1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * This program is free software; you can redistribute it and/or modify |
9 | * 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 |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
18 | * |
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19 | * You should have received a copy of the Affero GNU General Public License |
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20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
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22 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | * It is useful for finding bugs in the treasures file. Since it only |
27 | * It is useful for finding bugs in the treasures file. Since it only |
27 | * slows the startup some (and not actual game play), it is by default |
28 | * slows the startup some (and not actual game play), it is by default |
… | |
… | |
33 | |
34 | |
34 | //#define TREASURE_VERBOSE |
35 | //#define TREASURE_VERBOSE |
35 | |
36 | |
36 | #include <global.h> |
37 | #include <global.h> |
37 | #include <treasure.h> |
38 | #include <treasure.h> |
38 | #include <funcpoint.h> |
39 | |
39 | #include <loader.h> |
40 | #include <flat_hash_map.hpp> |
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41 | |
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42 | // used only by treasure.C, does not handle null arch ptrs |
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43 | #define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name) |
40 | |
44 | |
41 | extern char *spell_mapping[]; |
45 | extern char *spell_mapping[]; |
42 | |
46 | |
43 | static treasurelist *first_treasurelist; |
47 | static treasurelist *first_treasurelist; |
44 | |
48 | |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
46 | |
50 | |
47 | typedef std::tr1::unordered_map< |
51 | typedef ska::flat_hash_map< |
48 | const char *, |
52 | const char *, |
49 | treasurelist *, |
53 | treasurelist *, |
50 | str_hash, |
54 | str_hash, |
51 | str_equal, |
55 | str_equal, |
52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
56 | slice_allocator< std::pair<const char *const, treasurelist *> > |
53 | true |
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54 | > tl_map_t; |
57 | > tl_map_t; |
55 | |
58 | |
56 | static tl_map_t tl_map; |
59 | static tl_map_t tl_map; |
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60 | |
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61 | //TODO: class method |
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62 | static void free_treasurestruct (treasure *t); // bleh desu |
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63 | static void |
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64 | clear (treasurelist *tl) |
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65 | { |
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66 | if (tl->items) |
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67 | { |
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68 | free_treasurestruct (tl->items); |
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69 | tl->items = 0; |
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70 | } |
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71 | |
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72 | tl->total_chance = 0; |
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73 | } |
57 | |
74 | |
58 | /* |
75 | /* |
59 | * Searches for the given treasurelist |
76 | * Searches for the given treasurelist |
60 | */ |
77 | */ |
61 | treasurelist * |
78 | treasurelist * |
… | |
… | |
93 | } |
110 | } |
94 | |
111 | |
95 | return tl; |
112 | return tl; |
96 | } |
113 | } |
97 | |
114 | |
98 | //TODO: class method |
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99 | void |
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100 | clear (treasurelist *tl) |
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101 | { |
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102 | if (tl->items) |
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103 | { |
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104 | free_treasurestruct (tl->items); |
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105 | tl->items = 0; |
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106 | } |
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107 | |
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108 | tl->total_chance = 0; |
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109 | } |
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110 | |
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111 | #ifdef TREASURE_DEBUG |
115 | #ifdef TREASURE_DEBUG |
112 | /* recursived checks the linked list. Treasurelist is passed only |
116 | /* recursived checks the linked list. Treasurelist is passed only |
113 | * so that the treasure name can be printed out |
117 | * so that the treasure name can be printed out |
114 | */ |
118 | */ |
115 | static void |
119 | static void |
… | |
… | |
140 | |
144 | |
141 | f.next (); |
145 | f.next (); |
142 | |
146 | |
143 | for (;;) |
147 | for (;;) |
144 | { |
148 | { |
145 | coroapi::cede_to_tick_every (10); |
149 | coroapi::cede_to_tick (); |
146 | |
150 | |
147 | switch (f.kw) |
151 | switch (f.kw) |
148 | { |
152 | { |
149 | case KW_arch: |
153 | case KW_arch: |
150 | if (!(t->item = archetype::find (f.get_str ()))) |
154 | t->item = archetype::find (f.get_str ()); |
151 | LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); |
155 | |
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156 | if (!t->item) |
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157 | { |
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158 | f.parse_warn ("treasure references unknown archetype"); |
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159 | t->item = archetype::empty; |
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160 | } |
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161 | |
152 | break; |
162 | break; |
153 | |
163 | |
154 | case KW_list: f.get (t->name); break; |
164 | case KW_list: f.get (t->name); break; |
155 | case KW_change_name: f.get (t->change_arch.name); break; |
165 | case KW_change_name: f.get (t->change_arch.name); break; |
156 | case KW_change_title: f.get (t->change_arch.title); break; |
166 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
170 | t->next = read_treasure (f); |
180 | t->next = read_treasure (f); |
171 | return t; |
181 | return t; |
172 | |
182 | |
173 | default: |
183 | default: |
174 | if (!f.parse_error ("treasurelist", t->name)) |
184 | if (!f.parse_error ("treasurelist", t->name)) |
175 | return 0; |
185 | goto error; |
176 | |
186 | |
177 | return t; |
187 | return t; |
178 | } |
188 | } |
179 | |
189 | |
180 | f.next (); |
190 | f.next (); |
181 | } |
191 | } |
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192 | |
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193 | // not reached |
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194 | |
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195 | error: |
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196 | delete t; |
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197 | return 0; |
182 | } |
198 | } |
183 | |
199 | |
184 | /* |
200 | /* |
185 | * Each treasure is parsed with the help of load_treasure(). |
201 | * Each treasure is parsed with the help of load_treasure(). |
186 | */ |
202 | */ |
… | |
… | |
198 | |
214 | |
199 | /* This is a one of the many items on the list should be generated. |
215 | /* This is a one of the many items on the list should be generated. |
200 | * Add up the chance total, and check to make sure the yes & no |
216 | * Add up the chance total, and check to make sure the yes & no |
201 | * fields of the treasures are not being used. |
217 | * fields of the treasures are not being used. |
202 | */ |
218 | */ |
203 | tl->total_chance = 0; |
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204 | |
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205 | if (one) |
219 | if (one) |
206 | { |
220 | { |
207 | for (treasure *t = tl->items; t; t = t->next) |
221 | for (treasure *t = tl->items; t; t = t->next) |
208 | { |
222 | { |
209 | if (t->next_yes || t->next_no) |
223 | if (t->next_yes || t->next_no) |
210 | { |
224 | { |
211 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
225 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
212 | LOG (llevError, " the next_yes or next_no field is set\n"); |
226 | LOG (llevError, " the next_yes or next_no field is set\n"); |
213 | } |
227 | } |
214 | |
228 | |
215 | tl->total_chance += t->chance; |
229 | tl->total_chance += t->chance; |
216 | } |
230 | } |
… | |
… | |
231 | * start with equipment, but only their abilities). |
245 | * start with equipment, but only their abilities). |
232 | */ |
246 | */ |
233 | static void |
247 | static void |
234 | put_treasure (object *op, object *creator, int flags) |
248 | put_treasure (object *op, object *creator, int flags) |
235 | { |
249 | { |
236 | object *tmp; |
250 | if (flags & GT_ENVIRONMENT) |
237 | |
251 | { |
238 | /* Bit of a hack - spells should never be put onto the map. The entire |
252 | /* Bit of a hack - spells should never be put onto the map. The entire |
239 | * treasure stuff is a problem - there is no clear idea of knowing |
253 | * treasure stuff is a problem - there is no clear idea of knowing |
240 | * this is the original object, or if this is an object that should be created |
254 | * this is the original object, or if this is an object that should be created |
241 | * by another object. |
255 | * by another object. |
242 | */ |
256 | */ |
243 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
