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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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. |
25 | * 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 |
… | |
… | |
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 <funcpoint.h> |
|
|
38 | #include <loader.h> |
|
|
39 | |
38 | |
40 | extern char *spell_mapping[]; |
39 | extern char *spell_mapping[]; |
41 | |
40 | |
42 | static treasurelist *first_treasurelist; |
41 | static treasurelist *first_treasurelist; |
43 | |
42 | |
… | |
… | |
46 | typedef std::tr1::unordered_map< |
45 | typedef std::tr1::unordered_map< |
47 | const char *, |
46 | const char *, |
48 | treasurelist *, |
47 | treasurelist *, |
49 | str_hash, |
48 | str_hash, |
50 | str_equal, |
49 | str_equal, |
51 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
50 | slice_allocator< std::pair<const char *const, treasurelist *> > |
52 | true |
|
|
53 | > tl_map_t; |
51 | > tl_map_t; |
54 | |
52 | |
55 | 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 | } |
56 | |
68 | |
57 | /* |
69 | /* |
58 | * Searches for the given treasurelist |
70 | * Searches for the given treasurelist |
59 | */ |
71 | */ |
60 | treasurelist * |
72 | treasurelist * |
… | |
… | |
90 | |
102 | |
91 | tl_map.insert (std::make_pair (tl->name, tl)); |
103 | tl_map.insert (std::make_pair (tl->name, tl)); |
92 | } |
104 | } |
93 | |
105 | |
94 | return tl; |
106 | return tl; |
95 | } |
|
|
96 | |
|
|
97 | //TODO: class method |
|
|
98 | void |
|
|
99 | clear (treasurelist *tl) |
|
|
100 | { |
|
|
101 | if (tl->items) |
|
|
102 | { |
|
|
103 | free_treasurestruct (tl->items); |
|
|
104 | tl->items = 0; |
|
|
105 | } |
|
|
106 | |
|
|
107 | tl->total_chance = 0; |
|
|
108 | } |
107 | } |
109 | |
108 | |
110 | #ifdef TREASURE_DEBUG |
109 | #ifdef TREASURE_DEBUG |
111 | /* recursived checks the linked list. Treasurelist is passed only |
110 | /* recursived checks the linked list. Treasurelist is passed only |
112 | * so that the treasure name can be printed out |
111 | * so that the treasure name can be printed out |
… | |
… | |
256 | return; |
255 | return; |
257 | } |
256 | } |
258 | |
257 | |
259 | op->expand_tail (); |
258 | op->expand_tail (); |
260 | |
259 | |
|
|
260 | if (!creator->is_on_map () |
261 | if (op->blocked (creator->map, creator->x, creator->y)) |
261 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
262 | op->destroy (); |
262 | op->destroy (); |
263 | else |
263 | else |
264 | { |
264 | { |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
265 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
266 | 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 | } |
267 | } |
268 | } |
268 | } |
269 | else |
269 | else |
270 | { |
270 | { |
271 | op = creator->insert (op); |
271 | op = creator->insert (op); |
272 | |
272 | |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
274 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
275 | |
|
|
276 | if (flags & GT_UPDATE_INV) |
|
|
277 | if (object *tmp = creator->in_player ()) |
|
|
278 | esrv_send_item (tmp, op); |
|
|
279 | } |
275 | } |
280 | } |
276 | } |
281 | |
277 | |
282 | /* 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 |
283 | * in the generated object |
279 | * in the generated object |
… | |
… | |
314 | } |
310 | } |
315 | else |
311 | else |
316 | { |
312 | { |
317 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
313 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
318 | { |
314 | { |
319 | object *tmp = arch_to_object (t->item); |
315 | object *tmp = t->item->instance (); |
320 | |
316 | |
321 | if (t->nrof && tmp->nrof <= 1) |
317 | if (t->nrof && tmp->nrof <= 1) |
322 | tmp->nrof = rndm (t->nrof) + 1; |
318 | tmp->nrof = rndm (t->nrof) + 1; |
323 | |
319 | |
324 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
320 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
371 | else if (t->nrof) |
367 | else if (t->nrof) |
372 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | create_one_treasure (tl, op, flag, difficulty, tries); |
373 | } |
369 | } |
374 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
370 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
375 | { |
371 | { |
376 | if (object *tmp = arch_to_object (t->item)) |
372 | if (object *tmp = t->item->instance ()) |
377 | { |
373 | { |
378 | if (t->nrof && tmp->nrof <= 1) |
374 | if (t->nrof && tmp->nrof <= 1) |
379 | tmp->nrof = rndm (t->nrof) + 1; |
375 | tmp->nrof = rndm (t->nrof) + 1; |
380 | |
376 | |
381 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
377 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
447 | |
443 | |
448 | if (ob->inv) |
444 | if (ob->inv) |
449 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
450 | |
446 | |
451 | ob->destroy (); |
447 | ob->destroy (); |
|
|
448 | |
452 | return tmp; |
449 | return tmp; |
453 | } |
450 | } |
454 | |
451 | |
455 | /* |
452 | /* |
456 | * 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 |
… | |
… | |
499 | * 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) |
500 | * |
497 | * |
501 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
502 | * 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. |
503 | */ |
500 | */ |
504 | int |
501 | static int |
505 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
506 | { |
503 | { |
507 | if (!op->inv) |
504 | if (!op->inv) |
508 | { |
505 | { |
509 | 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); |
… | |
… | |
513 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
510 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
514 | |
511 | |
515 | if (olevel <= 0) |
512 | if (olevel <= 0) |
516 | olevel = rndm (1, op->inv->level); |
513 | olevel = rndm (1, op->inv->level); |
517 | |
514 | |
518 | return min (olevel, MAXLEVEL); |
515 | return min (olevel, MAXLEVEL_TREASURE); |
519 | } |
516 | } |
520 | |
517 | |
521 | /* |
518 | /* |
522 | * Based upon the specified difficulty and upon the difftomagic_list array, |
519 | * Based upon the specified difficulty and upon the difftomagic_list array, |
523 | * a random magical bonus is returned. This is used when determine |
520 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
526 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
527 | * 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 |
528 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
529 | * |
526 | * |
530 | */ |
527 | */ |
531 | int |
528 | static int |
532 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
533 | { |
530 | { |
534 | int percent = 0, magic = 0; |
|
|
535 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
531 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
532 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
536 | |
533 | |
537 | scaled_diff--; |
|
|
538 | |
|
|
539 | if (scaled_diff < 0) |
|
|
