1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
… | |
… | |
32 | |
33 | |
33 | //#define TREASURE_VERBOSE |
34 | //#define TREASURE_VERBOSE |
34 | |
35 | |
35 | #include <global.h> |
36 | #include <global.h> |
36 | #include <treasure.h> |
37 | #include <treasure.h> |
37 | #include <loader.h> |
|
|
38 | |
38 | |
39 | extern char *spell_mapping[]; |
39 | extern char *spell_mapping[]; |
40 | |
40 | |
41 | static treasurelist *first_treasurelist; |
41 | static treasurelist *first_treasurelist; |
42 | |
42 | |
… | |
… | |
45 | typedef std::tr1::unordered_map< |
45 | typedef std::tr1::unordered_map< |
46 | const char *, |
46 | const char *, |
47 | treasurelist *, |
47 | treasurelist *, |
48 | str_hash, |
48 | str_hash, |
49 | str_equal, |
49 | str_equal, |
50 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
50 | slice_allocator< std::pair<const char *const, treasurelist *> > |
51 | true |
|
|
52 | > tl_map_t; |
51 | > tl_map_t; |
53 | |
52 | |
54 | static tl_map_t tl_map; |
53 | static tl_map_t tl_map; |
|
|
54 | |
|
|
55 | //TODO: class method |
|
|
56 | static void free_treasurestruct (treasure *t); // bleh desu |
|
|
57 | static void |
|
|
58 | clear (treasurelist *tl) |
|
|
59 | { |
|
|
60 | if (tl->items) |
|
|
61 | { |
|
|
62 | free_treasurestruct (tl->items); |
|
|
63 | tl->items = 0; |
|
|
64 | } |
|
|
65 | |
|
|
66 | tl->total_chance = 0; |
|
|
67 | } |
55 | |
68 | |
56 | /* |
69 | /* |
57 | * Searches for the given treasurelist |
70 | * Searches for the given treasurelist |
58 | */ |
71 | */ |
59 | treasurelist * |
72 | treasurelist * |
… | |
… | |
89 | |
102 | |
90 | tl_map.insert (std::make_pair (tl->name, tl)); |
103 | tl_map.insert (std::make_pair (tl->name, tl)); |
91 | } |
104 | } |
92 | |
105 | |
93 | return tl; |
106 | return tl; |
94 | } |
|
|
95 | |
|
|
96 | //TODO: class method |
|
|
97 | void |
|
|
98 | clear (treasurelist *tl) |
|
|
99 | { |
|
|
100 | if (tl->items) |
|
|
101 | { |
|
|
102 | free_treasurestruct (tl->items); |
|
|
103 | tl->items = 0; |
|
|
104 | } |
|
|
105 | |
|
|
106 | tl->total_chance = 0; |
|
|
107 | } |
107 | } |
108 | |
108 | |
109 | #ifdef TREASURE_DEBUG |
109 | #ifdef TREASURE_DEBUG |
110 | /* recursived checks the linked list. Treasurelist is passed only |
110 | /* recursived checks the linked list. Treasurelist is passed only |
111 | * so that the treasure name can be printed out |
111 | * so that the treasure name can be printed out |
… | |
… | |
255 | return; |
255 | return; |
256 | } |
256 | } |
257 | |
257 | |
258 | op->expand_tail (); |
258 | op->expand_tail (); |
259 | |
259 | |
|
|
260 | if (!creator->is_on_map () |
260 | if (!op->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
261 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
261 | op->destroy (); |
262 | op->destroy (); |
262 | else |
263 | else |
263 | { |
264 | { |
264 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
265 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
265 | 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); |
266 | } |
267 | } |
267 | } |
268 | } |
268 | else |
269 | else |
269 | { |
270 | { |
270 | op = creator->insert (op); |
271 | op = creator->insert (op); |
271 | |
272 | |
272 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
273 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
274 | } |
275 | } |
275 | } |
276 | } |
276 | |
277 | |
277 | /* 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 |
… | |
… | |
309 | } |
310 | } |
310 | else |
311 | else |
311 | { |
312 | { |
312 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
313 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
313 | { |
314 | { |
314 | object *tmp = arch_to_object (t->item); |
315 | object *tmp = t->item->instance (); |
315 | |
316 | |
316 | if (t->nrof && tmp->nrof <= 1) |
317 | if (t->nrof && tmp->nrof <= 1) |
317 | tmp->nrof = rndm (t->nrof) + 1; |
318 | tmp->nrof = rndm (t->nrof) + 1; |
318 | |
319 | |
319 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
320 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
366 | else if (t->nrof) |
367 | else if (t->nrof) |