257 | //TODO: flag such as objects... as such (no drop, anybody?) |
244 | { |
258 | if (op->type == SPELL) |
245 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
259 | { |
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260 | op->destroy (); |
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261 | return; |
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262 | } |
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263 | |
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264 | op->expand_tail (); |
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265 | |
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266 | if (!creator->is_on_map () |
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267 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
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268 | op->destroy (); |
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269 | else |
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270 | { |
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271 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
246 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
272 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
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273 | } |
247 | } |
274 | } |
248 | else |
275 | else |
249 | { |
276 | { |
250 | op = creator->insert (op); |
277 | op = creator->insert (op); |
251 | |
278 | |
252 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
279 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
253 | monster_check_apply (creator, op); |
280 | monster_check_apply (creator, op); |
254 | |
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255 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
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256 | esrv_send_item (tmp, op); |
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257 | } |
281 | } |
258 | } |
282 | } |
259 | |
283 | |
260 | /* if there are change_xxx commands in the treasure, we include the changes |
284 | /* if there are change_xxx commands in the treasure, we include the changes |
261 | * in the generated object |
285 | * in the generated object |
… | |
… | |
290 | else |
314 | else |
291 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
315 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
292 | } |
316 | } |
293 | else |
317 | else |
294 | { |
318 | { |
295 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
319 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
296 | { |
320 | { |
297 | object *tmp = arch_to_object (t->item); |
321 | object *tmp = t->item->instance (); |
298 | |
322 | |
299 | if (t->nrof && tmp->nrof <= 1) |
323 | if (t->nrof && tmp->nrof <= 1) |
300 | tmp->nrof = rndm (t->nrof) + 1; |
324 | tmp->nrof = rndm (t->nrof) + 1; |
301 | |
325 | |
302 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
326 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
347 | create_treasure (tl, op, flag, difficulty, tries); |
371 | create_treasure (tl, op, flag, difficulty, tries); |
348 | } |
372 | } |
349 | else if (t->nrof) |
373 | else if (t->nrof) |
350 | create_one_treasure (tl, op, flag, difficulty, tries); |
374 | create_one_treasure (tl, op, flag, difficulty, tries); |
351 | } |
375 | } |
352 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
376 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
353 | { |
377 | { |
354 | if (object *tmp = arch_to_object (t->item)) |
378 | if (object *tmp = t->item->instance ()) |
355 | { |
379 | { |
356 | if (t->nrof && tmp->nrof <= 1) |
380 | if (t->nrof && tmp->nrof <= 1) |
357 | tmp->nrof = rndm (t->nrof) + 1; |
381 | tmp->nrof = rndm (t->nrof) + 1; |
358 | |
382 | |
359 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
383 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
360 | change_treasure (t, tmp); |
384 | change_treasure (t, tmp); |
361 | put_treasure (tmp, op, flag); |
385 | put_treasure (tmp, op, flag); |
362 | } |
386 | } |
363 | } |
387 | } |
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388 | } |
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389 | |
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390 | void |
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391 | object::create_treasure (treasurelist *tl, int flags) |
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392 | { |
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393 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
364 | } |
394 | } |
365 | |
395 | |
366 | /* This calls the appropriate treasure creation function. tries is passed |
396 | /* This calls the appropriate treasure creation function. tries is passed |
367 | * to determine how many list transitions or attempts to create treasure |
397 | * to determine how many list transitions or attempts to create treasure |
368 | * have been made. It is really in place to prevent infinite loops with |
398 | * have been made. It is really in place to prevent infinite loops with |
… | |
… | |
381 | { |
411 | { |
382 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
412 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
383 | return; |
413 | return; |
384 | } |
414 | } |
385 | |
415 | |
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416 | if (op->flag [FLAG_TREASURE_ENV]) |
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417 | { |
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418 | // do not generate items when there already is something above the object |
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419 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
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420 | return; |
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421 | |
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422 | flag |= GT_ENVIRONMENT; |
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423 | } |
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424 | |
386 | if (tl->total_chance) |
425 | if (tl->total_chance) |
387 | create_one_treasure (tl, op, flag, difficulty, tries); |
426 | create_one_treasure (tl, op, flag, difficulty, tries); |
388 | else |
427 | else |
389 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
428 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
390 | } |
429 | } |
… | |
… | |
397 | object * |
436 | object * |
398 | generate_treasure (treasurelist *tl, int difficulty) |
437 | generate_treasure (treasurelist *tl, int difficulty) |
399 | { |
438 | { |
400 | difficulty = clamp (difficulty, 1, settings.max_level); |
439 | difficulty = clamp (difficulty, 1, settings.max_level); |
401 | |
440 | |
402 | object *ob = object::create (), *tmp; |
441 | object *ob = object::create (); |
403 | |
442 | |
404 | create_treasure (tl, ob, 0, difficulty, 0); |
443 | create_treasure (tl, ob, 0, difficulty, 0); |
405 | |
444 | |
406 | /* Don't want to free the object we are about to return */ |
445 | /* Don't want to free the object we are about to return */ |
407 | tmp = ob->inv; |
446 | object *tmp = ob->inv; |
408 | if (tmp != NULL) |
447 | if (tmp) |
409 | tmp->remove (); |
448 | tmp->remove (); |
410 | |
449 | |
411 | if (ob->inv) |
450 | if (ob->inv) |
412 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
451 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
413 | |
452 | |
414 | ob->destroy (); |
453 | ob->destroy (); |
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454 | |
415 | return tmp; |
455 | return tmp; |
416 | } |
456 | } |
417 | |
457 | |
418 | /* |
458 | /* |
419 | * This is a new way of calculating the chance for an item to have |
459 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
421 | * The array has two arguments, the difficulty of the level, and the |
461 | * The array has two arguments, the difficulty of the level, and the |
422 | * magical bonus "wanted". |
462 | * magical bonus "wanted". |
423 | */ |
463 | */ |
424 | |
464 | |
425 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
465 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
426 | |
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427 | // chance of magic difficulty |
466 | // chance of magic difficulty |
428 | // +0 +1 +2 +3 +4 |
467 | // +0 +1 +2 +3 +4 |
429 | {95, 2, 2, 1, 0}, // 1 |
468 | {95, 2, 2, 1, 0}, // 1 |
430 | {92, 5, 2, 1, 0}, // 2 |
469 | {92, 5, 2, 1, 0}, // 2 |
431 | {85, 10, 4, 1, 0}, // 3 |
470 | {85, 10, 4, 1, 0}, // 3 |
… | |
… | |
457 | { 0, 0, 0, 3, 97}, // 29 |
496 | { 0, 0, 0, 3, 97}, // 29 |
458 | { 0, 0, 0, 0, 100}, // 30 |
497 | { 0, 0, 0, 0, 100}, // 30 |
459 | { 0, 0, 0, 0, 100}, // 31 |
498 | { 0, 0, 0, 0, 100}, // 31 |
460 | }; |
499 | }; |
461 | |
500 | |
462 | |
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463 | /* calculate the appropriate level for wands staves and scrolls. |
501 | /* calculate the appropriate level for wands staves and scrolls. |
464 | * This code presumes that op has had its spell object created (in op->inv) |
502 | * This code presumes that op has had its spell object created (in op->inv) |
465 | * |
503 | * |
466 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
504 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
467 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
505 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
468 | */ |
506 | */ |
469 | |
507 | static int |
470 | int |
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471 | level_for_item (const object *op, int difficulty) |
508 | level_for_item (const object *op, int difficulty) |
472 | { |
509 | { |
473 | int olevel = 0; |
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474 | |
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475 | if (!op->inv) |
510 | if (!op->inv) |
476 | { |
511 | { |