540 | scaled_diff = 0; |
|
|
541 | |
|
|
542 | if (scaled_diff >= DIFFLEVELS) |
|
|
543 | scaled_diff = DIFFLEVELS - 1; |
|
|
544 | |
|
|
545 | percent = rndm (100); |
534 | int percent = rndm (100); |
|
|
535 | int magic; |
546 | |
536 | |
547 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
537 | for (magic = 0; magic <= MAXMAGIC; magic++) |
548 | { |
538 | { |
549 | percent -= difftomagic_list[scaled_diff][magic]; |
539 | percent -= difftomagic_list[scaled_diff][magic]; |
550 | |
540 | |
551 | if (percent < 0) |
541 | if (percent < 0) |
552 | break; |
542 | break; |
553 | } |
543 | } |
554 | |
544 | |
555 | if (magic == (MAXMAGIC + 1)) |
545 | if (magic > MAXMAGIC) |
556 | { |
546 | { |
557 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
547 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
558 | magic = 0; |
548 | magic = 0; |
559 | } |
549 | } |
560 | |
550 | |
… | |
… | |
568 | * Sets magical bonus in an object, and recalculates the effect on |
558 | * Sets magical bonus in an object, and recalculates the effect on |
569 | * the armour variable, and the effect on speed of armour. |
559 | * the armour variable, and the effect on speed of armour. |
570 | * This function doesn't work properly, should add use of archetypes |
560 | * This function doesn't work properly, should add use of archetypes |
571 | * to make it truly absolute. |
561 | * to make it truly absolute. |
572 | */ |
562 | */ |
573 | |
|
|
574 | void |
563 | void |
575 | set_abs_magic (object *op, int magic) |
564 | set_abs_magic (object *op, int magic) |
576 | { |
565 | { |
577 | if (!magic) |
566 | if (!magic) |
578 | return; |
567 | return; |
… | |
… | |
583 | if (op->type == ARMOUR) |
572 | if (op->type == ARMOUR) |
584 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
573 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
585 | |
574 | |
586 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
575 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
587 | magic = (-magic); |
576 | magic = (-magic); |
|
|
577 | |
588 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
578 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
589 | } |
579 | } |
590 | else |
580 | else |
591 | { |
581 | { |
592 | if (op->type == ARMOUR) |
582 | if (op->type == ARMOUR) |
593 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
583 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
584 | |
594 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
585 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
595 | magic = (-magic); |
586 | magic = (-magic); |
|
|
587 | |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
588 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
597 | } |
589 | } |
598 | } |
590 | } |
599 | |
591 | |
600 | /* |
592 | /* |
… | |
… | |
603 | */ |
595 | */ |
604 | |
596 | |
605 | static void |
597 | static void |
606 | set_magic (int difficulty, object *op, int max_magic, int flags) |
598 | set_magic (int difficulty, object *op, int max_magic, int flags) |
607 | { |
599 | { |
608 | int i; |
|
|
609 | |
|
|
610 | i = magic_from_difficulty (difficulty); |
600 | int i = magic_from_difficulty (difficulty); |
|
|
601 | |
611 | if ((flags & GT_ONLY_GOOD) && i < 0) |
602 | if ((flags & GT_ONLY_GOOD) && i < 0) |
612 | i = -i; |
603 | i = -i; |
|
|
604 | |
613 | if (i > max_magic) |
605 | i = min (i, max_magic); |
614 | i = max_magic; |
606 | |
615 | set_abs_magic (op, i); |
607 | set_abs_magic (op, i); |
616 | if (i < 0) |
608 | if (i < 0) |
617 | SET_FLAG (op, FLAG_CURSED); |
609 | op->set_flag (FLAG_CURSED); |
618 | } |
610 | } |
619 | |
611 | |
620 | /* |
612 | /* |
621 | * Randomly adds one magical ability to the given object. |
613 | * Randomly adds one magical ability to the given object. |
622 | * Modified for Partial Resistance in many ways: |
614 | * Modified for Partial Resistance in many ways: |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
615 | * 1) Since rings can have multiple bonuses, if the same bonus |
624 | * is rolled again, increase it - the bonuses now stack with |
616 | * is rolled again, increase it - the bonuses now stack with |
625 | * other bonuses previously rolled and ones the item might natively have. |
617 | * other bonuses previously rolled and ones the item might natively have. |
626 | * 2) Add code to deal with new PR method. |
618 | * 2) Add code to deal with new PR method. |
627 | */ |
619 | */ |
628 | void |
620 | static void |
629 | set_ring_bonus (object *op, int bonus) |
621 | set_ring_bonus (object *op, int bonus) |
630 | { |
622 | { |
631 | |
|
|
632 | int r = rndm (bonus > 0 ? 25 : 11); |
623 | int r = rndm (bonus > 0 ? 25 : 11); |
633 | |
624 | |
634 | if (op->type == AMULET) |
625 | if (op->type == AMULET) |
635 | { |
|
|
636 | if (!(rndm (21))) |
626 | if (!rndm (21)) |
637 | r = 20 + rndm (2); |
627 | r = 20 + rndm (2); |
|
|
628 | else if (rndm (2)) |
|
|
629 | r = 10; |
638 | else |
630 | else |
639 | { |
|
|
640 | if (rndm (2)) |
|
|
641 | r = 10; |
|
|
642 | else |
|
|
643 | r = 11 + rndm (9); |
631 | r = 11 + rndm (9); |
644 | } |
|
|
645 | } |
|
|
646 | |
632 | |
647 | switch (r) |
633 | switch (r) |
648 | { |
634 | { |
649 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
635 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
650 | * bonuses and penalties will stack and add to existing values. |
636 | * bonuses and penalties will stack and add to existing values. |
651 | * of the item. |
637 | * of the item. |
652 | */ |
638 | */ |
653 | case 0: |
639 | case 0: |
654 | case 1: |
640 | case 1: |
655 | case 2: |
641 | case 2: |
656 | case 3: |
642 | case 3: |
657 | case 4: |
643 | case 4: |
… | |
… | |
697 | * little random element in since that they don't always end up with |
683 | * little random element in since that they don't always end up with |
698 | * even values. |
684 | * even values. |
699 | */ |
685 | */ |
700 | if (bonus < 0) |
686 | if (bonus < 0) |
701 | val = 2 * -val - rndm (b); |
687 | val = 2 * -val - rndm (b); |
702 | if (val > 35) |
688 | |
703 | val = 35; /* Upper limit */ |
689 | val = min (35, val); /* Upper limit */ |
|
|
690 | |
704 | b = 0; |
691 | b = 0; |
705 | |
692 | |
706 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
693 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
707 | resist = rndm (num_resist_table); |
694 | resist = rndm (num_resist_table); |
708 | |
695 | |
… | |
… | |
716 | break; |
703 | break; |
717 | } |
704 | } |
718 | case 20: |
705 | case 20: |
719 | if (op->type == AMULET) |
706 | if (op->type == AMULET) |
720 | { |
707 | { |
721 | SET_FLAG (op, FLAG_REFL_SPELL); |
708 | op->set_flag (FLAG_REFL_SPELL); |
722 | op->value *= 11; |
709 | op->value *= 11; |
723 | } |
710 | } |
724 | else |
711 | else |
725 | { |
712 | { |
726 | op->stats.hp = 1; /* regenerate hit points */ |