367 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | } |
369 | } |
369 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
370 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
370 | { |
371 | { |
371 | if (object *tmp = arch_to_object (t->item)) |
372 | if (object *tmp = t->item->instance ()) |
372 | { |
373 | { |
373 | if (t->nrof && tmp->nrof <= 1) |
374 | if (t->nrof && tmp->nrof <= 1) |
374 | tmp->nrof = rndm (t->nrof) + 1; |
375 | tmp->nrof = rndm (t->nrof) + 1; |
375 | |
376 | |
376 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
377 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
442 | |
443 | |
443 | if (ob->inv) |
444 | if (ob->inv) |
444 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | |
446 | |
446 | ob->destroy (); |
447 | ob->destroy (); |
|
|
448 | |
447 | return tmp; |
449 | return tmp; |
448 | } |
450 | } |
449 | |
451 | |
450 | /* |
452 | /* |
451 | * 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 |
… | |
… | |
494 | * 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) |
495 | * |
497 | * |
496 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
497 | * 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. |
498 | */ |
500 | */ |
499 | int |
501 | static int |
500 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
501 | { |
503 | { |
502 | if (!op->inv) |
504 | if (!op->inv) |
503 | { |
505 | { |
504 | 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); |
… | |
… | |
521 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
522 | * 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 |
523 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
524 | * |
526 | * |
525 | */ |
527 | */ |
526 | int |
528 | static int |
527 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
528 | { |
530 | { |
529 | int percent = 0, magic = 0; |
531 | int percent = 0, magic = 0; |
530 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
531 | |
533 | |
… | |
… | |
578 | if (op->type == ARMOUR) |
580 | if (op->type == ARMOUR) |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
581 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
580 | |
582 | |
581 | 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 */ |
582 | magic = (-magic); |
584 | magic = (-magic); |
|
|
585 | |
583 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
586 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
584 | } |
587 | } |
585 | else |
588 | else |
586 | { |
589 | { |
587 | if (op->type == ARMOUR) |
590 | if (op->type == ARMOUR) |
588 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
591 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
592 | |
589 | 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 */ |
590 | magic = (-magic); |
594 | magic = (-magic); |
|
|
595 | |
591 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
592 | } |
597 | } |
593 | } |
598 | } |
594 | |
599 | |
595 | /* |
600 | /* |
… | |
… | |
607 | i = -i; |
612 | i = -i; |
608 | if (i > max_magic) |
613 | if (i > max_magic) |
609 | i = max_magic; |
614 | i = max_magic; |
610 | set_abs_magic (op, i); |
615 | set_abs_magic (op, i); |
611 | if (i < 0) |
616 | if (i < 0) |
612 | SET_FLAG (op, FLAG_CURSED); |
617 | op->set_flag (FLAG_CURSED); |
613 | } |
618 | } |
614 | |
619 | |
615 | /* |
620 | /* |
616 | * Randomly adds one magical ability to the given object. |
621 | * Randomly adds one magical ability to the given object. |
617 | * Modified for Partial Resistance in many ways: |
622 | * Modified for Partial Resistance in many ways: |
618 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
619 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
620 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
621 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
622 | */ |
627 | */ |
623 | void |
628 | static void |
624 | set_ring_bonus (object *op, int bonus) |
629 | set_ring_bonus (object *op, int bonus) |
625 | { |
630 | { |
626 | |
|
|
627 | int r = rndm (bonus > 0 ? 25 : 11); |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
628 | |
632 | |
629 | if (op->type == AMULET) |
633 | if (op->type == AMULET) |
630 | { |
634 | { |
631 | if (!(rndm (21))) |
635 | if (!(rndm (21))) |
… | |
… | |
711 | break; |
715 | break; |
712 | } |
716 | } |
713 | case 20: |
717 | case 20: |
714 | if (op->type == AMULET) |
718 | if (op->type == AMULET) |
715 | { |
719 | { |
716 | SET_FLAG (op, FLAG_REFL_SPELL); |
720 | op->set_flag (FLAG_REFL_SPELL); |
717 | op->value *= 11; |
721 | op->value *= 11; |
718 | } |
722 | } |
719 | else |
723 | else |
720 | { |
724 | { |
721 | op->stats.hp = 1; /* regenerate hit points */ |
725 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
724 | break; |
728 | break; |
725 | |
729 | |
726 | case 21: |
730 | case 21: |
727 | if (op->type == AMULET) |
731 | if (op->type == AMULET) |
728 | { |
732 | { |
729 | SET_FLAG (op, FLAG_REFL_MISSILE); |
733 | op->set_flag (FLAG_REFL_MISSILE); |
730 | op->value *= 9; |
734 | op->value *= 9; |
731 | } |
735 | } |
732 | else |
736 | else |
733 | { |
737 | { |
734 | op->stats.sp = 1; /* regenerate spell points */ |
738 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
754 | * higher is the chance of returning a low number. |
758 | * higher is the chance of returning a low number. |
755 | * 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 |
756 | * rings and amulets. |
760 | * rings and amulets. |
757 | * 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. |
758 | */ |
762 | */ |
759 | int |
763 | static int |
760 | get_magic (int diff) |
764 | get_magic (int diff) |
761 | { |
765 | { |
762 | int i; |
766 | int i; |
763 | |
767 | |
764 | if (diff < 3) |
768 | if (diff < 3) |
… | |
… | |
767 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
768 | if (rndm (diff)) |
772 | if (rndm (diff)) |
769 | return i; |
773 | return i; |
770 | |
774 | |
771 | return 4; |
775 | return 4; |
|
|
776 | } |
|
|
777 | |
|
|
778 | /* special_potion() - so that old potion code is still done right. */ |
|
|
779 | static int |
|
|
780 | special_potion (object *op) |
|
|
781 | { |
|
|
782 | if (op->attacktype) |
|
|
783 | return 1; |
|
|
784 | |
|
|
785 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
786 | return 1; |
|
|
787 | |
|
|
788 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
789 | if (op->resist[i]) |
|
|
790 | return 1; |
|
|
791 | |
|
|
792 | return 0; |
772 | } |
793 | } |
773 | |
794 | |
774 | #define DICE2 (get_magic(2)==2?2:1) |
795 | #define DICE2 (get_magic(2)==2?2:1) |
775 | #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)) |
776 | |
797 | |
… | |
… | |
813 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
834 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
814 | /* So the treasure doesn't get created again */ |
835 | /* So the treasure doesn't get created again */ |
815 | op->randomitems = 0; |
836 | op->randomitems = 0; |
816 | } |
837 | } |
817 | |
838 | |
818 | if (difficulty < 1) |
839 | max_it (difficulty, 1); |
819 | difficulty = 1; |
|
|
820 | |
840 | |
821 | if (INVOKE_OBJECT (ADD_BONUS, op, |
841 | if (INVOKE_OBJECT (ADD_BONUS, op, |
822 | ARG_OBJECT (creator != op ? creator : 0), |
842 | ARG_OBJECT (creator != op ? creator : 0), |
823 | ARG_INT (difficulty), ARG_INT (max_magic), |
843 | ARG_INT (difficulty), ARG_INT (max_magic), |
824 | ARG_INT (flags))) |
844 | ARG_INT (flags))) |
… | |
… | |
883 | * again below */ |
903 | * again below */ |
884 | } |
904 | } |
885 | } |
905 | } |
886 | |
906 | |
887 | /* materialtype modifications. Note we allow this on artifacts. */ |
907 | /* materialtype modifications. Note we allow this on artifacts. */ |
888 | set_materialname (op, difficulty, NULL); |
908 | select_material (op, difficulty); |
889 | |
909 | |
890 | if (flags & GT_MINIMAL) |
910 | if (flags & GT_MINIMAL) |
891 | { |
911 | { |
892 | if (op->type == POTION) |
912 | if (op->type == POTION) |
893 | /* Handle healing and magic power potions */ |
913 | /* Handle healing and magic power potions */ |
… | |
… | |
904 | case WEAPON: |
924 | case WEAPON: |
905 | case ARMOUR: |
925 | case ARMOUR: |
906 | case SHIELD: |
926 | case SHIELD: |
907 | case HELMET: |
927 | case HELMET: |
908 | case CLOAK: |
928 | case CLOAK: |
909 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
929 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
910 | set_ring_bonus (op, -DICE2); |
930 | set_ring_bonus (op, -DICE2); |
911 | break; |
931 | break; |
912 | |
932 | |
913 | case BRACERS: |
933 | case BRACERS: |
914 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
934 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
915 | { |
935 | { |
916 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
936 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
917 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
937 | if (!op->flag [FLAG_CURSED]) |
918 | op->value *= 3; |
938 | op->value *= 3; |
919 | } |
939 | } |
920 | break; |
940 | break; |
921 | |
941 | |
922 | case POTION: |
942 | case POTION: |
… | |
… | |
924 | int too_many_tries = 0, is_special = 0; |
944 | int too_many_tries = 0, is_special = 0; |
925 | |
945 | |
926 | /* Handle healing and magic power potions */ |
946 | /* Handle healing and magic power potions */ |
927 | if (op->stats.sp && !op->randomitems) |
947 | if (op->stats.sp && !op->randomitems) |
928 | { |
948 | { |
929 | object *tmp; |
|
|
930 | |
|
|
931 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
949 | object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
932 | insert_ob_in_ob (tmp, op); |
950 | insert_ob_in_ob (tmp, op); |
933 | op->stats.sp = 0; |
951 | op->stats.sp = 0; |
934 | } |
952 | } |
935 | |
953 | |
936 | while (!(is_special = special_potion (op)) && !op->inv) |
954 | while (!(is_special = special_potion (op)) && !op->inv) |
… | |
… | |
944 | * since the value set on those is already correct. |
962 | * since the value set on those is already correct. |
945 | */ |
963 | */ |
946 | if (op->inv && op->randomitems) |
964 | if (op->inv && op->randomitems) |
947 | { |
965 | { |
948 | /* value multiplier is same as for scrolls */ |
966 | /* value multiplier is same as for scrolls */ |
949 | op->value = (op->value * op->inv->value); |
967 | op->value *= op->inv->value; |
950 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
968 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
951 | } |
969 | } |
952 | else |
970 | else |
953 | { |
971 | { |
954 | op->name = "potion"; |
972 | op->name = "potion"; |
955 | op->name_pl = "potions"; |
973 | op->name_pl = "potions"; |
956 | } |
974 | } |
957 | |
975 | |
958 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
976 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
959 | SET_FLAG (op, FLAG_CURSED); |
977 | op->set_flag (FLAG_CURSED); |
|
|
978 | |
960 | break; |
979 | break; |
961 | } |
980 | } |
962 | |
981 | |
963 | case AMULET: |
982 | case AMULET: |
964 | if (IS_ARCH (op->arch, amulet)) |
983 | if (IS_ARCH (op->arch, amulet)) |
965 | op->value *= 5; /* Since it's not just decoration */ |
984 | op->value *= 5; /* Since it's not just decoration */ |
966 | |
985 | |
967 | case RING: |
986 | case RING: |
968 | if (!op->arch) // wtf? schmorp |
|
|
969 | { |
|
|
970 | op->destroy (); |
|
|
971 | op = 0; |
|
|
972 | break; |
|
|
973 | } |
|
|
974 | |
|
|
975 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
987 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
976 | break; |
988 | break; |
977 | |
989 | |
978 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
990 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
979 | SET_FLAG (op, FLAG_CURSED); |
991 | op->set_flag (FLAG_CURSED); |
980 | |
992 | |
981 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
993 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
982 | |
994 | |
983 | if (op->type != RING) /* Amulets have only one ability */ |
995 | if (op->type != RING) /* Amulets have only one ability */ |
984 | break; |
996 | break; |
985 | |
997 | |
986 | if (!(rndm (4))) |
998 | if (!(rndm (4))) |
987 | { |
999 | { |
988 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1000 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
989 | |
1001 | |
990 | if (d > 0) |
1002 | if (d > 0) |
991 | op->value *= 3; |
1003 | op->value *= 3; |
992 | |
1004 | |