477 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
512 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
478 | return 0; |
513 | return 0; |
479 | } |
514 | } |
480 | |
515 | |
481 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
516 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
482 | |
517 | |
483 | if (olevel <= 0) |
518 | if (olevel <= 0) |
484 | olevel = rndm (1, MIN (op->inv->level, 1)); |
519 | olevel = rndm (1, op->inv->level); |
485 | |
520 | |
486 | if (olevel > MAXLEVEL) |
521 | return min (olevel, MAXLEVEL_TREASURE); |
487 | olevel = MAXLEVEL; |
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488 | |
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489 | return olevel; |
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490 | } |
522 | } |
491 | |
523 | |
492 | /* |
524 | /* |
493 | * Based upon the specified difficulty and upon the difftomagic_list array, |
525 | * Based upon the specified difficulty and upon the difftomagic_list array, |
494 | * a random magical bonus is returned. This is used when determine |
526 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
497 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
529 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
498 | * Scaling difficulty by max_level, as difficulty is a level and not some |
530 | * Scaling difficulty by max_level, as difficulty is a level and not some |
499 | * weird integer between 1-31. |
531 | * weird integer between 1-31. |
500 | * |
532 | * |
501 | */ |
533 | */ |
502 | int |
534 | static int |
503 | magic_from_difficulty (int difficulty) |
535 | magic_from_difficulty (int difficulty) |
504 | { |
536 | { |
505 | int percent = 0, magic = 0; |
|
|
506 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
537 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
538 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
507 | |
539 | |
508 | scaled_diff--; |
|
|
509 | |
|
|
510 | if (scaled_diff < 0) |
|
|
511 | scaled_diff = 0; |
|
|
512 | |
|
|
513 | if (scaled_diff >= DIFFLEVELS) |
|
|
514 | scaled_diff = DIFFLEVELS - 1; |
|
|
515 | |
|
|
516 | percent = rndm (100); |
540 | int percent = rndm (100); |
|
|
541 | int magic; |
517 | |
542 | |
518 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
543 | for (magic = 0; magic <= MAXMAGIC; magic++) |
519 | { |
544 | { |
520 | percent -= difftomagic_list[scaled_diff][magic]; |
545 | percent -= difftomagic_list[scaled_diff][magic]; |
521 | |
546 | |
522 | if (percent < 0) |
547 | if (percent < 0) |
523 | break; |
548 | break; |
524 | } |
549 | } |
525 | |
550 | |
526 | if (magic == (MAXMAGIC + 1)) |
551 | if (magic > MAXMAGIC) |
527 | { |
552 | { |
528 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
553 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
529 | magic = 0; |
554 | magic = 0; |
530 | } |
555 | } |
531 | |
556 | |
… | |
… | |
539 | * Sets magical bonus in an object, and recalculates the effect on |
564 | * Sets magical bonus in an object, and recalculates the effect on |
540 | * the armour variable, and the effect on speed of armour. |
565 | * the armour variable, and the effect on speed of armour. |
541 | * This function doesn't work properly, should add use of archetypes |
566 | * This function doesn't work properly, should add use of archetypes |
542 | * to make it truly absolute. |
567 | * to make it truly absolute. |
543 | */ |
568 | */ |
544 | |
|
|
545 | void |
569 | void |
546 | set_abs_magic (object *op, int magic) |
570 | set_abs_magic (object *op, int magic) |
547 | { |
571 | { |
548 | if (!magic) |
572 | if (!magic) |
549 | return; |
573 | return; |
550 | |
574 | |
551 | op->magic = magic; |
575 | op->magic = magic; |
552 | if (op->arch) |
576 | if (op->arch) |
553 | { |
577 | { |
554 | if (op->type == ARMOUR) |
578 | if (op->type == ARMOUR) |
555 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
556 | |
580 | |
557 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
558 | magic = (-magic); |
582 | magic = (-magic); |
|
|
583 | |
559 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
584 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
560 | } |
585 | } |
561 | else |
586 | else |
562 | { |
587 | { |
563 | if (op->type == ARMOUR) |
588 | if (op->type == ARMOUR) |
564 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
589 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
590 | |
565 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
591 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
566 | magic = (-magic); |
592 | magic = (-magic); |
|
|
593 | |
567 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
594 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
568 | } |
595 | } |
569 | } |
596 | } |
570 | |
597 | |
571 | /* |
598 | /* |
… | |
… | |
574 | */ |
601 | */ |
575 | |
602 | |
576 | static void |
603 | static void |
577 | set_magic (int difficulty, object *op, int max_magic, int flags) |
604 | set_magic (int difficulty, object *op, int max_magic, int flags) |
578 | { |
605 | { |
579 | int i; |
|
|
580 | |
|
|
581 | i = magic_from_difficulty (difficulty); |
606 | int i = magic_from_difficulty (difficulty); |
|
|
607 | |
582 | if ((flags & GT_ONLY_GOOD) && i < 0) |
608 | if ((flags & GT_ONLY_GOOD) && i < 0) |
583 | i = -i; |
609 | i = -i; |
|
|
610 | |
584 | if (i > max_magic) |
611 | i = min (i, max_magic); |
585 | i = max_magic; |
612 | |
586 | set_abs_magic (op, i); |
613 | set_abs_magic (op, i); |
587 | if (i < 0) |
614 | if (i < 0) |
588 | SET_FLAG (op, FLAG_CURSED); |
615 | op->set_flag (FLAG_CURSED); |
589 | } |
616 | } |
590 | |
617 | |
591 | /* |
618 | /* |
592 | * Randomly adds one magical ability to the given object. |
619 | * Randomly adds one magical ability to the given object. |
593 | * Modified for Partial Resistance in many ways: |
620 | * Modified for Partial Resistance in many ways: |
594 | * 1) Since rings can have multiple bonuses, if the same bonus |
621 | * 1) Since rings can have multiple bonuses, if the same bonus |
595 | * is rolled again, increase it - the bonuses now stack with |
622 | * is rolled again, increase it - the bonuses now stack with |
596 | * other bonuses previously rolled and ones the item might natively have. |
623 | * other bonuses previously rolled and ones the item might natively have. |
597 | * 2) Add code to deal with new PR method. |
624 | * 2) Add code to deal with new PR method. |
598 | */ |
625 | */ |
599 | void |
626 | static void |
600 | set_ring_bonus (object *op, int bonus) |
627 | set_ring_bonus (object *op, int bonus) |
601 | { |
628 | { |
602 | |
|
|
603 | int r = rndm (bonus > 0 ? 25 : 11); |
629 | int r = rndm (bonus > 0 ? 25 : 11); |
604 | |
630 | |
605 | if (op->type == AMULET) |
631 | if (op->type == AMULET) |
606 | { |
|
|
607 | if (!(rndm (21))) |
632 | if (!rndm (21)) |
608 | r = 20 + rndm (2); |
633 | r = 20 + rndm (2); |
|
|
634 | else if (rndm (2)) |
|
|
635 | r = 10; |
609 | else |
636 | else |
610 | { |
|
|
611 | if (rndm (2)) |
|
|
612 | r = 10; |
|
|
613 | else |
|
|
614 | r = 11 + rndm (9); |
637 | r = 11 + rndm (9); |
615 | } |
|
|
616 | } |
|
|
617 | |
638 | |
618 | switch (r) |
639 | switch (r) |
619 | { |
640 | { |
620 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
641 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
621 | * bonuses and penalties will stack and add to existing values. |
642 | * bonuses and penalties will stack and add to existing values. |
622 | * of the item. |
643 | * of the item. |
623 | */ |
644 | */ |
624 | case 0: |
645 | case 0: |
625 | case 1: |
646 | case 1: |
626 | case 2: |
647 | case 2: |
627 | case 3: |
648 | case 3: |
628 | case 4: |
649 | case 4: |
629 | case 5: |
650 | case 5: |
630 | case 6: |
651 | case 6: |
631 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
652 | op->stats.stat (r) += bonus; |
632 | break; |
653 | break; |
633 | |
654 | |
634 | case 7: |
655 | case 7: |
635 | op->stats.dam += bonus; |
656 | op->stats.dam += bonus; |
636 | break; |
657 | break; |
… | |
… | |
668 | * little random element in since that they don't always end up with |
689 | * little random element in since that they don't always end up with |
669 | * even values. |
690 | * even values. |
670 | */ |
691 | */ |
671 | if (bonus < 0) |
692 | if (bonus < 0) |
672 | val = 2 * -val - rndm (b); |
693 | val = 2 * -val - rndm (b); |
673 | if (val > 35) |
694 | |
674 | val = 35; /* Upper limit */ |
695 | val = min (35, val); /* Upper limit */ |
|
|
696 | |
675 | b = 0; |
697 | b = 0; |
676 | |
698 | |
677 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
699 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
678 | resist = rndm (num_resist_table); |
700 | resist = rndm (num_resist_table); |
679 | |
701 | |
… | |
… | |
687 | break; |
709 | break; |
688 | } |
710 | } |
689 | case 20: |
711 | case 20: |
690 | if (op->type == AMULET) |
712 | if (op->type == AMULET) |
691 | { |
713 | { |
692 | SET_FLAG (op, FLAG_REFL_SPELL); |
714 | op->set_flag (FLAG_REFL_SPELL); |
693 | op->value *= 11; |
715 | op->value *= 11; |
694 | } |
716 | } |
695 | else |
717 | else |
696 | { |
718 | { |
697 | op->stats.hp = 1; /* regenerate hit points */ |
719 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
700 | break; |
722 | break; |
701 | |
723 | |
702 | case 21: |
724 | case 21: |
703 | if (op->type == AMULET) |
725 | if (op->type == AMULET) |
704 | { |
726 | { |
705 | SET_FLAG (op, FLAG_REFL_MISSILE); |
727 | op->set_flag (FLAG_REFL_MISSILE); |
706 | op->value *= 9; |
728 | op->value *= 9; |
707 | } |
729 | } |
708 | else |
730 | else |
709 | { |
731 | { |
710 | op->stats.sp = 1; /* regenerate spell points */ |
732 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
712 | } |
734 | } |
713 | break; |
735 | break; |
714 | |
