 } 1606 }
1607
1762 give_artifact_abilities (op, art->item); 1608 give_artifact_abilities (op, art->item);
1763 return; 1609 return;
1764 } 1610 }
1765} 1611}
1766 1612
1803 item->level = donor->level; 1649 item->level = donor->level;
1804 1650
1805 /* if donor has some attacktypes, the flesh is poisonous */ 1651 /* if donor has some attacktypes, the flesh is poisonous */
1806 if (donor->attacktype & AT_POISON) 1652 if (donor->attacktype & AT_POISON)
1807 item->type = POISON; 1653 item->type = POISON;
1654
1808 if (donor->attacktype & AT_ACID) 1655 if (donor->attacktype & AT_ACID)
1809 item->stats.hp = -1 * item->stats.food; 1656 item->stats.hp = -1 * item->stats.food;
1810 SET_FLAG (item, FLAG_NO_STEAL);
1811 }
1812}
1813 1657
1814/* special_potion() - so that old potion code is still done right. */ 1658 item->set_flag (FLAG_NO_STEAL);
1815 1659 }
1816int
1817special_potion (object *op)
1818{
1819 if (op->attacktype)
1820 return 1;
1821
1822 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1823 return 1;
1824
1825 for (int i = 0; i < NROFATTACKS; i++)
1826 if (op->resist[i])
1827 return 1;
1828
1829 return 0;
1830} 1660}
1831 1661
1832void 1662static void
1833free_treasurestruct (treasure *t) 1663free_treasurestruct (treasure *t)
1834{ 1664{
1835 if (t->next) free_treasurestruct (t->next); 1665 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes) free_treasurestruct (t->next_yes); 1666 if (t->next_yes) free_treasurestruct (t->next_yes);
1837 if (t->next_no) free_treasurestruct (t->next_no); 1667 if (t->next_no) free_treasurestruct (t->next_no);
1838 1668
1839 delete t; 1669 delete t;
1840} 1670}
1841 1671
1842void 1672static void
1843free_charlinks (linked_char *lc) 1673free_charlinks (linked_char *lc)
1844{ 1674{
1845 if (lc->next) 1675 if (lc->next)
1846 free_charlinks (lc->next); 1676 free_charlinks (lc->next);
1847 1677
1848 delete lc; 1678 delete lc;
1849} 1679}
1850 1680
1851void 1681static void
1852free_artifact (artifact *at) 1682free_artifact (artifact *at)
1853{ 1683{
1854 if (at->next) free_artifact (at->next); 1684 if (at->next) free_artifact (at->next);
1855 if (at->allowed) free_charlinks (at->allowed); 1685 if (at->allowed) free_charlinks (at->allowed);
1856 1686
1857 at->item->destroy (1); 1687 at->item->destroy ();
1858 1688
1859 sfree (at); 1689 sfree (at);
1860} 1690}
1861 1691
1862void
1863free_artifactlist (artifactlist *al)
1864{
1865 artifactlist *nextal;
1866
1867 for (al = first_artifactlist; al; al = nextal)
1868 {
1869 nextal = al->next;
1870
1871 if (al->items)
1872 free_artifact (al->items);
1873
1874 sfree (al);
1875 }
1876}
1877
1878void
1879free_all_treasures (void)
1880{
1881 treasurelist *tl, *next;
1882
1883 for (tl = first_treasurelist; tl; tl = next)
1884 {
1885 clear (tl);
1886
1887 next = tl->next;
1888 delete tl;
1889 }
1890
1891 free_artifactlist (first_artifactlist);
1892}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines