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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra 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 3 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 | * |
18 | * |
18 | * You should have received a copy of the GNU General Public License |
19 | * 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/>. |
20 | * and the GNU General Public License along with this program. If not, see |
|
|
21 | * <http://www.gnu.org/licenses/>. |
20 | * |
22 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | * 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 |
… | |
… | |
32 | |
34 | |
33 | //#define TREASURE_VERBOSE |
35 | //#define TREASURE_VERBOSE |
34 | |
36 | |
35 | #include <global.h> |
37 | #include <global.h> |
36 | #include <treasure.h> |
38 | #include <treasure.h> |
37 | #include <loader.h> |
39 | |
|
|
40 | #include <flat_hash_map.hpp> |
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|
41 | |
|
|
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) |
38 | |
44 | |
39 | extern char *spell_mapping[]; |
45 | extern char *spell_mapping[]; |
40 | |
46 | |
41 | static treasurelist *first_treasurelist; |
47 | static treasurelist *first_treasurelist; |
42 | |
48 | |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 | |
50 | |
45 | typedef std::tr1::unordered_map< |
51 | typedef ska::flat_hash_map |
|
|
52 | < |
46 | const char *, |
53 | const char *, |
47 | treasurelist *, |
54 | treasurelist *, |
48 | str_hash, |
55 | str_hash, |
49 | str_equal, |
56 | str_equal, |
50 | slice_allocator< std::pair<const char *const, treasurelist *> > |
57 | slice_allocator< std::pair<const char *const, treasurelist *> > |
51 | > tl_map_t; |
58 | > tl_map_t; |
52 | |
59 | |
53 | static tl_map_t tl_map; |
60 | static tl_map_t tl_map; |
|
|
61 | |
|
|
62 | //TODO: class method |
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|
63 | static void free_treasurestruct (treasure *t); // bleh desu |
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|
64 | static void |
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65 | clear (treasurelist *tl) |
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|
66 | { |
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|
67 | if (tl->items) |
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|
68 | { |
|
|
69 | free_treasurestruct (tl->items); |
|
|
70 | tl->items = 0; |
|
|
71 | } |
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|
72 | |
|
|
73 | tl->total_chance = 0; |
|
|
74 | } |
54 | |
75 | |
55 | /* |
76 | /* |
56 | * Searches for the given treasurelist |
77 | * Searches for the given treasurelist |
57 | */ |
78 | */ |
58 | treasurelist * |
79 | treasurelist * |
59 | treasurelist::find (const char *name) |
80 | treasurelist::find (const char *name) |
60 | { |
81 | { |
61 | if (!name) |
82 | if (!name) |
62 | return 0; |
83 | return 0; |
63 | |
84 | |
64 | auto (i, tl_map.find (name)); |
85 | auto i = tl_map.find (name); |
65 | |
86 | |
66 | if (i == tl_map.end ()) |
87 | if (i == tl_map.end ()) |
67 | return 0; |
88 | return 0; |
68 | |
89 | |
69 | return i->second; |
90 | return i->second; |
… | |
… | |
88 | |
109 | |
89 | tl_map.insert (std::make_pair (tl->name, tl)); |
110 | tl_map.insert (std::make_pair (tl->name, tl)); |
90 | } |
111 | } |
91 | |
112 | |
92 | return tl; |
113 | return tl; |
93 | } |
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|
94 | |
|
|
95 | //TODO: class method |
|
|
96 | void |
|
|
97 | clear (treasurelist *tl) |
|
|
98 | { |
|
|
99 | if (tl->items) |
|
|
100 | { |
|
|
101 | free_treasurestruct (tl->items); |
|
|
102 | tl->items = 0; |
|
|
103 | } |
|
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104 | |
|
|
105 | tl->total_chance = 0; |
|
|
106 | } |
114 | } |
107 | |
115 | |
108 | #ifdef TREASURE_DEBUG |
116 | #ifdef TREASURE_DEBUG |
109 | /* recursived checks the linked list. Treasurelist is passed only |
117 | /* recursived checks the linked list. Treasurelist is passed only |
110 | * so that the treasure name can be printed out |
118 | * so that the treasure name can be printed out |
… | |
… | |
213 | { |
221 | { |
214 | for (treasure *t = tl->items; t; t = t->next) |
222 | for (treasure *t = tl->items; t; t = t->next) |
215 | { |
223 | { |
216 | if (t->next_yes || t->next_no) |
224 | if (t->next_yes || t->next_no) |
217 | { |
225 | { |
218 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
226 | LOG (llevError, "Treasure %s is one item, but on treasure %s%s\n", |
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227 | &tl->name, |
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|
228 | t->item ? "item " : "", |
|
|
229 | t->item ? &t->item->archname : &t->name); |
219 | LOG (llevError, " the next_yes or next_no field is set\n"); |
230 | LOG (llevError, " the next_yes or next_no field is set\n"); |
220 | } |
231 | } |
221 | |
232 | |
222 | tl->total_chance += t->chance; |
233 | tl->total_chance += t->chance; |
223 | } |
234 | } |
… | |
… | |
254 | return; |
265 | return; |
255 | } |
266 | } |
256 | |
267 | |
257 | op->expand_tail (); |
268 | op->expand_tail (); |
258 | |
269 | |
|
|
270 | if (!creator->is_on_map () |
259 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
271 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
260 | op->destroy (); |
272 | op->destroy (); |
261 | else |
273 | else |
262 | { |
274 | { |
263 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
275 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
264 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
276 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
265 | } |
277 | } |
266 | } |
278 | } |
267 | else |
279 | else |
268 | { |
280 | { |
269 | op = creator->insert (op); |
281 | op = creator->insert (op); |
270 | |
282 | |
271 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
283 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
272 | monster_check_apply (creator, op); |
284 | monster_check_apply (creator, op); |
273 | } |
285 | } |
274 | } |
286 | } |
275 | |
287 | |
276 | /* if there are change_xxx commands in the treasure, we include the changes |
288 | /* if there are change_xxx commands in the treasure, we include the changes |
… | |
… | |
308 | } |
320 | } |
309 | else |
321 | else |
310 | { |
322 | { |
311 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
323 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
312 | { |
324 | { |
313 | object *tmp = arch_to_object (t->item); |
325 | object *tmp = t->item->instance (); |
314 | |
326 | |
315 | if (t->nrof && tmp->nrof <= 1) |
327 | if (t->nrof && tmp->nrof <= 1) |
316 | tmp->nrof = rndm (t->nrof) + 1; |
328 | tmp->nrof = rndm (t->nrof) + 1; |
317 | |
329 | |
318 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
330 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
365 | else if (t->nrof) |
377 | else if (t->nrof) |
366 | create_one_treasure (tl, op, flag, difficulty, tries); |
378 | create_one_treasure (tl, op, flag, difficulty, tries); |
367 | } |
379 | } |
368 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
380 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
369 | { |
381 | { |
370 | if (object *tmp = arch_to_object (t->item)) |
382 | if (object *tmp = t->item->instance ()) |
371 | { |
383 | { |
372 | if (t->nrof && tmp->nrof <= 1) |
384 | if (t->nrof && tmp->nrof <= 1) |
373 | tmp->nrof = rndm (t->nrof) + 1; |
385 | tmp->nrof = rndm (t->nrof) + 1; |
374 | |
386 | |
375 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
387 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
488 | { 0, 0, 0, 3, 97}, // 29 |
500 | { 0, 0, 0, 3, 97}, // 29 |
489 | { 0, 0, 0, 0, 100}, // 30 |
501 | { 0, 0, 0, 0, 100}, // 30 |
490 | { 0, 0, 0, 0, 100}, // 31 |
502 | { 0, 0, 0, 0, 100}, // 31 |
491 | }; |
503 | }; |
492 | |
504 | |
493 | /* calculate the appropriate level for wands staves and scrolls. |
505 | /* calculate the appropriate level for wands staves and scrolls. |
494 | * This code presumes that op has had its spell object created (in op->inv) |
506 | * This code presumes that op has had its spell object created (in op->inv) |
495 | * |
507 | * |
496 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
508 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
497 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
509 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
498 | */ |
510 | */ |
499 | int |
511 | static int |
500 | level_for_item (const object *op, int difficulty) |
512 | level_for_item (const object *op, int difficulty) |
501 | { |
513 | { |
502 | if (!op->inv) |
514 | if (!op->inv) |
503 | { |
515 | { |
504 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
516 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
… | |
… | |
508 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
520 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
509 | |
521 | |
510 | if (olevel <= 0) |
522 | if (olevel <= 0) |
511 | olevel = rndm (1, op->inv->level); |
523 | olevel = rndm (1, op->inv->level); |
512 | |
524 | |
513 | return min (olevel, MAXLEVEL); |
525 | return min (olevel, MAXLEVEL_TREASURE); |
514 | } |
526 | } |
515 | |
527 | |
516 | /* |
528 | /* |
517 | * Based upon the specified difficulty and upon the difftomagic_list array, |
529 | * Based upon the specified difficulty and upon the difftomagic_list array, |
518 | * a random magical bonus is returned. This is used when determine |
530 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
521 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
533 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
522 | * Scaling difficulty by max_level, as difficulty is a level and not some |
534 | * Scaling difficulty by max_level, as difficulty is a level and not some |
523 | * weird integer between 1-31. |
535 | * weird integer between 1-31. |
524 | * |
536 | * |
525 | */ |
537 | */ |
526 | int |
538 | static int |
527 | magic_from_difficulty (int difficulty) |
539 | magic_from_difficulty (int difficulty) |
528 | { |
540 | { |
529 | int percent = 0, magic = 0; |
|
|
530 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
541 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
542 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
531 | |
543 | |
532 | scaled_diff--; |
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533 | |
|
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534 | if (scaled_diff < 0) |
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535 | scaled_diff = 0; |
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536 | |
|
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537 | if (scaled_diff >= DIFFLEVELS) |
|
|
538 | scaled_diff = DIFFLEVELS - 1; |
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539 | |
|
|
540 | percent = rndm (100); |
544 | int percent = rndm (100); |
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|
545 | int magic; |
541 | |
546 | |
542 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
547 | for (magic = 0; magic <= MAXMAGIC; magic++) |
543 | { |
548 | { |
544 | percent -= difftomagic_list[scaled_diff][magic]; |
549 | percent -= difftomagic_list[scaled_diff][magic]; |
545 | |
550 | |
546 | if (percent < 0) |
551 | if (percent < 0) |
547 | break; |
552 | break; |
548 | } |
553 | } |
549 | |
554 | |
550 | if (magic == (MAXMAGIC + 1)) |
555 | if (magic > MAXMAGIC) |
551 | { |
556 | { |
552 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
557 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
553 | magic = 0; |
558 | magic = 0; |
554 | } |
559 | } |
555 | |
560 | |
… | |
… | |
563 | * Sets magical bonus in an object, and recalculates the effect on |
568 | * Sets magical bonus in an object, and recalculates the effect on |
564 | * the armour variable, and the effect on speed of armour. |
569 | * the armour variable, and the effect on speed of armour. |
565 | * This function doesn't work properly, should add use of archetypes |
570 | * This function doesn't work properly, should add use of archetypes |
566 | * to make it truly absolute. |
571 | * to make it truly absolute. |
567 | */ |
572 | */ |
568 | |
|
|
569 | void |
573 | void |
570 | set_abs_magic (object *op, int magic) |
574 | set_abs_magic (object *op, int magic) |
571 | { |
575 | { |
572 | if (!magic) |
576 | if (!magic) |
573 | return; |
577 | return; |
… | |
… | |
601 | */ |
605 | */ |
602 | |
606 | |
603 | static void |
607 | static void |
604 | set_magic (int difficulty, object *op, int max_magic, int flags) |
608 | set_magic (int difficulty, object *op, int max_magic, int flags) |
605 | { |
609 | { |
606 | int i; |
|
|
607 | |
|
|
608 | i = magic_from_difficulty (difficulty); |
610 | int i = magic_from_difficulty (difficulty); |
|
|
611 | |
609 | if ((flags & GT_ONLY_GOOD) && i < 0) |
612 | if ((flags & GT_ONLY_GOOD) && i < 0) |
610 | i = -i; |
613 | i = -i; |
|
|
614 | |
611 | if (i > max_magic) |
615 | i = min (i, max_magic); |
612 | i = max_magic; |
616 | |
613 | set_abs_magic (op, i); |
617 | set_abs_magic (op, i); |
614 | if (i < 0) |
618 | if (i < 0) |
615 | SET_FLAG (op, FLAG_CURSED); |
619 | op->set_flag (FLAG_CURSED); |
616 | } |
620 | } |
617 | |
621 | |
618 | /* |
622 | /* |
619 | * Randomly adds one magical ability to the given object. |
623 | * Randomly adds one magical ability to the given object. |
620 | * Modified for Partial Resistance in many ways: |
624 | * Modified for Partial Resistance in many ways: |
621 | * 1) Since rings can have multiple bonuses, if the same bonus |
625 | * 1) Since rings can have multiple bonuses, if the same bonus |
622 | * is rolled again, increase it - the bonuses now stack with |
626 | * is rolled again, increase it - the bonuses now stack with |
623 | * other bonuses previously rolled and ones the item might natively have. |
627 | * other bonuses previously rolled and ones the item might natively have. |
624 | * 2) Add code to deal with new PR method. |
628 | * 2) Add code to deal with new PR method. |
625 | */ |
629 | */ |
626 | void |
630 | static void |
627 | set_ring_bonus (object *op, int bonus) |
631 | set_ring_bonus (object *op, int bonus) |
628 | { |
632 | { |
629 | |
|
|
630 | int r = rndm (bonus > 0 ? 25 : 11); |
633 | int r = rndm (bonus > 0 ? 25 : 11); |
631 | |
634 | |
632 | if (op->type == AMULET) |
635 | if (op->type == AMULET) |
633 | { |
|
|
634 | if (!(rndm (21))) |
636 | if (!rndm (21)) |
635 | r = 20 + rndm (2); |
637 | r = 20 + rndm (2); |
|
|
638 | else if (rndm (2)) |
|
|
639 | r = 10; |
636 | else |
640 | else |
637 | { |
|
|
638 | if (rndm (2)) |
|
|
639 | r = 10; |
|
|
640 | else |
|
|
641 | r = 11 + rndm (9); |
641 | r = 11 + rndm (9); |
642 | } |
|
|
643 | } |
|
|
644 | |
642 | |
645 | switch (r) |
643 | switch (r) |
646 | { |
644 | { |
647 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
645 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
648 | * bonuses and penalties will stack and add to existing values. |
646 | * bonuses and penalties will stack and add to existing values. |
649 | * of the item. |
647 | * of the item. |
650 | */ |
648 | */ |
651 | case 0: |
649 | case 0: |
652 | case 1: |
650 | case 1: |
653 | case 2: |
651 | case 2: |
654 | case 3: |
652 | case 3: |
655 | case 4: |
653 | case 4: |
… | |
… | |
695 | * little random element in since that they don't always end up with |
693 | * little random element in since that they don't always end up with |
696 | * even values. |
694 | * even values. |
697 | */ |
695 | */ |
698 | if (bonus < 0) |
696 | if (bonus < 0) |
699 | val = 2 * -val - rndm (b); |
697 | val = 2 * -val - rndm (b); |
700 | if (val > 35) |
698 | |
701 | val = 35; /* Upper limit */ |
699 | val = min (35, val); /* Upper limit */ |
|
|
700 | |
702 | b = 0; |
701 | b = 0; |
703 | |
702 | |
704 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
703 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
705 | resist = rndm (num_resist_table); |
704 | resist = rndm (num_resist_table); |
706 | |
705 | |
… | |
… | |
714 | break; |
713 | break; |
715 | } |
714 | } |
716 | case 20: |
715 | case 20: |
717 | if (op->type == AMULET) |
716 | if (op->type == AMULET) |
718 | { |
717 | { |
719 | SET_FLAG (op, FLAG_REFL_SPELL); |
718 | op->set_flag (FLAG_REFL_SPELL); |
720 | op->value *= 11; |
719 | op->value *= 11; |
721 | } |
720 | } |
722 | else |
721 | else |
723 | { |
722 | { |
724 | op->stats.hp = 1; /* regenerate hit points */ |
723 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
727 | break; |
726 | break; |
728 | |
727 | |
729 | case 21: |
728 | case 21: |
730 | if (op->type == AMULET) |
729 | if (op->type == AMULET) |
731 | { |
730 | { |
732 | SET_FLAG (op, FLAG_REFL_MISSILE); |
731 | op->set_flag (FLAG_REFL_MISSILE); |
733 | op->value *= 9; |
732 | op->value *= 9; |
734 | } |
733 | } |
735 | else |
734 | else |
736 | { |
735 | { |
737 | op->stats.sp = 1; /* regenerate spell points */ |
736 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
739 | } |
738 | } |
740 | break; |
739 | break; |
741 | |
740 | |
742 | case 22: |
741 | case 22: |
743 | op->stats.exp += bonus; /* Speed! */ |
742 | op->stats.exp += bonus; /* Speed! */ |
744 | op->value = (op->value * 2) / 3; |
743 | op->value = op->value * 2 / 3; |
745 | break; |
744 | break; |
746 | } |
745 | } |
747 | |
746 | |
748 | if (bonus > 0) |
747 | if (bonus > 0) |
749 | op->value *= 2 * bonus; |
748 | op->value = 2 * op->value * bonus; |
750 | else |
749 | else |
751 | op->value = -(op->value * 2 * bonus) / 3; |
750 | op->value = -2 * op->value * bonus / 3; |
752 | } |
751 | } |
753 | |
752 | |
754 | /* |
753 | /* |
755 | * get_magic(diff) will return a random number between 0 and 4. |
754 | * get_magic(diff) will return a random number between 0 and 4. |
756 | * diff can be any value above 2. The higher the diff-variable, the |
755 | * diff can be any value above 2. The higher the diff-variable, the |
757 | * higher is the chance of returning a low number. |
756 | * higher is the chance of returning a low number. |
758 | * It is only used in fix_generated_treasure() to set bonuses on |
757 | * It is only used in fix_generated_treasure() to set bonuses on |
759 | * rings and amulets. |
758 | * rings and amulets. |
760 | * Another scheme is used to calculate the magic of weapons and armours. |
759 | * Another scheme is used to calculate the magic of weapons and armours. |
761 | */ |
760 | */ |
762 | int |
761 | static int |
763 | get_magic (int diff) |
762 | get_magic (int diff) |
764 | { |
763 | { |
765 | int i; |
764 | diff = min (3, diff); |
766 | |
765 | |
767 | if (diff < 3) |
|
|
768 | diff = 3; |
|
|
769 | |
|
|
770 | for (i = 0; i < 4; i++) |
766 | for (int i = 0; i < 4; i++) |
771 | if (rndm (diff)) |
767 | if (rndm (diff)) |
772 | return i; |
768 | return i; |
773 | |
769 | |
774 | return 4; |
770 | return 4; |
775 | } |
771 | } |
776 | |
772 | |
|
|
773 | /* special_potion() - so that old potion code is still done right. */ |
|
|
774 | static int |
|
|
775 | special_potion (object *op) |
|
|
776 | { |
|
|
777 | if (op->attacktype) |
|
|
778 | return 1; |
|
|
779 | |
|
|
780 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
781 | return 1; |
|
|
782 | |
|
|
783 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
784 | if (op->resist[i]) |
|
|
785 | return 1; |
|
|
786 | |
|
|
787 | return 0; |
|
|
788 | } |
|
|
789 | |
|
|
790 | static double |
|
|
791 | value_factor_from_spell_item (object *spell, object *item) |
|
|
792 | { |
|
|
793 | double factor = |
|
|
794 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
795 | * spell->level, 1.5); |
|
|
796 | |
|
|
797 | if (item) // this if for: wands/staffs/rods: |
|
|
798 | { |
|
|
799 | /* Old crossfire comment ahead: |
|
|
800 | * Add 50 to both level an divisor to keep prices a little more |
|
|
801 | * reasonable. Otherwise, a high level version of a low level |
|
|
802 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
803 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
804 | */ |
|
|
805 | |
|
|
806 | factor *= item->level + 50; |
|
|
807 | factor /= item->inv->level + 50; |
|
|
808 | } |
|
|
809 | |
|
|
810 | return factor; |
|
|
811 | } |
|
|
812 | |
777 | #define DICE2 (get_magic(2)==2?2:1) |
813 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
778 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
814 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
779 | |
815 | |
780 | /* |
816 | /* |
781 | * fix_generated_item(): This is called after an item is generated, in |
817 | * fix_generated_item(): This is called after an item is generated, in |
782 | * order to set it up right. This produced magical bonuses, puts spells |
818 | * order to set it up right. This produced magical bonuses, puts spells |
783 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
819 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
784 | */ |
820 | */ |
785 | |
821 | |
786 | /* 4/28/96 added creator object from which op may now inherit properties based on |
822 | /* 4/28/96 added creator object from which op may now inherit properties based on |
787 | * op->type. Right now, which stuff the creator passes on is object type |
823 | * op->type. Right now, which stuff the creator passes on is object type |
788 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
824 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
789 | * way to do this? b.t. */ |
825 | * way to do this? b.t. */ |
790 | |
826 | |
791 | /* |
827 | /* |
792 | * ! (flags & GT_ENVIRONMENT): |
828 | * ! (flags & GT_ENVIRONMENT): |
793 | * Automatically calls fix_flesh_item(). |
829 | * Automatically calls fix_flesh_item(). |
… | |
… | |
816 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
852 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
817 | /* So the treasure doesn't get created again */ |
853 | /* So the treasure doesn't get created again */ |
818 | op->randomitems = 0; |
854 | op->randomitems = 0; |
819 | } |
855 | } |
820 | |
856 | |
821 | if (difficulty < 1) |
857 | max_it (difficulty, 1); |
822 | difficulty = 1; |
|
|
823 | |
858 | |
824 | if (INVOKE_OBJECT (ADD_BONUS, op, |
859 | if (INVOKE_OBJECT (ADD_BONUS, op, |
825 | ARG_OBJECT (creator != op ? creator : 0), |
860 | ARG_OBJECT (creator != op ? creator : 0), |
826 | ARG_INT (difficulty), ARG_INT (max_magic), |
861 | ARG_INT (difficulty), ARG_INT (max_magic), |
827 | ARG_INT (flags))) |
862 | ARG_INT (flags))) |
… | |
… | |
886 | * again below */ |
921 | * again below */ |
887 | } |
922 | } |
888 | } |
923 | } |
889 | |
924 | |
890 | /* materialtype modifications. Note we allow this on artifacts. */ |
925 | /* materialtype modifications. Note we allow this on artifacts. */ |
891 | set_materialname (op, difficulty, NULL); |
926 | select_material (op, difficulty); |
892 | |
927 | |
893 | if (flags & GT_MINIMAL) |
928 | if (flags & GT_MINIMAL) |
894 | { |
929 | { |
895 | if (op->type == POTION) |
930 | if (op->type == POTION) |
896 | /* Handle healing and magic power potions */ |
931 | /* Handle healing and magic power potions */ |
897 | if (op->stats.sp && !op->randomitems) |
932 | if (op->stats.sp && !op->randomitems) |
898 | { |
933 | { |
899 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
934 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
900 | insert_ob_in_ob (tmp, op); |
935 | insert_ob_in_ob (tmp, op); |
901 | op->stats.sp = 0; |
936 | op->stats.sp = 0; |
902 | } |
937 | } |
903 | } |
938 | } |
904 | else if (!op->title) /* Only modify object if not special */ |
939 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
907 | case WEAPON: |
942 | case WEAPON: |
908 | case ARMOUR: |
943 | case ARMOUR: |
909 | case SHIELD: |
944 | case SHIELD: |
910 | case HELMET: |
945 | case HELMET: |
911 | case CLOAK: |
946 | case CLOAK: |
912 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
947 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
913 | set_ring_bonus (op, -DICE2); |
948 | set_ring_bonus (op, -DICE2); |
914 | break; |
949 | break; |
915 | |
950 | |
916 | case BRACERS: |
951 | case BRACERS: |
917 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
952 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
918 | { |
953 | { |
919 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
954 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
920 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
955 | if (!op->flag [FLAG_CURSED]) |
921 | op->value *= 3; |
956 | op->value *= 3; |
922 | } |
957 | } |
923 | break; |
958 | break; |
924 | |
959 | |
925 | case POTION: |
960 | case POTION: |
926 | { |
961 | { |
927 | int too_many_tries = 0, is_special = 0; |
962 | int too_many_tries = 0; |
928 | |
963 | |
929 | /* Handle healing and magic power potions */ |
964 | /* Handle healing and magic power potions */ |
930 | if (op->stats.sp && !op->randomitems) |
965 | if (op->stats.sp && !op->randomitems) |
931 | { |
966 | { |
932 | object *tmp; |
|
|
933 | |
|
|