736 | |
715 | case 22: |
737 | case 22: |
716 | op->stats.exp += bonus; /* Speed! */ |
738 | op->stats.exp += bonus; /* Speed! */ |
717 | op->value = (op->value * 2) / 3; |
739 | op->value = op->value * 2 / 3; |
718 | break; |
740 | break; |
719 | } |
741 | } |
720 | |
742 | |
721 | if (bonus > 0) |
743 | if (bonus > 0) |
722 | op->value *= 2 * bonus; |
744 | op->value = 2 * op->value * bonus; |
723 | else |
745 | else |
724 | op->value = -(op->value * 2 * bonus) / 3; |
746 | op->value = -2 * op->value * bonus / 3; |
725 | } |
747 | } |
726 | |
748 | |
727 | /* |
749 | /* |
728 | * get_magic(diff) will return a random number between 0 and 4. |
750 | * get_magic(diff) will return a random number between 0 and 4. |
729 | * diff can be any value above 2. The higher the diff-variable, the |
751 | * diff can be any value above 2. The higher the diff-variable, the |
730 | * higher is the chance of returning a low number. |
752 | * higher is the chance of returning a low number. |
731 | * It is only used in fix_generated_treasure() to set bonuses on |
753 | * It is only used in fix_generated_treasure() to set bonuses on |
732 | * rings and amulets. |
754 | * rings and amulets. |
733 | * Another scheme is used to calculate the magic of weapons and armours. |
755 | * Another scheme is used to calculate the magic of weapons and armours. |
734 | */ |
756 | */ |
735 | int |
757 | static int |
736 | get_magic (int diff) |
758 | get_magic (int diff) |
737 | { |
759 | { |
738 | int i; |
760 | diff = min (3, diff); |
739 | |
761 | |
740 | if (diff < 3) |
|
|
741 | diff = 3; |
|
|
742 | |
|
|
743 | for (i = 0; i < 4; i++) |
762 | for (int i = 0; i < 4; i++) |
744 | if (rndm (diff)) |
763 | if (rndm (diff)) |
745 | return i; |
764 | return i; |
746 | |
765 | |
747 | return 4; |
766 | return 4; |
748 | } |
767 | } |
749 | |
768 | |
|
|
769 | /* special_potion() - so that old potion code is still done right. */ |
|
|
770 | static int |
|
|
771 | special_potion (object *op) |
|
|
772 | { |
|
|
773 | if (op->attacktype) |
|
|
774 | return 1; |
|
|
775 | |
|
|
776 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
777 | return 1; |
|
|
778 | |
|
|
779 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
780 | if (op->resist[i]) |
|
|
781 | return 1; |
|
|
782 | |
|
|
783 | return 0; |
|
|
784 | } |
|
|
785 | |
|
|
786 | static double |
|
|
787 | value_factor_from_spell_item (object *spell, object *item) |
|
|
788 | { |
|
|
789 | double factor = |
|
|
790 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
791 | * spell->level, 1.5); |
|
|
792 | |
|
|
793 | if (item) // this if for: wands/staffs/rods: |
|
|
794 | { |
|
|
795 | /* Old crossfire comment ahead: |
|
|
796 | * Add 50 to both level an divisor to keep prices a little more |
|
|
797 | * reasonable. Otherwise, a high level version of a low level |
|
|
798 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
799 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
800 | */ |
|
|
801 | |
|
|
802 | factor *= item->level + 50; |
|
|
803 | factor /= item->inv->level + 50; |
|
|
804 | } |
|
|
805 | |
|
|
806 | return factor; |
|
|
807 | } |
|
|
808 | |
750 | #define DICE2 (get_magic(2)==2?2:1) |
809 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
751 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
810 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
752 | |
811 | |
753 | /* |
812 | /* |
754 | * fix_generated_item(): This is called after an item is generated, in |
813 | * fix_generated_item(): This is called after an item is generated, in |
755 | * order to set it up right. This produced magical bonuses, puts spells |
814 | * order to set it up right. This produced magical bonuses, puts spells |
756 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
815 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
757 | */ |
816 | */ |
758 | |
817 | |
759 | /* 4/28/96 added creator object from which op may now inherit properties based on |
818 | /* 4/28/96 added creator object from which op may now inherit properties based on |
760 | * op->type. Right now, which stuff the creator passes on is object type |
819 | * op->type. Right now, which stuff the creator passes on is object type |
761 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
820 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
762 | * way to do this? b.t. */ |
821 | * way to do this? b.t. */ |
763 | |
822 | |
764 | /* |
823 | /* |
765 | * ! (flags & GT_ENVIRONMENT): |
824 | * ! (flags & GT_ENVIRONMENT): |
766 | * Automatically calls fix_flesh_item(). |
825 | * Automatically calls fix_flesh_item(). |
… | |
… | |
784 | save_item_power = op->item_power; |
843 | save_item_power = op->item_power; |
785 | op->item_power = 0; |
844 | op->item_power = 0; |
786 | |
845 | |
787 | if (op->randomitems && op->type != SPELL) |
846 | if (op->randomitems && op->type != SPELL) |
788 | { |
847 | { |
789 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
848 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
790 | if (!op->inv) |
|
|
791 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ()); |
|
|
792 | |
|
|
793 | /* So the treasure doesn't get created again */ |
849 | /* So the treasure doesn't get created again */ |
794 | op->randomitems = 0; |
850 | op->randomitems = 0; |
795 | } |
851 | } |
796 | |
852 | |
797 | if (difficulty < 1) |
853 | max_it (difficulty, 1); |
798 | difficulty = 1; |
|
|
799 | |
854 | |
800 | if (INVOKE_OBJECT (ADD_BONUS, op, |
855 | if (INVOKE_OBJECT (ADD_BONUS, op, |
801 | ARG_OBJECT (creator != op ? creator : 0), |
856 | ARG_OBJECT (creator != op ? creator : 0), |
802 | ARG_INT (difficulty), ARG_INT (max_magic), |
857 | ARG_INT (difficulty), ARG_INT (max_magic), |
803 | ARG_INT (flags))) |
858 | ARG_INT (flags))) |
804 | return; |
859 | return; |
805 | |
860 | |
806 | if (!(flags & GT_MINIMAL)) |
861 | if (!(flags & GT_MINIMAL)) |
807 | { |
862 | { |
808 | if (op->arch == crown_arch) |
863 | if (IS_ARCH (op->arch, crown)) |
809 | { |
864 | { |
810 | set_magic (difficulty, op, max_magic, flags); |
865 | set_magic (difficulty, op, max_magic, flags); |
811 | num_enchantments = calc_item_power (op, 1); |
866 | num_enchantments = calc_item_power (op, 1); |
812 | generate_artifact (op, difficulty); |
867 | generate_artifact (op, difficulty); |
813 | } |
868 | } |
… | |
… | |
818 | |
873 | |
819 | num_enchantments = calc_item_power (op, 1); |
874 | num_enchantments = calc_item_power (op, 1); |
820 | |
875 | |
821 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
876 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
822 | || op->type == HORN |
877 | || op->type == HORN |
823 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
878 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
824 | * used for shop_floors or treasures */ |
|
|
825 | generate_artifact (op, difficulty); |
879 | generate_artifact (op, difficulty); |
826 | } |
880 | } |
827 | |
881 | |
828 | /* Object was made an artifact. Calculate its item_power rating. |
882 | /* Object was made an artifact. Calculate its item_power rating. |
829 | * the item_power in the object is what the artfiact adds. |
883 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
863 | * again below */ |
917 | * again below */ |
864 | } |
918 | } |
865 | } |
919 | } |
866 | |
920 | |
867 | /* materialtype modifications. Note we allow this on artifacts. */ |
921 | /* materialtype modifications. Note we allow this on artifacts. */ |
868 | set_materialname (op, difficulty, NULL); |
922 | select_material (op, difficulty); |
869 | |
923 | |
870 | if (flags & GT_MINIMAL) |
924 | if (flags & GT_MINIMAL) |
871 | { |
925 | { |
872 | if (op->type == POTION) |
926 | if (op->type == POTION) |
873 | /* Handle healing and magic power potions */ |
927 | /* Handle healing and magic power potions */ |
874 | if (op->stats.sp && !op->randomitems) |
928 | if (op->stats.sp && !op->randomitems) |
875 | { |
929 | { |
876 | object *tmp; |
|
|
877 | |
|
|
878 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
930 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
879 | insert_ob_in_ob (tmp, op); |
931 | insert_ob_in_ob (tmp, op); |
880 | op->stats.sp = 0; |
932 | op->stats.sp = 0; |
881 | } |
933 | } |
882 | } |
934 | } |
883 | else if (!op->title) /* Only modify object if not special */ |
935 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
886 | case WEAPON: |
938 | case WEAPON: |
887 | case ARMOUR: |
939 | case ARMOUR: |
888 | case SHIELD: |
940 | case SHIELD: |
889 | case HELMET: |
941 | case HELMET: |
890 | case CLOAK: |
942 | case CLOAK: |
891 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
943 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
892 | set_ring_bonus (op, -DICE2); |
944 | set_ring_bonus (op, -DICE2); |
893 | break; |
945 | break; |
894 | |
946 | |
895 | case BRACERS: |
947 | case BRACERS: |
896 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
948 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
897 | { |
949 | { |
898 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
950 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
899 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
951 | if (!op->flag [FLAG_CURSED]) |
900 | op->value *= 3; |
952 | op->value *= 3; |
901 | } |
953 | } |
902 | break; |
954 | break; |
903 | |
955 | |
904 | case POTION: |
956 | case POTION: |
905 | { |
957 | { |
906 | int too_many_tries = 0, is_special = 0; |
958 | int too_many_tries = 0; |
907 | |
959 | |
908 | /* Handle healing and magic power potions */ |
960 | /* Handle healing and magic power potions */ |
909 | if (op->stats.sp && !op->randomitems) |
961 | if (op->stats.sp && !op->randomitems) |
910 | { |
962 | { |
911 | object *tmp; |
|
|
912 | |
|
|
913 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