713 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
729 | break; |
716 | break; |
730 | |
717 | |
731 | case 21: |
718 | case 21: |
732 | if (op->type == AMULET) |
719 | if (op->type == AMULET) |
733 | { |
720 | { |
734 | SET_FLAG (op, FLAG_REFL_MISSILE); |
721 | op->set_flag (FLAG_REFL_MISSILE); |
735 | op->value *= 9; |
722 | op->value *= 9; |
736 | } |
723 | } |
737 | else |
724 | else |
738 | { |
725 | { |
739 | op->stats.sp = 1; /* regenerate spell points */ |
726 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
741 | } |
728 | } |
742 | break; |
729 | break; |
743 | |
730 | |
744 | case 22: |
731 | case 22: |
745 | op->stats.exp += bonus; /* Speed! */ |
732 | op->stats.exp += bonus; /* Speed! */ |
746 | op->value = (op->value * 2) / 3; |
733 | op->value = op->value * 2 / 3; |
747 | break; |
734 | break; |
748 | } |
735 | } |
749 | |
736 | |
750 | if (bonus > 0) |
737 | if (bonus > 0) |
751 | op->value *= 2 * bonus; |
738 | op->value = 2 * op->value * bonus; |
752 | else |
739 | else |
753 | op->value = -(op->value * 2 * bonus) / 3; |
740 | op->value = -2 * op->value * bonus / 3; |
754 | } |
741 | } |
755 | |
742 | |
756 | /* |
743 | /* |
757 | * get_magic(diff) will return a random number between 0 and 4. |
744 | * get_magic(diff) will return a random number between 0 and 4. |
758 | * diff can be any value above 2. The higher the diff-variable, the |
745 | * diff can be any value above 2. The higher the diff-variable, the |
759 | * higher is the chance of returning a low number. |
746 | * higher is the chance of returning a low number. |
760 | * It is only used in fix_generated_treasure() to set bonuses on |
747 | * It is only used in fix_generated_treasure() to set bonuses on |
761 | * rings and amulets. |
748 | * rings and amulets. |
762 | * Another scheme is used to calculate the magic of weapons and armours. |
749 | * Another scheme is used to calculate the magic of weapons and armours. |
763 | */ |
750 | */ |
764 | int |
751 | static int |
765 | get_magic (int diff) |
752 | get_magic (int diff) |
766 | { |
753 | { |
767 | int i; |
754 | diff = min (3, diff); |
768 | |
755 | |
769 | if (diff < 3) |
|
|
770 | diff = 3; |
|
|
771 | |
|
|
772 | for (i = 0; i < 4; i++) |
756 | for (int i = 0; i < 4; i++) |
773 | if (rndm (diff)) |
757 | if (rndm (diff)) |
774 | return i; |
758 | return i; |
775 | |
759 | |
776 | return 4; |
760 | return 4; |
777 | } |
761 | } |
778 | |
762 | |
|
|
763 | /* special_potion() - so that old potion code is still done right. */ |
|
|
764 | static int |
|
|
765 | special_potion (object *op) |
|
|
766 | { |
|
|
767 | if (op->attacktype) |
|
|
768 | return 1; |
|
|
769 | |
|
|
770 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
771 | return 1; |
|
|
772 | |
|
|
773 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
774 | if (op->resist[i]) |
|
|
775 | return 1; |
|
|
776 | |
|
|
777 | return 0; |
|
|
778 | } |
|
|
779 | |
|
|
780 | static double |
|
|
781 | value_factor_from_spell_item (object *spell, object *item) |
|
|
782 | { |
|
|
783 | double factor = |
|
|
784 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
785 | * spell->level, 1.5); |
|
|
786 | |
|
|
787 | if (item) // this if for: wands/staffs/rods: |
|
|
788 | { |
|
|
789 | /* Old crossfire comment ahead: |
|
|
790 | * Add 50 to both level an divisor to keep prices a little more |
|
|
791 | * reasonable. Otherwise, a high level version of a low level |
|
|
792 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
793 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
794 | */ |
|
|
795 | |
|
|
796 | factor *= item->level + 50; |
|
|
797 | factor /= item->inv->level + 50; |
|
|
798 | } |
|
|
799 | |
|
|
800 | return factor; |
|
|
801 | } |
|
|
802 | |
779 | #define DICE2 (get_magic(2)==2?2:1) |
803 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
780 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
804 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
781 | |
805 | |
782 | /* |
806 | /* |
783 | * fix_generated_item(): This is called after an item is generated, in |
807 | * fix_generated_item(): This is called after an item is generated, in |
784 | * order to set it up right. This produced magical bonuses, puts spells |
808 | * order to set it up right. This produced magical bonuses, puts spells |
… | |
… | |
818 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
842 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
819 | /* So the treasure doesn't get created again */ |
843 | /* So the treasure doesn't get created again */ |
820 | op->randomitems = 0; |
844 | op->randomitems = 0; |
821 | } |
845 | } |
822 | |
846 | |
823 | if (difficulty < 1) |
847 | max_it (difficulty, 1); |
824 | difficulty = 1; |
|
|
825 | |
848 | |
826 | if (INVOKE_OBJECT (ADD_BONUS, op, |
849 | if (INVOKE_OBJECT (ADD_BONUS, op, |
827 | ARG_OBJECT (creator != op ? creator : 0), |
850 | ARG_OBJECT (creator != op ? creator : 0), |
828 | ARG_INT (difficulty), ARG_INT (max_magic), |
851 | ARG_INT (difficulty), ARG_INT (max_magic), |
829 | ARG_INT (flags))) |
852 | ARG_INT (flags))) |
… | |
… | |
888 | * again below */ |
911 | * again below */ |
889 | } |
912 | } |
890 | } |
913 | } |
891 | |
914 | |
892 | /* materialtype modifications. Note we allow this on artifacts. */ |
915 | /* materialtype modifications. Note we allow this on artifacts. */ |
893 | set_materialname (op, difficulty, NULL); |
916 | select_material (op, difficulty); |
894 | |
917 | |
895 | if (flags & GT_MINIMAL) |
918 | if (flags & GT_MINIMAL) |
896 | { |
919 | { |
897 | if (op->type == POTION) |
920 | if (op->type == POTION) |
898 | /* Handle healing and magic power potions */ |
921 | /* Handle healing and magic power potions */ |
899 | if (op->stats.sp && !op->randomitems) |
922 | if (op->stats.sp && !op->randomitems) |
900 | { |
923 | { |
901 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
924 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
902 | insert_ob_in_ob (tmp, op); |
925 | insert_ob_in_ob (tmp, op); |
903 | op->stats.sp = 0; |
926 | op->stats.sp = 0; |
904 | } |
927 | } |
905 | } |
928 | } |
906 | else if (!op->title) /* Only modify object if not special */ |
929 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
909 | case WEAPON: |
932 | case WEAPON: |
910 | case ARMOUR: |
933 | case ARMOUR: |
911 | case SHIELD: |
934 | case SHIELD: |
912 | case HELMET: |
935 | case HELMET: |
913 | case CLOAK: |
936 | case CLOAK: |
914 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
937 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
915 | set_ring_bonus (op, -DICE2); |
938 | set_ring_bonus (op, -DICE2); |
916 | break; |
939 | break; |
917 | |
940 | |
918 | case BRACERS: |
941 | case BRACERS: |
919 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
942 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
920 | { |
943 | { |