993 | set_ring_bonus (op, d); |
1005 | set_ring_bonus (op, d); |
994 | |
1006 | |
995 | if (!(rndm (4))) |
1007 | if (!(rndm (4))) |
996 | { |
1008 | { |
997 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1009 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
998 | |
1010 | |
999 | if (d > 0) |
1011 | if (d > 0) |
1000 | op->value *= 5; |
1012 | op->value *= 5; |
1001 | set_ring_bonus (op, d); |
1013 | set_ring_bonus (op, d); |
1002 | } |
1014 | } |
1003 | } |
1015 | } |
1004 | |
1016 | |
1005 | if (GET_ANIM_ID (op)) |
1017 | if (op->animation_id) |
1006 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1018 | op->set_anim_frame (rndm (op->anim_frames ())); |
1007 | |
1019 | |
1008 | break; |
1020 | break; |
1009 | |
1021 | |
1010 | case BOOK: |
1022 | case BOOK: |
1011 | /* Is it an empty book?, if yes lets make a special· |
1023 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1013 | * creator and/or map level we found it on. |
1025 | * creator and/or map level we found it on. |
1014 | */ |
1026 | */ |
1015 | if (!op->msg && rndm (10)) |
1027 | if (!op->msg && rndm (10)) |
1016 | { |
1028 | { |
1017 | /* set the book level properly */ |
1029 | /* set the book level properly */ |
1018 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1030 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1019 | { |
1031 | { |
1020 | if (op->map && op->map->difficulty) |
1032 | if (op->map && op->map->difficulty) |
1021 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1033 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1022 | else |
1034 | else |
1023 | op->level = rndm (20) + 1; |
1035 | op->level = rndm (20) + 1; |
… | |
… | |
1026 | op->level = rndm (creator->level); |
1038 | op->level = rndm (creator->level); |
1027 | |
1039 | |
1028 | 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); |
1029 | /* books w/ info are worth more! */ |
1041 | /* books w/ info are worth more! */ |
1030 | 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)); |
1031 | /* creator related stuff */ |
|
|
1032 | |
|
|
1033 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1034 | * set - we don't want to set no pick in that case. |
|
|
1035 | */ |
|
|
1036 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1037 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1038 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1039 | op->slaying = creator->slaying; |
|
|
1040 | |
1043 | |
1041 | /* add exp so reading it gives xp (once) */ |
1044 | /* add exp so reading it gives xp (once) */ |
1042 | 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; |
1043 | } |
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; |
1044 | break; |
1057 | break; |
1045 | |
1058 | |
1046 | case SPELLBOOK: |
1059 | case SPELLBOOK: |
1047 | op->value = op->value * op->inv->value; |
1060 | op->value = op->value * op->inv->value; |
1048 | /* add exp so learning gives xp */ |
1061 | /* add exp so learning gives xp */ |
… | |
… | |
1082 | * 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. |
1083 | */ |
1096 | */ |
1084 | 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); |
1085 | /* 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 */ |
1086 | if (op->stats.maxhp) |
1099 | if (op->stats.maxhp) |
1087 | 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); |
1088 | else |
1101 | else |
1089 | 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); |
1090 | |
1103 | |
1091 | op->stats.hp = op->stats.maxhp; |
1104 | op->stats.hp = op->stats.maxhp; |
1092 | break; |
1105 | break; |
1093 | |
1106 | |
1094 | case SCROLL: |
1107 | case SCROLL: |
… | |
… | |
1109 | break; |
1122 | break; |
1110 | } /* switch type */ |
1123 | } /* switch type */ |
1111 | |
1124 | |
1112 | if (flags & GT_STARTEQUIP) |
1125 | if (flags & GT_STARTEQUIP) |
1113 | { |
1126 | { |
1114 | 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]) |
1115 | SET_FLAG (op, FLAG_STARTEQUIP); |
1128 | op->set_flag (FLAG_STARTEQUIP); |
1116 | else if (op->type != MONEY) |
1129 | else if (op->type != MONEY) |
1117 | op->value = 0; |
1130 | op->value = 0; |
1118 | } |