934 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
967 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
935 | insert_ob_in_ob (tmp, op); |
968 | insert_ob_in_ob (tmp, op); |
936 | op->stats.sp = 0; |
969 | op->stats.sp = 0; |
937 | } |
970 | } |
938 | |
971 | |
939 | while (!(is_special = special_potion (op)) && !op->inv) |
972 | while (!special_potion (op) && !op->inv) |
940 | { |
973 | { |
941 | generate_artifact (op, difficulty); |
974 | generate_artifact (op, difficulty); |
942 | if (too_many_tries++ > 10) |
975 | if (too_many_tries++ > 10) |
943 | break; |
976 | break; |
944 | } |
977 | } |
… | |
… | |
947 | * since the value set on those is already correct. |
980 | * since the value set on those is already correct. |
948 | */ |
981 | */ |
949 | if (op->inv && op->randomitems) |
982 | if (op->inv && op->randomitems) |
950 | { |
983 | { |
951 | /* value multiplier is same as for scrolls */ |
984 | /* value multiplier is same as for scrolls */ |
952 | op->value = (op->value * op->inv->value); |
985 | op->value *= op->inv->value; |
953 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
986 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
954 | } |
987 | } |
955 | else |
988 | else |
956 | { |
989 | { |
957 | op->name = "potion"; |
990 | op->name = shstr_potion; |
958 | op->name_pl = "potions"; |
991 | op->name_pl = shstr_potions; |
959 | } |
992 | } |
960 | |
993 | |
961 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
994 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
962 | SET_FLAG (op, FLAG_CURSED); |
995 | op->set_flag (FLAG_CURSED); |
|
|
996 | |
963 | break; |
997 | break; |
964 | } |
998 | } |
965 | |
999 | |
966 | case AMULET: |
1000 | case AMULET: |
967 | if (IS_ARCH (op->arch, amulet)) |
1001 | if (IS_ARCH (op->arch, amulet)) |
… | |
… | |
970 | case RING: |
1004 | case RING: |
971 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1005 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
972 | break; |
1006 | break; |
973 | |
1007 | |
974 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1008 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
975 | SET_FLAG (op, FLAG_CURSED); |
1009 | op->set_flag (FLAG_CURSED); |
976 | |
1010 | |
977 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1011 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
978 | |
1012 | |
979 | if (op->type != RING) /* Amulets have only one ability */ |
1013 | if (op->type != RING) /* Amulets have only one ability */ |
980 | break; |
1014 | break; |
981 | |
1015 | |
982 | if (!(rndm (4))) |
1016 | if (!rndm (4)) |
983 | { |
1017 | { |
984 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1018 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
985 | |
1019 | |
986 | if (d > 0) |
1020 | if (d > 0) |
987 | op->value *= 3; |
1021 | op->value *= 3; |
988 | |
1022 | |
989 | set_ring_bonus (op, d); |
1023 | set_ring_bonus (op, d); |
990 | |
1024 | |
991 | if (!(rndm (4))) |
1025 | if (!rndm (4)) |
992 | { |
1026 | { |
993 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1027 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
994 | |
1028 | |
995 | if (d > 0) |
1029 | if (d > 0) |
996 | op->value *= 5; |
1030 | op->value *= 5; |
|
|
1031 | |
997 | set_ring_bonus (op, d); |
1032 | set_ring_bonus (op, d); |
998 | } |
1033 | } |
999 | } |
1034 | } |
1000 | |
1035 | |
1001 | if (op->animation_id) |
1036 | if (op->animation_id) |
… | |
… | |
1009 | * creator and/or map level we found it on. |
1044 | * creator and/or map level we found it on. |
1010 | */ |
1045 | */ |
1011 | if (!op->msg && rndm (10)) |
1046 | if (!op->msg && rndm (10)) |
1012 | { |
1047 | { |
1013 | /* set the book level properly */ |
1048 | /* set the book level properly */ |
1014 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1049 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1015 | { |
1050 | { |
1016 | if (op->map && op->map->difficulty) |
1051 | if (op->map && op->map->difficulty) |
1017 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1052 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1018 | else |
1053 | else |
1019 | op->level = rndm (20) + 1; |
1054 | op->level = rndm (20) + 1; |
… | |
… | |
1022 | op->level = rndm (creator->level); |
1057 | op->level = rndm (creator->level); |
1023 | |
1058 | |
1024 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1059 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1025 | /* books w/ info are worth more! */ |
1060 | /* books w/ info are worth more! */ |
1026 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1061 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1027 | /* creator related stuff */ |
|
|
1028 | |
|
|
1029 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1030 | * set - we don't want to set no pick in that case. |
|
|
1031 | */ |
|
|
1032 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1033 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1034 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1035 | op->slaying = creator->slaying; |