963 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
914 | insert_ob_in_ob (tmp, op); |
964 | insert_ob_in_ob (tmp, op); |
915 | op->stats.sp = 0; |
965 | op->stats.sp = 0; |
916 | } |
966 | } |
917 | |
967 | |
918 | while (!(is_special = special_potion (op)) && !op->inv) |
968 | while (!special_potion (op) && !op->inv) |
919 | { |
969 | { |
920 | generate_artifact (op, difficulty); |
970 | generate_artifact (op, difficulty); |
921 | if (too_many_tries++ > 10) |
971 | if (too_many_tries++ > 10) |
922 | break; |
972 | break; |
923 | } |
973 | } |
… | |
… | |
926 | * since the value set on those is already correct. |
976 | * since the value set on those is already correct. |
927 | */ |
977 | */ |
928 | if (op->inv && op->randomitems) |
978 | if (op->inv && op->randomitems) |
929 | { |
979 | { |
930 | /* value multiplier is same as for scrolls */ |
980 | /* value multiplier is same as for scrolls */ |
931 | op->value = (op->value * op->inv->value); |
981 | op->value *= op->inv->value; |
932 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
982 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
933 | } |
983 | } |
934 | else |
984 | else |
935 | { |
985 | { |
936 | op->name = "potion"; |
986 | op->name = shstr_potion; |
937 | op->name_pl = "potions"; |
987 | op->name_pl = shstr_potions; |
938 | } |
988 | } |
939 | |
989 | |
940 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
990 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
941 | SET_FLAG (op, FLAG_CURSED); |
991 | op->set_flag (FLAG_CURSED); |
|
|
992 | |
942 | break; |
993 | break; |
943 | } |
994 | } |
944 | |
995 | |
945 | case AMULET: |
996 | case AMULET: |
946 | if (op->arch == amulet_arch) |
997 | if (IS_ARCH (op->arch, amulet)) |
947 | op->value *= 5; /* Since it's not just decoration */ |
998 | op->value *= 5; /* Since it's not just decoration */ |
948 | |
999 | |
949 | case RING: |
1000 | case RING: |
950 | if (op->arch == NULL) |
|
|
951 | { |
|
|
952 | op->destroy (); |
|
|
953 | op = 0; |
|
|
954 | break; |
|
|
955 | } |
|
|
956 | |
|
|
957 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1001 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
958 | break; |
1002 | break; |
959 | |
1003 | |
960 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1004 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
961 | SET_FLAG (op, FLAG_CURSED); |
1005 | op->set_flag (FLAG_CURSED); |
962 | |
1006 | |
963 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1007 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
964 | |
1008 | |
965 | if (op->type != RING) /* Amulets have only one ability */ |
1009 | if (op->type != RING) /* Amulets have only one ability */ |
966 | break; |
1010 | break; |
967 | |
1011 | |
968 | if (!(rndm (4))) |
1012 | if (!rndm (4)) |
969 | { |
1013 | { |
970 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1014 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
971 | |
1015 | |
972 | if (d > 0) |
1016 | if (d > 0) |
973 | op->value *= 3; |
1017 | op->value *= 3; |
974 | |
1018 | |
975 | set_ring_bonus (op, d); |
1019 | set_ring_bonus (op, d); |
976 | |
1020 | |
977 | if (!(rndm (4))) |
1021 | if (!rndm (4)) |
978 | { |
1022 | { |
979 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1023 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
980 | |
1024 | |
981 | if (d > 0) |
1025 | if (d > 0) |
982 | op->value *= 5; |
1026 | op->value *= 5; |
|
|
1027 | |
983 | set_ring_bonus (op, d); |
1028 | set_ring_bonus (op, d); |
984 | } |
1029 | } |
985 | } |
1030 | } |
986 | |
1031 | |
987 | if (GET_ANIM_ID (op)) |
1032 | if (op->animation_id) |
988 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1033 | op->set_anim_frame (rndm (op->anim_frames ())); |
989 | |
1034 | |
990 | break; |
1035 | break; |
991 | |
1036 | |
992 | case BOOK: |
1037 | case BOOK: |
993 | /* Is it an empty book?, if yes lets make a special· |
1038 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
995 | * creator and/or map level we found it on. |
1040 | * creator and/or map level we found it on. |
996 | */ |
1041 | */ |
997 | if (!op->msg && rndm (10)) |
1042 | if (!op->msg && rndm (10)) |
998 | { |
1043 | { |
999 | /* set the book level properly */ |
1044 | /* set the book level properly */ |
1000 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1045 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1001 | { |
1046 | { |
1002 | if (op->map && op->map->difficulty) |
1047 | if (op->map && op->map->difficulty) |
1003 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1048 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1004 | else |
1049 | else |
1005 | op->level = rndm (20) + 1; |
1050 | op->level = rndm (20) + 1; |
… | |
… | |
1008 | op->level = rndm (creator->level); |
1053 | op->level = rndm (creator->level); |
1009 | |
1054 | |
1010 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1055 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1011 | /* books w/ info are worth more! */ |
1056 | /* books w/ info are worth more! */ |
1012 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1057 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1013 | /* creator related stuff */ |
|
|
1014 | |
|
|
1015 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1016 | * set - we don't want to set no pick in that case. |
|
|
1017 | */ |
|
|
1018 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1019 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1020 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1021 | op->slaying = creator->slaying; |
|
|
1022 | |
1058 | |
1023 | /* add exp so reading it gives xp (once) */ |
1059 | /* add exp so reading it gives xp (once) */ |
1024 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1060 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1025 | } |
1061 | } |
|
|
1062 | |
|
|
1063 | /* creator related stuff */ |
|
|
1064 | |
|
|
1065 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1066 | * set - we don't want to set no pick in that case. |
|
|
1067 | */ |
|
|
1068 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1069 | op->set_flag (FLAG_NO_PICK); |
|
|
1070 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1071 | op->slaying = creator->slaying; |
1026 | break; |
1072 | break; |
1027 | |
1073 | |
1028 | case SPELLBOOK: |
1074 | case SPELLBOOK: |
1029 | op->value = op->value * op->inv->value; |
1075 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1076 | |
1030 | /* add exp so learning gives xp */ |
1077 | /* add exp so learning gives xp */ |
1031 | op->level = op->inv->level; |
1078 | op->level = op->inv->level; |
1032 | op->stats.exp = op->value; |
1079 | op->stats.exp = op->value; |
1033 | break; |
1080 | break; |
1034 | |
1081 | |
… | |
… | |
1038 | * and reset nrof. |
1085 | * and reset nrof. |
1039 | */ |
1086 | */ |
1040 | op->stats.food = op->inv->nrof; |
1087 | op->stats.food = op->inv->nrof; |
1041 | op->nrof = 1; |
1088 | op->nrof = 1; |
1042 | /* If the spell changes by level, choose a random level |
1089 | /* If the spell changes by level, choose a random level |
1043 | * for it, and adjust price. If the spell doesn't |
1090 | * for it. |
1044 | * change by level, just set the wand to the level of |
|
|
1045 | * the spell, and value calculation is simpler. |
|
|
1046 | */ |
1091 | */ |
1047 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1092 | if (op->inv->duration_modifier |
1048 | { |
1093 | || op->inv->dam_modifier |
|
|
1094 | || op->inv->range_modifier) |
1049 | op->level = level_for_item (op, difficulty); |
1095 | op->level = level_for_item (op, difficulty); |
1050 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1051 | } |
|
|
1052 | else |
1096 | else |
1053 | { |
|
|
1054 | op->level = op->inv->level; |
1097 | op->level = op->inv->level; |
1055 | op->value = op->value * op->inv->value; |
1098 | |
1056 | } |
1099 | op->value *= value_factor_from_spell_item (op->inv, op); |
1057 | break; |
1100 | break; |
1058 | |
1101 | |
1059 | case ROD: |
1102 | case ROD: |
1060 | op->level = level_for_item (op, difficulty); |
1103 | op->level = level_for_item (op, difficulty); |
1061 | /* Add 50 to both level an divisor to keep prices a little more |
1104 | op->value *= value_factor_from_spell_item (op->inv, op); |
1062 | * reasonable. Otherwise, a high level version of a low level |
1105 | |
1063 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1064 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1065 | */ |
|
|
1066 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1067 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1106 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1068 | if (op->stats.maxhp) |
1107 | if (op->stats.maxhp) |
1069 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1108 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1070 | else |
1109 | else |
1071 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1110 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1072 | |
1111 | |
1073 | op->stats.hp = op->stats.maxhp; |
1112 | op->stats.hp = op->stats.maxhp; |
1074 | break; |
1113 | break; |
1075 | |
1114 | |
1076 | case SCROLL: |
1115 | case SCROLL: |
1077 | op->level = level_for_item (op, difficulty); |
1116 | op->level = level_for_item (op, difficulty); |
1078 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1117 | op->value *= value_factor_from_spell_item (op->inv, op); |
1079 | |
1118 | |
1080 | /* add exp so reading them properly gives xp */ |
1119 | /* add exp so reading them properly gives xp */ |
1081 | op->stats.exp = op->value / 5; |
1120 | op->stats.exp = op->value / 5; |
1082 | op->nrof = op->inv->nrof; |
1121 | op->nrof = op->inv->nrof; |
1083 | break; |
1122 | break; |
… | |
… | |
1091 | break; |