1131 | } |
1119 | |
1132 | |
1120 | if (!(flags & GT_ENVIRONMENT)) |
1133 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1131 | |
1144 | |
1132 | /* |
1145 | /* |
1133 | * Allocate and return the pointer to an empty artifactlist structure. |
1146 | * Allocate and return the pointer to an empty artifactlist structure. |
1134 | */ |
1147 | */ |
1135 | static artifactlist * |
1148 | static artifactlist * |
1136 | get_empty_artifactlist (void) |
1149 | get_empty_artifactlist () |
1137 | { |
1150 | { |
1138 | return salloc0<artifactlist> (); |
1151 | return salloc0<artifactlist> (); |
1139 | } |
1152 | } |
1140 | |
1153 | |
1141 | /* |
1154 | /* |
1142 | * Allocate and return the pointer to an empty artifact structure. |
1155 | * Allocate and return the pointer to an empty artifact structure. |
1143 | */ |
1156 | */ |
1144 | static artifact * |
1157 | static artifact * |
1145 | get_empty_artifact (void) |
1158 | get_empty_artifact () |
1146 | { |
1159 | { |
1147 | return salloc0<artifact> (); |
1160 | return salloc0<artifact> (); |
1148 | } |
1161 | } |
1149 | |
1162 | |
1150 | /* |
1163 | /* |
… | |
… | |
1163 | |
1176 | |
1164 | /* |
1177 | /* |
1165 | * Builds up the lists of artifacts from the file in the libdir. |
1178 | * Builds up the lists of artifacts from the file in the libdir. |
1166 | */ |
1179 | */ |
1167 | void |
1180 | void |
1168 | init_artifacts (void) |
1181 | init_artifacts () |
1169 | { |
1182 | { |
1170 | static int has_been_inited = 0; |
1183 | static int has_been_inited = 0; |
1171 | char filename[MAX_BUF]; |
1184 | char filename[MAX_BUF]; |
1172 | artifact *art = NULL; |
1185 | artifact *art = NULL; |
1173 | artifactlist *al; |
1186 | artifactlist *al; |
… | |
… | |
1193 | |
1206 | |
1194 | { |
1207 | { |
1195 | if (!strcmp (f.get_str (), "all")) |
1208 | if (!strcmp (f.get_str (), "all")) |
1196 | break; |
1209 | break; |
1197 | |
1210 | |
1198 | char *next, *cp = f.get_str (); |
1211 | const char *cp = f.get_str (); |
1199 | |
1212 | char *next; |
1200 | do |
1213 | do |
1201 | { |
1214 | { |
1202 | if ((next = strchr (cp, ','))) |
1215 | if ((next = (char *)strchr (cp, ','))) |
1203 | *next++ = '\0'; |
1216 | *next++ = '\0'; |
1204 | |
1217 | |
1205 | linked_char *tmp = new linked_char; |
1218 | linked_char *tmp = new linked_char; |
1206 | |
1219 | |
1207 | tmp->name = cp; |
1220 | tmp->name = cp; |
… | |
… | |
1302 | op->path_repelled |= change->path_repelled; |
1315 | op->path_repelled |= change->path_repelled; |
1303 | op->path_denied |= change->path_denied; |
1316 | op->path_denied |= change->path_denied; |
1304 | op->move_type |= change->move_type; |
1317 | op->move_type |= change->move_type; |
1305 | op->stats.luck += change->stats.luck; |
1318 | op->stats.luck += change->stats.luck; |
1306 | |
1319 | |
1307 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1320 | if (change->flag [FLAG_CURSED]) |
1308 | SET_FLAG (op, FLAG_CURSED); |
1321 | op->set_flag (FLAG_CURSED); |
1309 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1322 | if (change->flag [FLAG_DAMNED]) |
1310 | SET_FLAG (op, FLAG_DAMNED); |
1323 | op->set_flag (FLAG_DAMNED); |
1311 | 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) |
1312 | set_abs_magic (op, -op->magic); |
1325 | set_abs_magic (op, -op->magic); |
1313 | |
1326 | |
1314 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1327 | if (change->flag [FLAG_LIFESAVE]) |
1315 | SET_FLAG (op, FLAG_LIFESAVE); |
1328 | op->set_flag (FLAG_LIFESAVE); |
1316 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1329 | if (change->flag [FLAG_REFL_SPELL]) |
1317 | SET_FLAG (op, FLAG_REFL_SPELL); |
1330 | op->set_flag (FLAG_REFL_SPELL); |
1318 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
1331 | if (change->flag [FLAG_STEALTH]) |
1319 | SET_FLAG (op, FLAG_STEALTH); |
1332 | op->set_flag (FLAG_STEALTH); |
1320 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
1333 | if (change->flag [FLAG_XRAYS]) |
1321 | SET_FLAG (op, FLAG_XRAYS); |
1334 | op->set_flag (FLAG_XRAYS); |
1322 | if (QUERY_FLAG (change, FLAG_BLIND)) |
1335 | if (change->flag [FLAG_BLIND]) |