921 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
944 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
922 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
945 | if (!op->flag [FLAG_CURSED]) |
923 | op->value *= 3; |
946 | op->value *= 3; |
924 | } |
947 | } |
925 | break; |
948 | break; |
926 | |
949 | |
927 | case POTION: |
950 | case POTION: |
928 | { |
951 | { |
929 | int too_many_tries = 0, is_special = 0; |
952 | int too_many_tries = 0; |
930 | |
953 | |
931 | /* Handle healing and magic power potions */ |
954 | /* Handle healing and magic power potions */ |
932 | if (op->stats.sp && !op->randomitems) |
955 | if (op->stats.sp && !op->randomitems) |
933 | { |
956 | { |
934 | object *tmp; |
|
|
935 | |
|
|
936 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
957 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
937 | insert_ob_in_ob (tmp, op); |
958 | insert_ob_in_ob (tmp, op); |
938 | op->stats.sp = 0; |
959 | op->stats.sp = 0; |
939 | } |
960 | } |
940 | |
961 | |
941 | while (!(is_special = special_potion (op)) && !op->inv) |
962 | while (!special_potion (op) && !op->inv) |
942 | { |
963 | { |
943 | generate_artifact (op, difficulty); |
964 | generate_artifact (op, difficulty); |
944 | if (too_many_tries++ > 10) |
965 | if (too_many_tries++ > 10) |
945 | break; |
966 | break; |
946 | } |
967 | } |
… | |
… | |
949 | * since the value set on those is already correct. |
970 | * since the value set on those is already correct. |
950 | */ |
971 | */ |
951 | if (op->inv && op->randomitems) |
972 | if (op->inv && op->randomitems) |
952 | { |
973 | { |
953 | /* value multiplier is same as for scrolls */ |
974 | /* value multiplier is same as for scrolls */ |
954 | op->value = (op->value * op->inv->value); |
975 | op->value *= op->inv->value; |
955 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
976 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
956 | } |
977 | } |
957 | else |
978 | else |
958 | { |
979 | { |
959 | op->name = "potion"; |
980 | op->name = shstr_potion; |
960 | op->name_pl = "potions"; |
981 | op->name_pl = shstr_potions; |
961 | } |
982 | } |
962 | |
983 | |
963 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
984 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
964 | SET_FLAG (op, FLAG_CURSED); |
985 | op->set_flag (FLAG_CURSED); |
|
|
986 | |
965 | break; |
987 | break; |
966 | } |
988 | } |
967 | |
989 | |
968 | case AMULET: |
990 | case AMULET: |
969 | if (IS_ARCH (op->arch, amulet)) |
991 | if (IS_ARCH (op->arch, amulet)) |
970 | op->value *= 5; /* Since it's not just decoration */ |
992 | op->value *= 5; /* Since it's not just decoration */ |
971 | |
993 | |
972 | case RING: |
994 | case RING: |
973 | if (!op->arch) // wtf? schmorp |
|
|
974 | { |
|
|
975 | op->destroy (); |
|
|
976 | op = 0; |
|
|
977 | break; |
|
|
978 | } |
|
|
979 | |
|
|
980 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
995 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
981 | break; |
996 | break; |
982 | |
997 | |
983 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
998 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
984 | SET_FLAG (op, FLAG_CURSED); |
999 | op->set_flag (FLAG_CURSED); |
985 | |
1000 | |
986 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1001 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
987 | |
1002 | |
988 | if (op->type != RING) /* Amulets have only one ability */ |
1003 | if (op->type != RING) /* Amulets have only one ability */ |
989 | break; |
1004 | break; |
990 | |
1005 | |
991 | if (!(rndm (4))) |
1006 | if (!rndm (4)) |
992 | { |
1007 | { |
993 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1008 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
994 | |
1009 | |
995 | if (d > 0) |
1010 | if (d > 0) |
996 | op->value *= 3; |
1011 | op->value *= 3; |
997 | |
1012 | |
998 | set_ring_bonus (op, d); |
1013 | set_ring_bonus (op, d); |
999 | |
1014 | |
1000 | if (!(rndm (4))) |
1015 | if (!rndm (4)) |
1001 | { |
1016 | { |
1002 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1017 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1003 | |
1018 | |
1004 | if (d > 0) |
1019 | if (d > 0) |
1005 | op->value *= 5; |
1020 | op->value *= 5; |
|
|
1021 | |
1006 | set_ring_bonus (op, d); |
1022 | set_ring_bonus (op, d); |
1007 | } |
1023 | } |
1008 | } |
1024 | } |
1009 | |
1025 | |
1010 | if (GET_ANIM_ID (op)) |
1026 | if (op->animation_id) |
1011 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1027 | op->set_anim_frame (rndm (op->anim_frames ())); |
1012 | |
1028 | |
1013 | break; |
1029 | break; |
1014 | |
1030 | |
1015 | case BOOK: |
1031 | case BOOK: |
1016 | /* Is it an empty book?, if yes lets make a special· |
1032 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1018 | * creator and/or map level we found it on. |
1034 | * creator and/or map level we found it on. |
1019 | */ |
1035 | */ |
1020 | if (!op->msg && rndm (10)) |
1036 | if (!op->msg && rndm (10)) |
1021 | { |
1037 | { |
1022 | /* set the book level properly */ |
1038 | /* set the book level properly */ |
1023 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1039 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1024 | { |
1040 | { |
1025 | if (op->map && op->map->difficulty) |
1041 | if (op->map && op->map->difficulty) |
1026 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1042 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1027 | else |
1043 | else |
1028 | op->level = rndm (20) + 1; |
1044 | op->level = rndm (20) + 1; |
… | |
… | |
1031 | op->level = rndm (creator->level); |
1047 | op->level = rndm (creator->level); |
1032 | |
1048 | |
1033 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1049 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1034 | /* books w/ info are worth more! */ |
1050 | /* books w/ info are worth more! */ |
1035 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1051 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1036 | /* creator related stuff */ |
|
|
1037 | |
|
|
1038 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1039 | * set - we don't want to set no pick in that case. |
|
|
1040 | */ |
|
|
1041 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1042 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1043 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1044 | op->slaying = creator->slaying; |
|
|
1045 | |
1052 | |
1046 | /* add exp so reading it gives xp (once) */ |
1053 | /* add exp so reading it gives xp (once) */ |
1047 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1054 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1048 | } |
1055 | } |
|
|
1056 | |
|
|
1057 | /* creator related stuff */ |
|
|
1058 | |
|
|
1059 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1060 | * set - we don't want to set no pick in that case. |
|
|
1061 | */ |
|
|