1130 | break; |
1092 | } /* switch type */ |
1131 | } /* switch type */ |
1093 | |
1132 | |
1094 | if (flags & GT_STARTEQUIP) |
1133 | if (flags & GT_STARTEQUIP) |
1095 | { |
1134 | { |
1096 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1135 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1097 | SET_FLAG (op, FLAG_STARTEQUIP); |
1136 | op->set_flag (FLAG_STARTEQUIP); |
1098 | else if (op->type != MONEY) |
1137 | else if (op->type != MONEY) |
1099 | op->value = 0; |
1138 | op->value = 0; |
1100 | } |
1139 | } |
1101 | |
1140 | |
1102 | if (!(flags & GT_ENVIRONMENT)) |
1141 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1113 | |
1152 | |
1114 | /* |
1153 | /* |
1115 | * Allocate and return the pointer to an empty artifactlist structure. |
1154 | * Allocate and return the pointer to an empty artifactlist structure. |
1116 | */ |
1155 | */ |
1117 | static artifactlist * |
1156 | static artifactlist * |
1118 | get_empty_artifactlist (void) |
1157 | get_empty_artifactlist () |
1119 | { |
1158 | { |
1120 | return salloc0 <artifactlist> (); |
1159 | return salloc0<artifactlist> (); |
1121 | } |
1160 | } |
1122 | |
1161 | |
1123 | /* |
1162 | /* |
1124 | * Allocate and return the pointer to an empty artifact structure. |
1163 | * Allocate and return the pointer to an empty artifact structure. |
1125 | */ |
1164 | */ |
1126 | static artifact * |
1165 | static artifact * |
1127 | get_empty_artifact (void) |
1166 | get_empty_artifact () |
1128 | { |
1167 | { |
1129 | return salloc0 <artifact> (); |
1168 | return salloc0<artifact> (); |
1130 | } |
1169 | } |
1131 | |
1170 | |
1132 | /* |
1171 | /* |
1133 | * Searches the artifact lists and returns one that has the same type |
1172 | * Searches the artifact lists and returns one that has the same type |
1134 | * of objects on it. |
1173 | * of objects on it. |
… | |
… | |
1142 | |
1181 | |
1143 | return 0; |
1182 | return 0; |
1144 | } |
1183 | } |
1145 | |
1184 | |
1146 | /* |
1185 | /* |
1147 | * For debugging purposes. Dumps all tables. |
1186 | * Builds up the lists of artifacts from the file in the libdir. |
1148 | */ |
1187 | */ |
1149 | void |
1188 | void |
1150 | dump_artifacts (void) |
|
|
1151 | { |
|
|
1152 | artifactlist *al; |
|
|
1153 | artifact *art; |
|
|
1154 | linked_char *next; |
|
|
1155 | |
|
|
1156 | fprintf (logfile, "\n"); |
|
|
1157 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1158 | { |
|
|
1159 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1160 | for (art = al->items; art != NULL; art = art->next) |
|
|
1161 | { |
|
|
1162 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1163 | if (art->allowed != NULL) |
|
|
1164 | { |
|
|
1165 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1166 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1167 | fprintf (logfile, "%s,", &next->name); |
|
|
1168 | fprintf (logfile, "\n"); |
|
|
1169 | } |
|
|
1170 | } |
|
|
1171 | } |
|
|
1172 | fprintf (logfile, "\n"); |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | /* |
|
|
1176 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1177 | */ |
|
|
1178 | void |
|
|
1179 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1180 | { |
|
|
1181 | treasurelist *tl; |
|
|
1182 | int i; |
|
|
1183 | |
|
|
1184 | if (depth > 100) |
|
|
1185 | return; |
|
|
1186 | |
|
|
1187 | while (t) |
|
|
1188 | { |
|
|
1189 | if (t->name) |
|
|
1190 | { |
|
|
1191 | for (i = 0; i < depth; i++) |
|
|
1192 | fprintf (logfile, " "); |
|
|
1193 | |
|
|
1194 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1195 | |
|
|
1196 | tl = treasurelist::find (t->name); |
|
|
1197 | if (tl) |
|
|
1198 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1199 | |
|
|
1200 | for (i = 0; i < depth; i++) |
|
|
1201 | fprintf (logfile, " "); |
|
|
1202 | |
|
|
1203 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1204 | } |
|
|
1205 | else |
|
|
1206 | { |
|
|
1207 | for (i = 0; i < depth; i++) |
|
|
1208 | fprintf (logfile, " "); |
|
|
1209 | |
|
|
1210 | if (t->item && t->item->clone.type == FLESH) |
|
|
1211 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1212 | else |
|
|
1213 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1214 | } |
|
|
1215 | |
|
|
1216 | if (t->next_yes) |
|
|
1217 | { |
|
|
1218 | for (i = 0; i < depth; i++) |
|
|
1219 | fprintf (logfile, " "); |
|
|
1220 | |
|
|
1221 | fprintf (logfile, " (if yes)\n"); |
|
|
1222 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1223 | } |
|
|
1224 | |
|
|
1225 | if (t->next_no) |
|
|
1226 | { |
|
|
1227 | for (i = 0; i < depth; i++) |
|
|
1228 | fprintf (logfile, " "); |
|
|
1229 | |
|
|
1230 | fprintf (logfile, " (if no)\n"); |
|
|
1231 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1232 | } |
|
|
1233 | |
|
|
1234 | t = t->next; |
|
|
1235 | } |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | /* |
|
|
1239 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1240 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1241 | */ |
|
|
1242 | void |
|
|
1243 | dump_monster_treasure (const char *name) |
|
|
1244 | { |
|
|
1245 | archetype *at; |
|
|
1246 | int found; |
|
|
1247 | |
|
|
1248 | found = 0; |
|
|
1249 | fprintf (logfile, "\n"); |
|
|
1250 | |
|
|
1251 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1252 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1253 | { |
|
|
1254 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1255 | if (at->clone.randomitems != NULL) |
|
|
1256 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1257 | else |
|
|
1258 | fprintf (logfile, "(nothing)\n"); |
|
|
1259 | |
|
|
1260 | fprintf (logfile, "\n"); |
|
|
1261 | found++; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | if (found == 0) |
|
|
1265 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1266 | } |
|
|
1267 | |
|
|
1268 | /* |
|
|
1269 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1270 | */ |
|
|
1271 | void |
|
|
1272 | init_artifacts (void) |
1189 | init_artifacts () |
1273 | { |
1190 | { |
1274 | static int has_been_inited = 0; |
1191 | static int has_been_inited = 0; |
1275 | char filename[MAX_BUF]; |
|
|
1276 | artifact *art = NULL; |
1192 | artifact *art = NULL; |
1277 | artifactlist *al; |
1193 | artifactlist *al; |
1278 | |
1194 | |
1279 | if (has_been_inited) |
1195 | if (has_been_inited) |
1280 | return; |
1196 | return; |
1281 | else |
1197 | else |
1282 | has_been_inited = 1; |
1198 | has_been_inited = 1; |
1283 | |
1199 | |
1284 | sprintf (filename, "%s/artifacts", settings.datadir); |
1200 | object_thawer f (settings.datadir, "artifacts"); |
1285 | object_thawer f (filename); |
|
|
1286 | |
1201 | |
1287 | if (!f) |
1202 | if (!f) |
1288 | return; |
1203 | return; |
1289 | |
|
|
1290 | f.next (); |
|
|
1291 | |
1204 | |
1292 | for (;;) |
1205 | for (;;) |
1293 | { |
1206 | { |
1294 | switch (f.kw) |
1207 | switch (f.kw) |
1295 | { |
1208 | { |
… | |
… | |
1299 | |
1212 | |
1300 | { |
1213 | { |
1301 | if (!strcmp (f.get_str (), "all")) |
1214 | if (!strcmp (f.get_str (), "all")) |
1302 | break; |
1215 | break; |
1303 | |
1216 | |
1304 | char *next, *cp = f.get_str (); |
1217 | const char *cp = f.get_str (); |
1305 | |
1218 | char *next; |
1306 | do |
1219 | do |
1307 | { |
1220 | { |
1308 | if ((next = strchr (cp, ','))) |
1221 | if ((next = (char *)strchr (cp, ','))) |
1309 | *next++ = '\0'; |
1222 | *next++ = '\0'; |
1310 | |
1223 | |
1311 | linked_char *tmp = new linked_char; |
1224 | linked_char *tmp = new linked_char; |
1312 | |
1225 | |
1313 | tmp->name = cp; |
1226 | tmp->name = cp; |
… | |
… | |
1377 | } |
1290 | } |
1378 | #if 0 |
1291 | #if 0 |
1379 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1292 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1380 | #endif |
1293 | #endif |
1381 | } |
1294 | } |
1382 | |
|
|
1383 | LOG (llevDebug, "done.\n"); |
|
|
1384 | } |
1295 | } |
1385 | |
1296 | |
1386 | /* |
1297 | /* |
1387 | * Used in artifact generation. The bonuses of the first object |
1298 | * Used in artifact generation. The bonuses of the first object |
1388 | * is modified by the bonuses of the second object. |
1299 | * is modified by the bonuses of the second object. |
1389 | */ |
1300 | */ |
1390 | void |
1301 | void |
1391 | add_abilities (object *op, object *change) |
1302 | add_abilities (object *op, object *change) |
1392 | { |
1303 | { |
1393 | int i, tmp; |
|
|
1394 | |
|
|
1395 | if (change->face != blank_face) |
1304 | if (change->face != blank_face) |
1396 | { |
|
|
1397 | #ifdef TREASURE_VERBOSE |
|
|
1398 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1399 | #endif |
|
|
1400 | op->face = change->face; |
1305 | op->face = change->face; |
1401 | } |
|
|
1402 | |
1306 | |
1403 | for (i = 0; i < NUM_STATS; i++) |
1307 | for (int i = 0; i < NUM_STATS; i++) |
1404 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1308 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1405 | |
1309 | |
1406 | op->attacktype |= change->attacktype; |
1310 | op->attacktype |= change->attacktype; |
1407 | op->path_attuned |= change->path_attuned; |
1311 | op->path_attuned |= change->path_attuned; |
1408 | op->path_repelled |= change->path_repelled; |
1312 | op->path_repelled |= change->path_repelled; |
1409 | op->path_denied |= change->path_denied; |
1313 | op->path_denied |= change->path_denied; |
1410 | op->move_type |= change->move_type; |
1314 | op->move_type |= change->move_type; |
1411 | op->stats.luck += change->stats.luck; |
1315 | op->stats.luck += change->stats.luck; |
1412 | |
1316 | |
1413 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1317 | static const struct copyflags : object::flags_t |
1414 | SET_FLAG (op, FLAG_CURSED); |
1318 | { |
1415 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1319 | copyflags () |
1416 | SET_FLAG (op, FLAG_DAMNED); |