1323 | SET_FLAG (op, FLAG_BLIND); |
1336 | op->set_flag (FLAG_BLIND); |
1324 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
1337 | if (change->flag [FLAG_SEE_IN_DARK]) |
1325 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
1338 | op->set_flag (FLAG_SEE_IN_DARK); |
1326 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
1339 | if (change->flag [FLAG_REFL_MISSILE]) |
1327 | SET_FLAG (op, FLAG_REFL_MISSILE); |
1340 | op->set_flag (FLAG_REFL_MISSILE); |
1328 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
1341 | if (change->flag [FLAG_MAKE_INVIS]) |
1329 | SET_FLAG (op, FLAG_MAKE_INVIS); |
1342 | op->set_flag (FLAG_MAKE_INVIS); |
1330 | |
1343 | |
1331 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1344 | if (change->flag [FLAG_STAND_STILL]) |
1332 | { |
1345 | { |
1333 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1346 | op->clr_flag (FLAG_ANIMATE); |
1334 | /* so artifacts will join */ |
1347 | /* so artifacts will join */ |
1335 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1348 | if (!op->flag [FLAG_ALIVE]) |
1336 | op->speed = 0.0; |
1349 | op->speed = 0.0; |
1337 | |
1350 | |
1338 | op->set_speed (op->speed); |
1351 | op->set_speed (op->speed); |
1339 | } |
1352 | } |
1340 | |
1353 | |
… | |
… | |
1351 | * 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 |
1352 | * this object. |
1365 | * this object. |
1353 | */ |
1366 | */ |
1354 | if (op->type == HORN || op->type == POTION) |
1367 | if (op->type == HORN || op->type == POTION) |
1355 | { |
1368 | { |
1356 | object *tmp_obj; |
|
|
1357 | |
|
|
1358 | /* Remove any spells this object currently has in it */ |
1369 | /* Remove any spells this object currently has in it */ |
1359 | while (op->inv) |
|
|
1360 | op->inv->destroy (); |
1370 | op->destroy_inv (false); |
1361 | |
1371 | |
1362 | tmp_obj = arch_to_object (change->other_arch); |
1372 | object *tmp = change->other_arch->instance (); |
1363 | insert_ob_in_ob (tmp_obj, op); |
1373 | insert_ob_in_ob (tmp, op); |
1364 | } |
1374 | } |
|
|
1375 | |
1365 | /* No harm setting this for potions/horns */ |
1376 | /* No harm setting this for potions/horns */ |
1366 | op->other_arch = change->other_arch; |
1377 | op->other_arch = change->other_arch; |
1367 | } |
1378 | } |
1368 | |
1379 | |
1369 | if (change->stats.hp < 0) |
1380 | if (change->stats.hp < 0) |
… | |
… | |
1453 | op->value *= change->value; |
1464 | op->value *= change->value; |
1454 | |
1465 | |
1455 | if (change->materials) |
1466 | if (change->materials) |
1456 | op->materials = change->materials; |
1467 | op->materials = change->materials; |
1457 | |
1468 | |
1458 | if (change->materialname) |
1469 | if (change->material != MATERIAL_NULL) |
1459 | op->materialname = change->materialname; |
1470 | op->material = change->material; |
1460 | |
1471 | |
1461 | if (change->slaying) |
1472 | if (change->slaying) |
1462 | op->slaying = change->slaying; |
1473 | op->slaying = change->slaying; |
1463 | |
1474 | |
1464 | if (change->race) |
1475 | if (change->race) |
… | |
… | |
1516 | op->title = new_name; |
1527 | op->title = new_name; |
1517 | add_abilities (op, artifct); /* Give out the bonuses */ |
1528 | add_abilities (op, artifct); /* Give out the bonuses */ |
1518 | |
1529 | |
1519 | #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... */ |
1520 | { |
1531 | { |
1521 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1532 | char identified = op->flag [FLAG_IDENTIFIED]; |
1522 | |
1533 | |
1523 | SET_FLAG (op, FLAG_IDENTIFIED); |
1534 | op->set_flag (FLAG_IDENTIFIED); |
1524 | 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)); |
1525 | if (!identified) |
1536 | if (!identified) |
1526 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1537 | op->clr_flag (FLAG_IDENTIFIED); |
1527 | } |
1538 | } |
1528 | #endif |
1539 | #endif |
1529 | return; |
1540 | return; |
1530 | } |
1541 | } |
1531 | |
1542 | |
… | |
… | |
1573 | #if 1 |
1584 | #if 1 |
1574 | 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); |
1575 | #endif |
1586 | #endif |
1576 | return; |
1587 | return; |
1577 | } |
1588 | } |