|
|
1036 | |
1062 | |
1037 | /* add exp so reading it gives xp (once) */ |
1063 | /* add exp so reading it gives xp (once) */ |
1038 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1064 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1039 | } |
1065 | } |
|
|
1066 | |
|
|
1067 | /* creator related stuff */ |
|
|
1068 | |
|
|
1069 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1070 | * set - we don't want to set no pick in that case. |
|
|
1071 | */ |
|
|
1072 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1073 | op->set_flag (FLAG_NO_PICK); |
|
|
1074 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1075 | op->slaying = creator->slaying; |
1040 | break; |
1076 | break; |
1041 | |
1077 | |
1042 | case SPELLBOOK: |
1078 | case SPELLBOOK: |
1043 | op->value = op->value * op->inv->value; |
1079 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1080 | |
1044 | /* add exp so learning gives xp */ |
1081 | /* add exp so learning gives xp */ |
1045 | op->level = op->inv->level; |
1082 | op->level = op->inv->level; |
1046 | op->stats.exp = op->value; |
1083 | op->stats.exp = op->value; |
1047 | break; |
1084 | break; |
1048 | |
1085 | |
… | |
… | |
1052 | * and reset nrof. |
1089 | * and reset nrof. |
1053 | */ |
1090 | */ |
1054 | op->stats.food = op->inv->nrof; |
1091 | op->stats.food = op->inv->nrof; |
1055 | op->nrof = 1; |
1092 | op->nrof = 1; |
1056 | /* If the spell changes by level, choose a random level |
1093 | /* If the spell changes by level, choose a random level |
1057 | * for it, and adjust price. If the spell doesn't |
1094 | * for it. |
1058 | * change by level, just set the wand to the level of |
|
|
1059 | * the spell, and value calculation is simpler. |
|
|
1060 | */ |
1095 | */ |
1061 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1096 | if (op->inv->duration_modifier |
1062 | { |
1097 | || op->inv->dam_modifier |
|
|
1098 | || op->inv->range_modifier) |
1063 | op->level = level_for_item (op, difficulty); |
1099 | op->level = level_for_item (op, difficulty); |
1064 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1065 | } |
|
|
1066 | else |
1100 | else |
1067 | { |
|
|
1068 | op->level = op->inv->level; |
1101 | op->level = op->inv->level; |
1069 | op->value = op->value * op->inv->value; |
1102 | |
1070 | } |
1103 | op->value *= value_factor_from_spell_item (op->inv, op); |
1071 | break; |
1104 | break; |
1072 | |
1105 | |
1073 | case ROD: |
1106 | case ROD: |
1074 | op->level = level_for_item (op, difficulty); |
1107 | op->level = level_for_item (op, difficulty); |
1075 | /* Add 50 to both level an divisor to keep prices a little more |
1108 | op->value *= value_factor_from_spell_item (op->inv, op); |
1076 | * reasonable. Otherwise, a high level version of a low level |
1109 | |
1077 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1078 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1079 | */ |
|
|
1080 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1081 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1110 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1082 | if (op->stats.maxhp) |
1111 | if (op->stats.maxhp) |
1083 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1112 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1084 | else |
1113 | else |
1085 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1114 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1086 | |
1115 | |
1087 | op->stats.hp = op->stats.maxhp; |
1116 | op->stats.hp = op->stats.maxhp; |
1088 | break; |
1117 | break; |
1089 | |
1118 | |
1090 | case SCROLL: |
1119 | case SCROLL: |
1091 | op->level = level_for_item (op, difficulty); |
1120 | op->level = level_for_item (op, difficulty); |
1092 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1121 | op->value *= value_factor_from_spell_item (op->inv, op); |
1093 | |
1122 | |
1094 | /* add exp so reading them properly gives xp */ |
1123 | /* add exp so reading them properly gives xp */ |
1095 | op->stats.exp = op->value / 5; |
1124 | op->stats.exp = op->value / 5; |
1096 | op->nrof = op->inv->nrof; |
1125 | op->nrof = op->inv->nrof; |
1097 | break; |
1126 | break; |
… | |
… | |
1105 | break; |
1134 | break; |
1106 | } /* switch type */ |
1135 | } /* switch type */ |
1107 | |
1136 | |
1108 | if (flags & GT_STARTEQUIP) |
1137 | if (flags & GT_STARTEQUIP) |
1109 | { |
1138 | { |
1110 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1139 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1111 | SET_FLAG (op, FLAG_STARTEQUIP); |
1140 | op->set_flag (FLAG_STARTEQUIP); |
1112 | else if (op->type != MONEY) |
1141 | else if (op->type != MONEY) |
1113 | op->value = 0; |
1142 | op->value = 0; |
1114 | } |
1143 | } |
1115 | |
1144 | |
1116 | if (!(flags & GT_ENVIRONMENT)) |
1145 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1127 | |
1156 | |
1128 | /* |
1157 | /* |
1129 | * Allocate and return the pointer to an empty artifactlist structure. |