1320 | { |
1417 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1321 | set (FLAG_CURSED); |
|
|
1322 | set (FLAG_DAMNED); |
|
|
1323 | set (FLAG_LIFESAVE); |
|
|
1324 | set (FLAG_REFL_SPELL); |
|
|
1325 | set (FLAG_STEALTH); |
|
|
1326 | set (FLAG_XRAYS); |
|
|
1327 | set (FLAG_BLIND); |
|
|
1328 | set (FLAG_SEE_IN_DARK); |
|
|
1329 | set (FLAG_REFL_MISSILE); |
|
|
1330 | set (FLAG_MAKE_INVIS); |
|
|
1331 | } |
|
|
1332 | } copyflags; |
|
|
1333 | |
|
|
1334 | // we might want to just copy, but or'ing is what the original code did |
|
|
1335 | op->flag |= change->flag & copyflags; |
|
|
1336 | |
|
|
1337 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1418 | set_abs_magic (op, -op->magic); |
1338 | set_abs_magic (op, -op->magic); |
1419 | |
1339 | |
1420 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1340 | if (change->flag [FLAG_STAND_STILL]) |
1421 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1422 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1423 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1424 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1425 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1426 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1427 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1428 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1429 | SET_FLAG (op, FLAG_BLIND); |
|
|
1430 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1431 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1432 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1433 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1434 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1435 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1436 | |
|
|
1437 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1438 | { |
1341 | { |
1439 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1342 | op->clr_flag (FLAG_ANIMATE); |
|
|
1343 | |
1440 | /* so artifacts will join */ |
1344 | /* so artifacts will join */ |
1441 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1345 | if (!op->flag [FLAG_ALIVE]) |
1442 | op->speed = 0.0; |
1346 | op->speed = 0.; |
1443 | |
1347 | |
1444 | op->set_speed (op->speed); |
1348 | op->set_speed (op->speed); |
1445 | } |
1349 | } |
1446 | |
1350 | |
1447 | if (change->nrof) |
1351 | if (change->nrof) |
1448 | op->nrof = rndm (change->nrof) + 1; |
1352 | op->nrof = rndm (change->nrof) + 1; |
1449 | |
1353 | |
1450 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1354 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1451 | op->stats.wc += change->stats.wc; |
1355 | op->stats.wc += change->stats.wc; |
1452 | op->stats.ac += change->stats.ac; |
1356 | op->stats.ac += change->stats.ac; |
1453 | |
1357 | |
1454 | if (change->other_arch) |
1358 | if (change->other_arch) |
1455 | { |
1359 | { |
1456 | /* Basically, for horns & potions, the other_arch field is the spell |
1360 | /* Basically, for horns & potions, the other_arch field is the spell |
1457 | * to cast. So convert that to into a spell and put it into |
1361 | * to cast. So convert that to into a spell and put it into |
1458 | * this object. |
1362 | * this object. |
1459 | */ |
1363 | */ |
1460 | if (op->type == HORN || op->type == POTION) |
1364 | if (op->type == HORN || op->type == POTION) |
1461 | { |
1365 | { |
1462 | object *tmp_obj; |
|
|
1463 | |
|
|
1464 | /* Remove any spells this object currently has in it */ |
1366 | /* Remove any spells this object currently has in it */ |
1465 | while (op->inv) |
|
|
1466 | op->inv->destroy (); |
1367 | op->destroy_inv (false); |
1467 | |
1368 | |
1468 | tmp_obj = arch_to_object (change->other_arch); |
1369 | object *tmp = change->other_arch->instance (); |
1469 | insert_ob_in_ob (tmp_obj, op); |
1370 | insert_ob_in_ob (tmp, op); |
1470 | } |
1371 | } |
|
|
1372 | |
1471 | /* No harm setting this for potions/horns */ |
1373 | /* No harm setting this for potions/horns */ |
1472 | op->other_arch = change->other_arch; |
1374 | op->other_arch = change->other_arch; |
1473 | } |
1375 | } |
1474 | |
1376 | |
1475 | if (change->stats.hp < 0) |
1377 | if (change->stats.hp < 0) |
… | |
… | |
1491 | op->stats.maxsp = -change->stats.maxsp; |
1393 | op->stats.maxsp = -change->stats.maxsp; |
1492 | else |
1394 | else |
1493 | op->stats.maxsp += change->stats.maxsp; |
1395 | op->stats.maxsp += change->stats.maxsp; |
1494 | |
1396 | |
1495 | if (change->stats.food < 0) |
1397 | if (change->stats.food < 0) |
1496 | op->stats.food = -(change->stats.food); |
1398 | op->stats.food = -change->stats.food; |
1497 | else |
1399 | else |
1498 | op->stats.food += change->stats.food; |
1400 | op->stats.food += change->stats.food; |
1499 | |
1401 | |
1500 | if (change->level < 0) |
1402 | if (change->level < 0) |
1501 | op->level = -(change->level); |
1403 | op->level = -change->level; |
1502 | else |
1404 | else |
1503 | op->level += change->level; |
1405 | op->level += change->level; |
1504 | |
1406 | |
1505 | if (change->gen_sp_armour < 0) |
1407 | if (change->gen_sp_armour < 0) |
1506 | op->gen_sp_armour = -(change->gen_sp_armour); |
1408 | op->gen_sp_armour = -change->gen_sp_armour; |
1507 | else |
1409 | else |
1508 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1410 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1509 | |
1411 | |
1510 | op->item_power = change->item_power; |
1412 | op->item_power = change->item_power; |
1511 | |
1413 | |
1512 | for (i = 0; i < NROFATTACKS; i++) |
1414 | for (int i = 0; i < NROFATTACKS; i++) |
1513 | if (change->resist[i]) |
|
|
1514 | op->resist[i] += change->resist[i]; |
1415 | op->resist[i] += change->resist[i]; |
1515 | |
1416 | |
1516 | if (change->stats.dam) |
1417 | if (change->stats.dam) |
1517 | { |
1418 | { |
1518 | if (change->stats.dam < 0) |
1419 | if (change->stats.dam < 0) |
1519 | op->stats.dam = (-change->stats.dam); |
1420 | op->stats.dam = -change->stats.dam; |
1520 | else if (op->stats.dam) |
1421 | else if (op->stats.dam) |
1521 | { |
1422 | { |
1522 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1423 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1424 | |
1523 | if (tmp == op->stats.dam) |
1425 | if (tmp == op->stats.dam) |
1524 | { |
1426 | { |
1525 | if (change->stats.dam < 10) |
1427 | if (change->stats.dam < 10) |
1526 | op->stats.dam--; |
1428 | op->stats.dam--; |
1527 | else |
1429 | else |
… | |
… | |
1533 | } |
1435 | } |
1534 | |
1436 | |
1535 | if (change->weight) |
1437 | if (change->weight) |
1536 | { |
1438 | { |
1537 | if (change->weight < 0) |
1439 | if (change->weight < 0) |
1538 | op->weight = (-change->weight); |
1440 | op->weight = -change->weight; |
1539 | else |
1441 | else |
1540 | op->weight = (op->weight * (change->weight)) / 100; |
1442 | op->weight = op->weight * change->weight / 100; |
1541 | } |
1443 | } |
1542 | |
1444 | |
1543 | if (change->last_sp) |
1445 | if (change->last_sp) |
1544 | { |
1446 | { |
1545 | if (change->last_sp < 0) |
1447 | if (change->last_sp < 0) |
1546 | op->last_sp = (-change->last_sp); |
1448 | op->last_sp = -change->last_sp; |
1547 | else |
1449 | else |
1548 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1450 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1549 | } |
1451 | } |
1550 | |
1452 | |
1551 | if (change->gen_sp_armour) |
1453 | if (change->gen_sp_armour) |
1552 | { |
1454 | { |
1553 | if (change->gen_sp_armour < 0) |
1455 | if (change->gen_sp_armour < 0) |
1554 | op->gen_sp_armour = (-change->gen_sp_armour); |
1456 | op->gen_sp_armour = -change->gen_sp_armour; |
1555 | else |
1457 | else |
1556 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1458 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1557 | } |
1459 | } |
1558 | |
1460 | |
1559 | op->value *= change->value; |
1461 | op->value *= change->value; |
1560 | |
1462 | |
1561 | if (change->materials) |
1463 | if (change->materials) |
1562 | op->materials = change->materials; |
1464 | op->materials = change->materials; |
1563 | |
1465 | |
1564 | if (change->materialname) |
1466 | if (change->material != MATERIAL_NULL) |
1565 | op->materialname = change->materialname; |
1467 | op->material = change->material; |
1566 | |
1468 | |
1567 | if (change->slaying) |
1469 | if (change->slaying) |
1568 | op->slaying = change->slaying; |
1470 | op->slaying = change->slaying; |
1569 | |
1471 | |
1570 | if (change->race) |
1472 | if (change->race) |
… | |
… | |
1573 | if (change->msg) |
1475 | if (change->msg) |
1574 | op->msg = change->msg; |
1476 | op->msg = change->msg; |
1575 | } |
1477 | } |
1576 | |
1478 | |
1577 | static int |
1479 | static int |
1578 | legal_artifact_combination (object *op, artifact * art) |
1480 | legal_artifact_combination (object *op, artifact *art) |
1579 | { |
1481 | { |
1580 | int neg, success = 0; |
1482 | int neg, success = 0; |
1581 | linked_char *tmp; |
1483 | linked_char *tmp; |
1582 | const char *name; |
1484 | const char *name; |
1583 | |
1485 | |
1584 | if (art->allowed == (linked_char *) NULL) |
1486 | if (!art->allowed) |
1585 | return 1; /* Ie, "all" */ |
1487 | return 1; /* Ie, "all" */ |
|
|
1488 | |
1586 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1489 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1587 | { |
1490 | { |
1588 | #ifdef TREASURE_VERBOSE |
1491 | #ifdef TREASURE_VERBOSE |
1589 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1492 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1590 | #endif |
1493 | #endif |
… | |
… | |
1592 | name = tmp->name + 1, neg = 1; |
1495 | name = tmp->name + 1, neg = 1; |
1593 | else |
1496 | else |
1594 | name = tmp->name, neg = 0; |
1497 | name = tmp->name, neg = 0; |
1595 | |
1498 | |
1596 | /* If we match name, then return the opposite of 'neg' */ |
1499 | /* If we match name, then return the opposite of 'neg' */ |