1578 | if (!strcmp (art->item->name, "NONE")) |
1589 | |
|
|
1590 | if (art->item->name == shstr_NONE) |
1579 | return; |
1591 | return; |
|
|
1592 | |
1580 | if (FABS (op->magic) < art->item->magic) |
1593 | if (fabs (op->magic) < art->item->magic) |
1581 | continue; /* Not magic enough to be this item */ |
1594 | continue; /* Not magic enough to be this item */ |
1582 | |
1595 | |
1583 | /* Map difficulty not high enough */ |
1596 | /* Map difficulty not high enough */ |
1584 | if (difficulty < art->difficulty) |
1597 | if (difficulty < art->difficulty) |
1585 | continue; |
1598 | continue; |
… | |
… | |
1636 | item->level = donor->level; |
1649 | item->level = donor->level; |
1637 | |
1650 | |
1638 | /* if donor has some attacktypes, the flesh is poisonous */ |
1651 | /* if donor has some attacktypes, the flesh is poisonous */ |
1639 | if (donor->attacktype & AT_POISON) |
1652 | if (donor->attacktype & AT_POISON) |
1640 | item->type = POISON; |
1653 | item->type = POISON; |
|
|
1654 | |
1641 | if (donor->attacktype & AT_ACID) |
1655 | if (donor->attacktype & AT_ACID) |
1642 | item->stats.hp = -1 * item->stats.food; |
1656 | item->stats.hp = -1 * item->stats.food; |
1643 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1644 | } |
|
|
1645 | } |
|
|
1646 | |
1657 | |
1647 | /* special_potion() - so that old potion code is still done right. */ |
1658 | item->set_flag (FLAG_NO_STEAL); |
1648 | int |
1659 | } |
1649 | special_potion (object *op) |
|
|
1650 | { |
|
|
1651 | if (op->attacktype) |
|
|
1652 | return 1; |
|
|
1653 | |
|
|
1654 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1655 | return 1; |
|
|
1656 | |
|
|
1657 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1658 | if (op->resist[i]) |
|
|
1659 | return 1; |
|
|
1660 | |
|
|
1661 | return 0; |
|
|
1662 | } |
1660 | } |
1663 | |
1661 | |
1664 | void |
1662 | static void |
1665 | free_treasurestruct (treasure *t) |
1663 | free_treasurestruct (treasure *t) |
1666 | { |
1664 | { |
1667 | if (t->next) free_treasurestruct (t->next); |
1665 | if (t->next) free_treasurestruct (t->next); |
1668 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1666 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1669 | if (t->next_no) free_treasurestruct (t->next_no); |
1667 | if (t->next_no) free_treasurestruct (t->next_no); |
1670 | |
1668 | |
1671 | delete t; |
1669 | delete t; |
1672 | } |
1670 | } |
1673 | |
1671 | |
1674 | void |
1672 | static void |
1675 | free_charlinks (linked_char *lc) |
1673 | free_charlinks (linked_char *lc) |
1676 | { |
1674 | { |
1677 | if (lc->next) |
1675 | if (lc->next) |
1678 | free_charlinks (lc->next); |
1676 | free_charlinks (lc->next); |
1679 | |
1677 | |
1680 | delete lc; |
1678 | delete lc; |
1681 | } |
1679 | } |
1682 | |
1680 | |
1683 | void |
1681 | static void |
1684 | free_artifact (artifact *at) |
1682 | free_artifact (artifact *at) |
1685 | { |
1683 | { |
1686 | if (at->next) free_artifact (at->next); |
1684 | if (at->next) free_artifact (at->next); |
1687 | if (at->allowed) free_charlinks (at->allowed); |
1685 | if (at->allowed) free_charlinks (at->allowed); |
1688 | |
1686 | |
1689 | at->item->destroy (1); |
1687 | at->item->destroy (); |
1690 | |
1688 | |
1691 | sfree (at); |
1689 | sfree (at); |
1692 | } |
1690 | } |
1693 | |
1691 | |
1694 | void |
|
|
1695 | free_artifactlist (artifactlist *al) |
|
|
1696 | { |
|
|
1697 | artifactlist *nextal; |
|
|
1698 | |
|
|
1699 | for (al = first_artifactlist; al; al = nextal) |
|
|
1700 | { |
|
|
1701 | nextal = al->next; |
|
|
1702 | |
|
|
1703 | if (al->items) |
|
|
1704 | free_artifact (al->items); |
|
|
1705 | |
|
|
1706 | sfree (al); |
|
|
1707 | } |
|
|
1708 | } |
|
|
1709 | |
|
|
1710 | void |
|
|
1711 | free_all_treasures (void) |
|
|
1712 | { |
|
|
1713 | treasurelist *tl, *next; |
|
|
1714 | |
|
|
1715 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1716 | { |
|
|
1717 | clear (tl); |
|
|
1718 | |
|
|
1719 | next = tl->next; |
|
|
1720 | delete tl; |
|
|
1721 | } |
|
|
1722 | |
|
|
1723 | free_artifactlist (first_artifactlist); |
|
|
1724 | } |
|
|