1062 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1063 | op->set_flag (FLAG_NO_PICK); |
|
|
1064 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1065 | op->slaying = creator->slaying; |
1049 | break; |
1066 | break; |
1050 | |
1067 | |
1051 | case SPELLBOOK: |
1068 | case SPELLBOOK: |
1052 | op->value = op->value * op->inv->value; |
1069 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1070 | |
1053 | /* add exp so learning gives xp */ |
1071 | /* add exp so learning gives xp */ |
1054 | op->level = op->inv->level; |
1072 | op->level = op->inv->level; |
1055 | op->stats.exp = op->value; |
1073 | op->stats.exp = op->value; |
1056 | break; |
1074 | break; |
1057 | |
1075 | |
… | |
… | |
1061 | * and reset nrof. |
1079 | * and reset nrof. |
1062 | */ |
1080 | */ |
1063 | op->stats.food = op->inv->nrof; |
1081 | op->stats.food = op->inv->nrof; |
1064 | op->nrof = 1; |
1082 | op->nrof = 1; |
1065 | /* If the spell changes by level, choose a random level |
1083 | /* If the spell changes by level, choose a random level |
1066 | * for it, and adjust price. If the spell doesn't |
1084 | * for it. |
1067 | * change by level, just set the wand to the level of |
|
|
1068 | * the spell, and value calculation is simpler. |
|
|
1069 | */ |
1085 | */ |
1070 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1086 | if (op->inv->duration_modifier |
1071 | { |
1087 | || op->inv->dam_modifier |
|
|
1088 | || op->inv->range_modifier) |
1072 | op->level = level_for_item (op, difficulty); |
1089 | op->level = level_for_item (op, difficulty); |
1073 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1074 | } |
|
|
1075 | else |
1090 | else |
1076 | { |
|
|
1077 | op->level = op->inv->level; |
1091 | op->level = op->inv->level; |
1078 | op->value = op->value * op->inv->value; |
1092 | |
1079 | } |
1093 | op->value *= value_factor_from_spell_item (op->inv, op); |
1080 | break; |
1094 | break; |
1081 | |
1095 | |
1082 | case ROD: |
1096 | case ROD: |
1083 | op->level = level_for_item (op, difficulty); |
1097 | op->level = level_for_item (op, difficulty); |
1084 | /* Add 50 to both level an divisor to keep prices a little more |
1098 | op->value *= value_factor_from_spell_item (op->inv, op); |
1085 | * reasonable. Otherwise, a high level version of a low level |
1099 | |
1086 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1087 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1088 | */ |
|
|
1089 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1090 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1100 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1091 | if (op->stats.maxhp) |
1101 | if (op->stats.maxhp) |
1092 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1102 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1093 | else |
1103 | else |
1094 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1104 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1095 | |
1105 | |
1096 | op->stats.hp = op->stats.maxhp; |
1106 | op->stats.hp = op->stats.maxhp; |
1097 | break; |
1107 | break; |
1098 | |
1108 | |
1099 | case SCROLL: |
1109 | case SCROLL: |
1100 | op->level = level_for_item (op, difficulty); |
1110 | op->level = level_for_item (op, difficulty); |
1101 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1111 | op->value *= value_factor_from_spell_item (op->inv, op); |
1102 | |
1112 | |
1103 | /* add exp so reading them properly gives xp */ |
1113 | /* add exp so reading them properly gives xp */ |
1104 | op->stats.exp = op->value / 5; |
1114 | op->stats.exp = op->value / 5; |
1105 | op->nrof = op->inv->nrof; |
1115 | op->nrof = op->inv->nrof; |
1106 | break; |
1116 | break; |
… | |
… | |
1114 | break; |
1124 | break; |
1115 | } /* switch type */ |
1125 | } /* switch type */ |
1116 | |
1126 | |
1117 | if (flags & GT_STARTEQUIP) |
1127 | if (flags & GT_STARTEQUIP) |
1118 | { |
1128 | { |
1119 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1129 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1120 | SET_FLAG (op, FLAG_STARTEQUIP); |
1130 | op->set_flag (FLAG_STARTEQUIP); |
1121 | else if (op->type != MONEY) |
1131 | else if (op->type != MONEY) |
1122 | op->value = 0; |
1132 | op->value = 0; |
1123 | } |
1133 | } |
1124 | |
1134 | |
1125 | if (!(flags & GT_ENVIRONMENT)) |
1135 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1136 | |
1146 | |
1137 | /* |
1147 | /* |
1138 | * Allocate and return the pointer to an empty artifactlist structure. |
1148 | * Allocate and return the pointer to an empty artifactlist structure. |
1139 | */ |
1149 | */ |
1140 | static artifactlist * |
1150 | static artifactlist * |
1141 | get_empty_artifactlist (void) |
1151 | get_empty_artifactlist () |
1142 | { |
1152 | { |
1143 | return salloc0<artifactlist> (); |
1153 | return salloc0<artifactlist> (); |
1144 | } |
1154 | } |
1145 | |
1155 | |
1146 | /* |
1156 | /* |
1147 | * Allocate and return the pointer to an empty artifact structure. |
1157 | * Allocate and return the pointer to an empty artifact structure. |
1148 | */ |
1158 | */ |
1149 | static artifact * |
1159 | static artifact * |
1150 | get_empty_artifact (void) |
1160 | get_empty_artifact () |
1151 | { |
1161 | { |
1152 | return salloc0<artifact> (); |
1162 | return salloc0<artifact> (); |
1153 | } |
1163 | } |
1154 | |
1164 | |
1155 | /* |
1165 | /* |
… | |
… | |
1168 | |
1178 | |
1169 | /* |
1179 | /* |
1170 | * Builds up the lists of artifacts from the file in the libdir. |
1180 | * Builds up the lists of artifacts from the file in the libdir. |
1171 | */ |
1181 | */ |
1172 | void |
1182 | void |
1173 | init_artifacts (void) |
1183 | init_artifacts () |
1174 | { |
1184 | { |
1175 | static int has_been_inited = 0; |
1185 | static int has_been_inited = 0; |
1176 | char filename[MAX_BUF]; |
|
|
1177 | artifact *art = NULL; |
1186 | artifact *art = NULL; |
1178 | artifactlist *al; |
1187 | artifactlist *al; |
1179 | |
1188 | |
1180 | if (has_been_inited) |
1189 | if (has_been_inited) |
1181 | return; |
1190 | return; |
1182 | else |
1191 | else |
1183 | has_been_inited = 1; |
1192 | has_been_inited = 1; |
1184 | |
1193 | |
1185 | sprintf (filename, "%s/artifacts", settings.datadir); |
1194 | object_thawer f (settings.datadir, "artifacts"); |
1186 | object_thawer f (filename); |
|
|
1187 | |
1195 | |
1188 | if (!f) |
1196 | if (!f) |
1189 | return; |
1197 | return; |
1190 | |
1198 | |
1191 | for (;;) |
1199 | for (;;) |
… | |
… | |
1198 | |
1206 | |
1199 | { |
1207 | { |
1200 | if (!strcmp (f.get_str (), "all")) |
1208 | if (!strcmp (f.get_str (), "all")) |
1201 | break; |
1209 | break; |
1202 | |
1210 | |
1203 | char *next, *cp = f.get_str (); |
1211 | const char *cp = f.get_str (); |
1204 | |
1212 | char *next; |
1205 | do |
1213 | do |
1206 | { |
1214 | { |
1207 | if ((next = strchr (cp, ','))) |
1215 | if ((next = (char *)strchr (cp, ','))) |
1208 | *next++ = '\0'; |