1597 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1500 | if (!strcmp (name, op->arch->archname)) |
1598 | return !neg; |
1501 | return !neg; |
1599 | |
1502 | |
1600 | /* Set success as true, since if the match was an inverse, it means |
1503 | /* Set success as true, since if the match was an inverse, it means |
1601 | * everything is allowed except what we match |
1504 | * everything is allowed except what we match |
1602 | */ |
1505 | */ |
1603 | else if (neg) |
1506 | else if (neg) |
1604 | success = 1; |
1507 | success = 1; |
1605 | } |
1508 | } |
|
|
1509 | |
1606 | return success; |
1510 | return success; |
1607 | } |
1511 | } |
1608 | |
1512 | |
1609 | /* |
1513 | /* |
1610 | * Fixes the given object, giving it the abilities and titles |
1514 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1612 | */ |
1516 | */ |
1613 | |
1517 | |
1614 | void |
1518 | void |
1615 | give_artifact_abilities (object *op, object *artifct) |
1519 | give_artifact_abilities (object *op, object *artifct) |
1616 | { |
1520 | { |
1617 | char new_name[MAX_BUF]; |
1521 | op->title = format ("of %s", &artifct->name); |
1618 | |
1522 | |
1619 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1620 | op->title = new_name; |
|
|
1621 | add_abilities (op, artifct); /* Give out the bonuses */ |
1523 | add_abilities (op, artifct); /* Give out the bonuses */ |
1622 | |
1524 | |
1623 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1525 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1624 | { |
1526 | { |
1625 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1527 | char identified = op->flag [FLAG_IDENTIFIED]; |
1626 | |
1528 | |
1627 | SET_FLAG (op, FLAG_IDENTIFIED); |
1529 | op->set_flag (FLAG_IDENTIFIED); |
1628 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1530 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1629 | if (!identified) |
1531 | if (!identified) |
1630 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1532 | op->clr_flag (FLAG_IDENTIFIED); |
1631 | } |
1533 | } |
1632 | #endif |
1534 | #endif |
1633 | return; |
1535 | return; |
1634 | } |
1536 | } |
1635 | |
1537 | |
… | |
… | |
1645 | #define ARTIFACT_TRIES 2 |
1547 | #define ARTIFACT_TRIES 2 |
1646 | |
1548 | |
1647 | void |
1549 | void |
1648 | generate_artifact (object *op, int difficulty) |
1550 | generate_artifact (object *op, int difficulty) |
1649 | { |
1551 | { |
1650 | artifactlist *al; |
|
|
1651 | artifact *art; |
1552 | artifact *art; |
1652 | int i; |
|
|
1653 | |
1553 | |
1654 | al = find_artifactlist (op->type); |
1554 | artifactlist *al = find_artifactlist (op->type); |
1655 | |
1555 | |
1656 | if (al == NULL) |
1556 | if (al == NULL) |
1657 | { |
1557 | { |
1658 | #if 0 /* This is too verbose, usually */ |
1558 | #if 0 /* This is too verbose, usually */ |
1659 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1559 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1660 | #endif |
1560 | #endif |
1661 | return; |
1561 | return; |
1662 | } |
1562 | } |
1663 | |
1563 | |
1664 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1564 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1665 | { |
1565 | { |
1666 | int roll = rndm (al->total_chance); |
1566 | int roll = rndm (al->total_chance); |
1667 | |
1567 | |
1668 | for (art = al->items; art; art = art->next) |
1568 | for (art = al->items; art; art = art->next) |
1669 | { |
1569 | { |
… | |
… | |
1677 | #if 1 |
1577 | #if 1 |
1678 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1578 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1679 | #endif |
1579 | #endif |
1680 | return; |
1580 | return; |
1681 | } |
1581 | } |
1682 | if (!strcmp (art->item->name, "NONE")) |
1582 | |
|
|
1583 | if (art->item->name == shstr_NONE) |
1683 | return; |
1584 | return; |
|
|
1585 | |
1684 | if (FABS (op->magic) < art->item->magic) |
1586 | if (fabs (op->magic) < art->item->magic) |
1685 | continue; /* Not magic enough to be this item */ |
1587 | continue; /* Not magic enough to be this item */ |
1686 | |
1588 | |
1687 | /* Map difficulty not high enough */ |
1589 | /* Map difficulty not high enough */ |
1688 | if (difficulty < art->difficulty) |
1590 | if (difficulty < art->difficulty) |
1689 | continue; |
1591 | continue; |
… | |
… | |
1707 | */ |
1609 | */ |
1708 | |
1610 | |
1709 | void |
1611 | void |
1710 | fix_flesh_item (object *item, object *donor) |
1612 | fix_flesh_item (object *item, object *donor) |
1711 | { |
1613 | { |
1712 | char tmpbuf[MAX_BUF]; |
|
|
1713 | int i; |
|
|
1714 | |
|
|
1715 | if (item->type == FLESH && donor) |
1614 | if (item->type == FLESH && donor) |
1716 | { |
1615 | { |
1717 | /* change the name */ |
1616 | /* change the name */ |
1718 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1617 | item->name = format ("%s's %s", &donor->name, &item->name); |
1719 | item->name = tmpbuf; |
|
|
1720 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1618 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1721 | item->name_pl = tmpbuf; |
|
|
1722 | |
1619 | |
1723 | /* weight is FLESH weight/100 * donor */ |
1620 | /* weight is FLESH weight/100 * donor */ |
1724 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1621 | item->weight = max (1, item->weight * donor->weight / 100); |
1725 | item->weight = 1; |
|
|
1726 | |
1622 | |
1727 | /* value is multiplied by level of donor */ |
1623 | /* value is multiplied by level of donor */ |
1728 | item->value *= isqrt (donor->level * 2); |
1624 | item->value *= isqrt (donor->level * 2); |
1729 | |
1625 | |
1730 | /* food value */ |
1626 | /* food value */ |
1731 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1627 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1732 | |
1628 | |
1733 | /* flesh items inherit some abilities of donor, but not |
1629 | /* flesh items inherit some abilities of donor, but not |
1734 | * full effect. |
1630 | * full effect. |
1735 | */ |
1631 | */ |
1736 | for (i = 0; i < NROFATTACKS; i++) |
1632 | for (int i = 0; i < NROFATTACKS; i++) |
1737 | item->resist[i] = donor->resist[i] / 2; |
1633 | item->resist[i] = donor->resist[i] / 2; |
1738 | |
1634 | |
1739 | /* item inherits donor's level (important for quezals) */ |
1635 | /* item inherits donor's level (important for quezals) */ |
1740 | item->level = donor->level; |
1636 | item->level = donor->level; |
1741 | |
1637 | |
1742 | /* if donor has some attacktypes, the flesh is poisonous */ |
1638 | /* if donor has some attacktypes, the flesh is poisonous */ |
1743 | if (donor->attacktype & AT_POISON) |
1639 | if (donor->attacktype & AT_POISON) |
1744 | item->type = POISON; |
1640 | item->type = POISON; |
|
|
1641 | |
1745 | if (donor->attacktype & AT_ACID) |
1642 | if (donor->attacktype & AT_ACID) |
1746 | item->stats.hp = -1 * item->stats.food; |
1643 | item->stats.hp = -item->stats.food; |
1747 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1748 | } |
|
|
1749 | } |
|
|
1750 | |
1644 | |
1751 | /* special_potion() - so that old potion code is still done right. */ |
1645 | item->set_flag (FLAG_NO_STEAL); |
1752 | int |
1646 | } |
1753 | special_potion (object *op) |
|
|
1754 | { |
|
|
1755 | if (op->attacktype) |
|
|
1756 | return 1; |
|
|
1757 | |
|
|
1758 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1759 | return 1; |
|
|
1760 | |
|
|
1761 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1762 | if (op->resist[i]) |
|
|
1763 | return 1; |
|
|
1764 | |
|
|
1765 | return 0; |
|
|
1766 | } |
1647 | } |
1767 | |
1648 | |
1768 | void |
1649 | static void |
1769 | free_treasurestruct (treasure *t) |
1650 | free_treasurestruct (treasure *t) |
1770 | { |
1651 | { |
1771 | if (t->next) free_treasurestruct (t->next); |
1652 | if (t->next) free_treasurestruct (t->next); |
1772 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1653 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1773 | if (t->next_no) free_treasurestruct (t->next_no); |
1654 | if (t->next_no) free_treasurestruct (t->next_no); |
1774 | |
1655 | |
1775 | delete t; |
1656 | delete t; |
1776 | } |
1657 | } |
1777 | |
1658 | |
1778 | void |
1659 | static void |
1779 | free_charlinks (linked_char *lc) |
1660 | free_charlinks (linked_char *lc) |
1780 | { |
1661 | { |
1781 | if (lc->next) |
1662 | if (lc->next) |
1782 | free_charlinks (lc->next); |
1663 | free_charlinks (lc->next); |
1783 | |
1664 | |
1784 | delete lc; |
1665 | delete lc; |
1785 | } |
1666 | } |
1786 | |
1667 | |
1787 | void |
1668 | static void |
1788 | free_artifact (artifact *at) |
1669 | free_artifact (artifact *at) |
1789 | { |
1670 | { |
1790 | if (at->next) free_artifact (at->next); |
1671 | if (at->next) free_artifact (at->next); |
1791 | if (at->allowed) free_charlinks (at->allowed); |
1672 | if (at->allowed) free_charlinks (at->allowed); |
1792 | |
1673 | |
1793 | at->item->destroy (1); |
1674 | at->item->destroy (); |
1794 | |
1675 | |
1795 | sfree (at); |
1676 | sfree (at); |
1796 | } |
1677 | } |
1797 | |
1678 | |
1798 | void |
|
|
1799 | free_artifactlist (artifactlist *al) |
|
|
1800 | { |
|
|
1801 | artifactlist *nextal; |
|
|
1802 | |
|
|
1803 | for (al = first_artifactlist; al; al = nextal) |
|
|
1804 | { |
|
|
1805 | nextal = al->next; |
|
|
1806 | |
|
|
1807 | if (al->items) |
|
|
1808 | free_artifact (al->items); |
|
|
1809 | |
|
|
1810 | sfree (al); |
|
|
1811 | } |
|
|
1812 | } |
|
|
1813 | |
|
|
1814 | void |
|
|
1815 | free_all_treasures (void) |
|
|
1816 | { |
|
|
1817 | treasurelist *tl, *next; |
|
|
1818 | |
|
|
1819 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1820 | { |
|
|
1821 | clear (tl); |
|
|
1822 | |
|
|
1823 | next = tl->next; |
|
|
1824 | delete tl; |
|
|
1825 | } |
|
|
1826 | |
|
|
1827 | free_artifactlist (first_artifactlist); |
|
|
1828 | } |
|
|