1216 | *next++ = '\0'; |
1209 | |
1217 | |
1210 | linked_char *tmp = new linked_char; |
1218 | linked_char *tmp = new linked_char; |
1211 | |
1219 | |
1212 | tmp->name = cp; |
1220 | tmp->name = cp; |
… | |
… | |
1276 | } |
1284 | } |
1277 | #if 0 |
1285 | #if 0 |
1278 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1286 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1279 | #endif |
1287 | #endif |
1280 | } |
1288 | } |
1281 | |
|
|
1282 | LOG (llevDebug, "done.\n"); |
|
|
1283 | } |
1289 | } |
1284 | |
1290 | |
1285 | /* |
1291 | /* |
1286 | * Used in artifact generation. The bonuses of the first object |
1292 | * Used in artifact generation. The bonuses of the first object |
1287 | * is modified by the bonuses of the second object. |
1293 | * is modified by the bonuses of the second object. |
1288 | */ |
1294 | */ |
1289 | void |
1295 | void |
1290 | add_abilities (object *op, object *change) |
1296 | add_abilities (object *op, object *change) |
1291 | { |
1297 | { |
1292 | int i, tmp; |
|
|
1293 | |
|
|
1294 | if (change->face != blank_face) |
1298 | if (change->face != blank_face) |
1295 | { |
|
|
1296 | #ifdef TREASURE_VERBOSE |
|
|
1297 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1298 | #endif |
|
|
1299 | op->face = change->face; |
1299 | op->face = change->face; |
1300 | } |
|
|
1301 | |
1300 | |
1302 | for (i = 0; i < NUM_STATS; i++) |
1301 | for (int i = 0; i < NUM_STATS; i++) |
1303 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1302 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1304 | |
1303 | |
1305 | op->attacktype |= change->attacktype; |
1304 | op->attacktype |= change->attacktype; |
1306 | op->path_attuned |= change->path_attuned; |
1305 | op->path_attuned |= change->path_attuned; |
1307 | op->path_repelled |= change->path_repelled; |
1306 | op->path_repelled |= change->path_repelled; |
1308 | op->path_denied |= change->path_denied; |
1307 | op->path_denied |= change->path_denied; |
1309 | op->move_type |= change->move_type; |
1308 | op->move_type |= change->move_type; |
1310 | op->stats.luck += change->stats.luck; |
1309 | op->stats.luck += change->stats.luck; |
1311 | |
1310 | |
1312 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1311 | static const struct copyflags : object::flags_t |
1313 | SET_FLAG (op, FLAG_CURSED); |
1312 | { |
1314 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1313 | copyflags () |
1315 | SET_FLAG (op, FLAG_DAMNED); |
1314 | { |
1316 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1315 | set (FLAG_CURSED); |
|
|
1316 | set (FLAG_DAMNED); |
|
|
1317 | set (FLAG_LIFESAVE); |
|
|
1318 | set (FLAG_REFL_SPELL); |
|
|
1319 | set (FLAG_STEALTH); |
|
|
1320 | set (FLAG_XRAYS); |
|
|
1321 | set (FLAG_BLIND); |
|
|
1322 | set (FLAG_SEE_IN_DARK); |
|
|
1323 | set (FLAG_REFL_MISSILE); |
|
|
1324 | set (FLAG_MAKE_INVIS); |
|
|
1325 | } |
|
|
1326 | } copyflags; |
|
|
1327 | |
|
|
1328 | // we might want to just copy, but or'ing is what the original code did |
|
|
1329 | op->flag |= change->flag & copyflags; |
|
|
1330 | |
|
|
1331 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1317 | set_abs_magic (op, -op->magic); |
1332 | set_abs_magic (op, -op->magic); |
1318 | |
1333 | |
1319 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1334 | if (change->flag [FLAG_STAND_STILL]) |
1320 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1321 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1322 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1323 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1324 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1325 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1326 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1327 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1328 | SET_FLAG (op, FLAG_BLIND); |
|
|
1329 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1330 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1331 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1332 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1333 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1334 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1335 | |
|
|
1336 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1337 | { |
1335 | { |
1338 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1336 | op->clr_flag (FLAG_ANIMATE); |
|
|
1337 | |
1339 | /* so artifacts will join */ |
1338 | /* so artifacts will join */ |
1340 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1339 | if (!op->flag [FLAG_ALIVE]) |
1341 | op->speed = 0.0; |
1340 | op->speed = 0.; |
1342 | |
1341 | |
1343 | op->set_speed (op->speed); |
1342 | op->set_speed (op->speed); |
1344 | } |
1343 | } |
1345 | |
1344 | |
1346 | if (change->nrof) |
1345 | if (change->nrof) |
1347 | op->nrof = rndm (change->nrof) + 1; |
1346 | op->nrof = rndm (change->nrof) + 1; |
1348 | |
1347 | |
1349 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1348 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1350 | op->stats.wc += change->stats.wc; |
1349 | op->stats.wc += change->stats.wc; |
1351 | op->stats.ac += change->stats.ac; |
1350 | op->stats.ac += change->stats.ac; |
1352 | |
1351 | |
1353 | if (change->other_arch) |
1352 | if (change->other_arch) |
1354 | { |
1353 | { |
1355 | /* Basically, for horns & potions, the other_arch field is the spell |
1354 | /* Basically, for horns & potions, the other_arch field is the spell |
1356 | * to cast. So convert that to into a spell and put it into |
1355 | * to cast. So convert that to into a spell and put it into |
1357 | * this object. |
1356 | * this object. |
1358 | */ |
1357 | */ |
1359 | if (op->type == HORN || op->type == POTION) |
1358 | if (op->type == HORN || op->type == POTION) |
1360 | { |
1359 | { |
1361 | object *tmp_obj; |
|
|
1362 | |
|
|
1363 | /* Remove any spells this object currently has in it */ |
1360 | /* Remove any spells this object currently has in it */ |
1364 | while (op->inv) |
|
|
1365 | op->inv->destroy (); |
1361 | op->destroy_inv (false); |
1366 | |
1362 | |
1367 | tmp_obj = arch_to_object (change->other_arch); |
1363 | object *tmp = change->other_arch->instance (); |
1368 | insert_ob_in_ob (tmp_obj, op); |
1364 | insert_ob_in_ob (tmp, op); |
1369 | } |
1365 | } |
|
|
1366 | |
1370 | /* No harm setting this for potions/horns */ |
1367 | /* No harm setting this for potions/horns */ |
1371 | op->other_arch = change->other_arch; |
1368 | op->other_arch = change->other_arch; |
1372 | } |
1369 | } |
1373 | |
1370 | |
1374 | if (change->stats.hp < 0) |
1371 | if (change->stats.hp < 0) |
… | |
… | |
1390 | op->stats.maxsp = -change->stats.maxsp; |
1387 | op->stats.maxsp = -change->stats.maxsp; |
1391 | else |
1388 | else |
1392 | op->stats.maxsp += change->stats.maxsp; |
1389 | op->stats.maxsp += change->stats.maxsp; |
1393 | |
1390 | |
1394 | if (change->stats.food < 0) |
1391 | if (change->stats.food < 0) |
1395 | op->stats.food = -(change->stats.food); |
1392 | op->stats.food = -change->stats.food; |
1396 | else |
1393 | else |
1397 | op->stats.food += change->stats.food; |
1394 | op->stats.food += change->stats.food; |
1398 | |
1395 | |
1399 | if (change->level < 0) |
1396 | if (change->level < 0) |
1400 | op->level = -(change->level); |
1397 | op->level = -change->level; |
1401 | else |
1398 | else |
1402 | op->level += change->level; |
1399 | op->level += change->level; |
1403 | |
1400 | |
1404 | if (change->gen_sp_armour < 0) |
1401 | if (change->gen_sp_armour < 0) |
1405 | op->gen_sp_armour = -(change->gen_sp_armour); |
1402 | op->gen_sp_armour = -change->gen_sp_armour; |
1406 | else |
1403 | else |
1407 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1404 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1408 | |
1405 | |
1409 | op->item_power = change->item_power; |
1406 | op->item_power = change->item_power; |
1410 | |
1407 | |
1411 | for (i = 0; i < NROFATTACKS; i++) |
1408 | for (int i = 0; i < NROFATTACKS; i++) |
1412 | if (change->resist[i]) |
|
|
1413 | op->resist[i] += change->resist[i]; |
1409 | op->resist[i] += change->resist[i]; |
1414 | |
1410 | |
1415 | if (change->stats.dam) |
1411 | if (change->stats.dam) |
1416 | { |
1412 | { |
1417 | if (change->stats.dam < 0) |
1413 | if (change->stats.dam < 0) |
1418 | op->stats.dam = (-change->stats.dam); |
1414 | op->stats.dam = -change->stats.dam; |
1419 | else if (op->stats.dam) |
1415 | else if (op->stats.dam) |
1420 | { |
1416 | { |
1421 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1417 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1418 | |
1422 | if (tmp == op->stats.dam) |
1419 | if (tmp == op->stats.dam) |
1423 | { |
1420 | { |
1424 | if (change->stats.dam < 10) |
1421 | if (change->stats.dam < 10) |
1425 | op->stats.dam--; |
1422 | op->stats.dam--; |
1426 | else |
1423 | else |
… | |
… | |
1432 | } |
1429 | } |
1433 | |
1430 | |
1434 | if (change->weight) |
1431 | if (change->weight) |
1435 | { |
1432 | { |
1436 | if (change->weight < 0) |
1433 | if (change->weight < 0) |
1437 | op->weight = (-change->weight); |
1434 | op->weight = -change->weight; |
1438 | else |
1435 | else |
1439 | op->weight = (op->weight * (change->weight)) / 100; |
1436 | op->weight = op->weight * change->weight / 100; |
1440 | } |
1437 | } |
1441 | |
1438 | |
1442 | if (change->last_sp) |
1439 | if (change->last_sp) |
1443 | { |
1440 | { |
1444 | if (change->last_sp < 0) |
1441 | if (change->last_sp < 0) |
1445 | op->last_sp = (-change->last_sp); |
1442 | op->last_sp = -change->last_sp; |
1446 | else |
1443 | else |
1447 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1444 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1448 | } |
1445 | } |
1449 | |
1446 | |
1450 | if (change->gen_sp_armour) |
1447 | if (change->gen_sp_armour) |
1451 | { |
1448 | { |
1452 | if (change->gen_sp_armour < 0) |
1449 | if (change->gen_sp_armour < 0) |
1453 | op->gen_sp_armour = (-change->gen_sp_armour); |
1450 | op->gen_sp_armour = -change->gen_sp_armour; |
1454 | else |
1451 | else |
1455 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1452 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1456 | } |
1453 | } |
1457 | |
1454 | |
1458 | op->value *= change->value; |
1455 | op->value *= change->value; |
1459 | |
1456 | |
1460 | if (change->materials) |
1457 | if (change->materials) |
1461 | op->materials = change->materials; |
1458 | op->materials = change->materials; |
1462 | |
1459 | |
1463 | if (change->materialname) |
1460 | if (change->material != MATERIAL_NULL) |
1464 | op->materialname = change->materialname; |
1461 | op->material = change->material; |
1465 | |
1462 | |
1466 | if (change->slaying) |
1463 | if (change->slaying) |
1467 | op->slaying = change->slaying; |
1464 | op->slaying = change->slaying; |
1468 | |
1465 | |
1469 | if (change->race) |
1466 | if (change->race) |
… | |
… | |
1492 | name = tmp->name + 1, neg = 1; |
1489 | name = tmp->name + 1, neg = 1; |
1493 | else |
1490 | else |
1494 | name = tmp->name, neg = 0; |
1491 | name = tmp->name, neg = 0; |
1495 | |
1492 | |
1496 | /* If we match name, then return the opposite of 'neg' */ |
1493 | /* If we match name, then return the opposite of 'neg' */ |
1497 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1494 | if (!strcmp (name, op->arch->archname)) |
1498 | return !neg; |
1495 | return !neg; |
1499 | |
1496 | |
1500 | /* Set success as true, since if the match was an inverse, it means |
1497 | /* Set success as true, since if the match was an inverse, it means |
1501 | * everything is allowed except what we match |
1498 | * everything is allowed except what we match |
1502 | */ |
1499 | */ |
… | |
… | |
1513 | */ |
1510 | */ |
1514 | |
1511 | |
1515 | void |
1512 | void |
1516 | give_artifact_abilities (object *op, object *artifct) |
1513 | give_artifact_abilities (object *op, object *artifct) |
1517 | { |
1514 | { |
1518 | char new_name[MAX_BUF]; |
1515 | op->title = format ("of %s", &artifct->name); |
1519 | |
1516 | |
1520 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1521 | op->title = new_name; |
|
|
1522 | add_abilities (op, artifct); /* Give out the bonuses */ |
1517 | add_abilities (op, artifct); /* Give out the bonuses */ |
1523 | |
1518 | |
1524 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1519 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1525 | { |
1520 | { |
1526 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1521 | char identified = op->flag [FLAG_IDENTIFIED]; |
1527 | |
1522 | |
1528 | SET_FLAG (op, FLAG_IDENTIFIED); |
1523 | op->set_flag (FLAG_IDENTIFIED); |
1529 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1524 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1530 | if (!identified) |
1525 | if (!identified) |
1531 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1526 | op->clr_flag (FLAG_IDENTIFIED); |
1532 | } |
1527 | } |
1533 | #endif |
1528 | #endif |
1534 | return; |
1529 | return; |
1535 | } |
1530 | } |
1536 | |
1531 | |
… | |
… | |
1546 | #define ARTIFACT_TRIES 2 |
1541 | #define ARTIFACT_TRIES 2 |
1547 | |
1542 | |
1548 | void |
1543 | void |
1549 | generate_artifact (object *op, int difficulty) |
1544 | generate_artifact (object *op, int difficulty) |
1550 | { |
1545 | { |
1551 | artifactlist *al; |
|
|
1552 | artifact *art; |
1546 | artifact *art; |
1553 | int i; |
|
|
1554 | |
1547 | |
1555 | al = find_artifactlist (op->type); |
1548 | artifactlist *al = find_artifactlist (op->type); |
1556 | |
1549 | |
1557 | if (al == NULL) |
1550 | if (al == NULL) |
1558 | { |
1551 | { |
1559 | #if 0 /* This is too verbose, usually */ |
1552 | #if 0 /* This is too verbose, usually */ |
1560 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1553 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1561 | #endif |
1554 | #endif |
1562 | return; |
1555 | return; |
1563 | } |
1556 | } |
1564 | |
1557 | |
1565 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1558 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1566 | { |
1559 | { |
1567 | int roll = rndm (al->total_chance); |
1560 | int roll = rndm (al->total_chance); |
1568 | |
1561 | |
1569 | for (art = al->items; art; art = art->next) |
1562 | for (art = al->items; art; art = art->next) |
1570 | { |
1563 | { |
… | |
… | |
1578 | #if 1 |
1571 | #if 1 |
1579 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1572 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1580 | #endif |
1573 | #endif |
1581 | return; |
1574 | return; |
1582 | } |
1575 | } |
1583 | if (!strcmp (art->item->name, "NONE")) |
1576 | |
|
|
1577 | if (art->item->name == shstr_NONE) |
1584 | return; |
1578 | return; |
|
|
1579 | |
1585 | if (FABS (op->magic) < art->item->magic) |
1580 | if (fabs (op->magic) < art->item->magic) |
1586 | continue; /* Not magic enough to be this item */ |
1581 | continue; /* Not magic enough to be this item */ |
1587 | |
1582 | |
1588 | /* Map difficulty not high enough */ |
1583 | /* Map difficulty not high enough */ |
1589 | if (difficulty < art->difficulty) |
1584 | if (difficulty < art->difficulty) |
1590 | continue; |
1585 | continue; |
… | |
… | |
1608 | */ |
1603 | */ |
1609 | |
1604 | |
1610 | void |
1605 | void |
1611 | fix_flesh_item (object *item, object *donor) |
1606 | fix_flesh_item (object *item, object *donor) |
1612 | { |
1607 | { |
1613 | char tmpbuf[MAX_BUF]; |
|
|
1614 | int i; |
|
|
1615 | |
|
|
1616 | if (item->type == FLESH && donor) |
1608 | if (item->type == FLESH && donor) |
1617 | { |
1609 | { |
1618 | /* change the name */ |
1610 | /* change the name */ |
1619 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1611 | item->name = format ("%s's %s", &donor->name, &item->name); |
1620 | item->name = tmpbuf; |
|
|
1621 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1612 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1622 | item->name_pl = tmpbuf; |
|
|
1623 | |
1613 | |
1624 | /* weight is FLESH weight/100 * donor */ |
1614 | /* weight is FLESH weight/100 * donor */ |
1625 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1615 | item->weight = max (1, item->weight * donor->weight / 100); |
1626 | item->weight = 1; |
|
|
1627 | |
1616 | |
1628 | /* value is multiplied by level of donor */ |
1617 | /* value is multiplied by level of donor */ |
1629 | item->value *= isqrt (donor->level * 2); |
1618 | item->value *= isqrt (donor->level * 2); |
1630 | |
1619 | |
1631 | /* food value */ |
1620 | /* food value */ |
1632 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1621 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1633 | |
1622 | |
1634 | /* flesh items inherit some abilities of donor, but not |
1623 | /* flesh items inherit some abilities of donor, but not |
1635 | * full effect. |
1624 | * full effect. |
1636 | */ |
1625 | */ |
1637 | for (i = 0; i < NROFATTACKS; i++) |
1626 | for (int i = 0; i < NROFATTACKS; i++) |
1638 | item->resist[i] = donor->resist[i] / 2; |
1627 | item->resist[i] = donor->resist[i] / 2; |
1639 | |
1628 | |
1640 | /* item inherits donor's level (important for quezals) */ |
1629 | /* item inherits donor's level (important for quezals) */ |
1641 | item->level = donor->level; |
1630 | item->level = donor->level; |
1642 | |
1631 | |
1643 | /* if donor has some attacktypes, the flesh is poisonous */ |
1632 | /* if donor has some attacktypes, the flesh is poisonous */ |
1644 | if (donor->attacktype & AT_POISON) |
1633 | if (donor->attacktype & AT_POISON) |
1645 | item->type = POISON; |
1634 | item->type = POISON; |
|
|
1635 | |
1646 | if (donor->attacktype & AT_ACID) |
1636 | if (donor->attacktype & AT_ACID) |
1647 | item->stats.hp = -1 * item->stats.food; |
1637 | item->stats.hp = -item->stats.food; |
1648 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1649 | } |
|
|
1650 | } |
|
|
1651 | |
1638 | |
1652 | /* special_potion() - so that old potion code is still done right. */ |
1639 | item->set_flag (FLAG_NO_STEAL); |
1653 | int |
1640 | } |
1654 | special_potion (object *op) |
|
|
1655 | { |
|
|
1656 | if (op->attacktype) |
|
|
1657 | return 1; |
|
|
1658 | |
|
|
1659 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1660 | return 1; |
|
|
1661 | |
|
|
1662 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1663 | if (op->resist[i]) |
|
|
1664 | return 1; |
|
|
1665 | |
|
|
1666 | return 0; |
|
|
1667 | } |
1641 | } |
1668 | |
1642 | |
1669 | void |
1643 | static void |
1670 | free_treasurestruct (treasure *t) |
1644 | free_treasurestruct (treasure *t) |
1671 | { |
1645 | { |
1672 | if (t->next) free_treasurestruct (t->next); |
1646 | if (t->next) free_treasurestruct (t->next); |
1673 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1647 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1674 | if (t->next_no) free_treasurestruct (t->next_no); |
1648 | if (t->next_no) free_treasurestruct (t->next_no); |
1675 | |
1649 | |
1676 | delete t; |
1650 | delete t; |
1677 | } |
1651 | } |
1678 | |
1652 | |
1679 | void |
1653 | static void |
1680 | free_charlinks (linked_char *lc) |
1654 | free_charlinks (linked_char *lc) |
1681 | { |
1655 | { |
1682 | if (lc->next) |
1656 | if (lc->next) |
1683 | free_charlinks (lc->next); |
1657 | free_charlinks (lc->next); |
1684 | |
1658 | |
1685 | delete lc; |
1659 | delete lc; |
1686 | } |
1660 | } |
1687 | |
1661 | |
1688 | void |
1662 | static void |
1689 | free_artifact (artifact *at) |
1663 | free_artifact (artifact *at) |
1690 | { |
1664 | { |
1691 | if (at->next) free_artifact (at->next); |
1665 | if (at->next) free_artifact (at->next); |
1692 | if (at->allowed) free_charlinks (at->allowed); |
1666 | if (at->allowed) free_charlinks (at->allowed); |
1693 | |
1667 | |
1694 | at->item->destroy (1); |
1668 | at->item->destroy (); |
1695 | |
1669 | |
1696 | sfree (at); |
1670 | sfree (at); |
1697 | } |
1671 | } |
1698 | |
1672 | |
1699 | void |
|
|
1700 | free_artifactlist (artifactlist *al) |
|
|
1701 | { |
|
|
1702 | artifactlist *nextal; |
|
|
1703 | |
|
|
1704 | for (al = first_artifactlist; al; al = nextal) |
|
|
1705 | { |
|
|
1706 | nextal = al->next; |
|
|
1707 | |
|
|
1708 | if (al->items) |
|
|
1709 | free_artifact (al->items); |
|
|
1710 | |
|
|
1711 | sfree (al); |
|
|
1712 | } |
|
|
1713 | } |
|
|
1714 | |
|
|
1715 | void |
|
|
1716 | free_all_treasures (void) |
|
|
1717 | { |
|
|
1718 | treasurelist *tl, *next; |
|
|
1719 | |
|
|
1720 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1721 | { |
|
|
1722 | clear (tl); |
|
|
1723 | |
|
|
1724 | next = tl->next; |
|
|
1725 | delete tl; |
|
|
1726 | } |
|
|
1727 | |
|
|
1728 | free_artifactlist (first_artifactlist); |
|
|
1729 | } |
|
|