1158 | * Allocate and return the pointer to an empty artifactlist structure. |
1130 | */ |
1159 | */ |
1131 | static artifactlist * |
1160 | static artifactlist * |
1132 | get_empty_artifactlist (void) |
1161 | get_empty_artifactlist () |
1133 | { |
1162 | { |
1134 | return salloc0<artifactlist> (); |
1163 | return salloc0<artifactlist> (); |
1135 | } |
1164 | } |
1136 | |
1165 | |
1137 | /* |
1166 | /* |
1138 | * Allocate and return the pointer to an empty artifact structure. |
1167 | * Allocate and return the pointer to an empty artifact structure. |
1139 | */ |
1168 | */ |
1140 | static artifact * |
1169 | static artifact * |
1141 | get_empty_artifact (void) |
1170 | get_empty_artifact () |
1142 | { |
1171 | { |
1143 | return salloc0<artifact> (); |
1172 | return salloc0<artifact> (); |
1144 | } |
1173 | } |
1145 | |
1174 | |
1146 | /* |
1175 | /* |
… | |
… | |
1159 | |
1188 | |
1160 | /* |
1189 | /* |
1161 | * Builds up the lists of artifacts from the file in the libdir. |
1190 | * Builds up the lists of artifacts from the file in the libdir. |
1162 | */ |
1191 | */ |
1163 | void |
1192 | void |
1164 | init_artifacts (void) |
1193 | init_artifacts () |
1165 | { |
1194 | { |
1166 | static int has_been_inited = 0; |
1195 | static int has_been_inited = 0; |
1167 | char filename[MAX_BUF]; |
|
|
1168 | artifact *art = NULL; |
1196 | artifact *art = NULL; |
1169 | artifactlist *al; |
1197 | artifactlist *al; |
1170 | |
1198 | |
1171 | if (has_been_inited) |
1199 | if (has_been_inited) |
1172 | return; |
1200 | return; |
1173 | else |
1201 | else |
1174 | has_been_inited = 1; |
1202 | has_been_inited = 1; |
1175 | |
1203 | |
1176 | sprintf (filename, "%s/artifacts", settings.datadir); |
1204 | object_thawer f (settings.datadir, "artifacts"); |
1177 | object_thawer f (filename); |
|
|
1178 | |
1205 | |
1179 | if (!f) |
1206 | if (!f) |
1180 | return; |
1207 | return; |
1181 | |
1208 | |
1182 | for (;;) |
1209 | for (;;) |
… | |
… | |
1189 | |
1216 | |
1190 | { |
1217 | { |
1191 | if (!strcmp (f.get_str (), "all")) |
1218 | if (!strcmp (f.get_str (), "all")) |
1192 | break; |
1219 | break; |
1193 | |
1220 | |
1194 | char *next, *cp = f.get_str (); |
1221 | const char *cp = f.get_str (); |
1195 | |
1222 | char *next; |
1196 | do |
1223 | do |
1197 | { |
1224 | { |
1198 | if ((next = strchr (cp, ','))) |
1225 | if ((next = (char *)strchr (cp, ','))) |
1199 | *next++ = '\0'; |
1226 | *next++ = '\0'; |
1200 | |
1227 | |
1201 | linked_char *tmp = new linked_char; |
1228 | linked_char *tmp = new linked_char; |
1202 | |
1229 | |
1203 | tmp->name = cp; |
1230 | tmp->name = cp; |
… | |
… | |
1267 | } |
1294 | } |
1268 | #if 0 |
1295 | #if 0 |
1269 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1296 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1270 | #endif |
1297 | #endif |
1271 | } |
1298 | } |
1272 | |
|
|
1273 | LOG (llevDebug, "done.\n"); |
|
|
1274 | } |
1299 | } |
1275 | |
1300 | |
1276 | /* |
1301 | /* |
1277 | * Used in artifact generation. The bonuses of the first object |
1302 | * Used in artifact generation. The bonuses of the first object |
1278 | * is modified by the bonuses of the second object. |
1303 | * is modified by the bonuses of the second object. |
1279 | */ |
1304 | */ |
1280 | void |
1305 | void |
1281 | add_abilities (object *op, object *change) |
1306 | add_abilities (object *op, object *change) |
1282 | { |
1307 | { |
1283 | int i, tmp; |
|
|
1284 | |
|
|
1285 | if (change->face != blank_face) |
1308 | if (change->face != blank_face) |
1286 | { |
|
|
1287 | #ifdef TREASURE_VERBOSE |
|
|
1288 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1289 | #endif |
|
|
1290 | op->face = change->face; |
1309 | op->face = change->face; |
1291 | } |
|
|
1292 | |
1310 | |
1293 | for (i = 0; i < NUM_STATS; i++) |
1311 | for (int i = 0; i < NUM_STATS; i++) |
1294 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1312 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1295 | |
1313 | |
1296 | op->attacktype |= change->attacktype; |
1314 | op->attacktype |= change->attacktype; |
1297 | op->path_attuned |= change->path_attuned; |
1315 | op->path_attuned |= change->path_attuned; |
1298 | op->path_repelled |= change->path_repelled; |
1316 | op->path_repelled |= change->path_repelled; |
1299 | op->path_denied |= change->path_denied; |
1317 | op->path_denied |= change->path_denied; |
1300 | op->move_type |= change->move_type; |
1318 | op->move_type |= change->move_type; |
1301 | op->stats.luck += change->stats.luck; |
1319 | op->stats.luck += change->stats.luck; |
1302 | |
1320 | |
1303 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1321 | static const struct copyflags : object::flags_t |
1304 | SET_FLAG (op, FLAG_CURSED); |
1322 | { |
1305 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1323 | copyflags () |
1306 | SET_FLAG (op, FLAG_DAMNED); |
1324 | { |
1307 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1325 | set (FLAG_CURSED); |
|
|
1326 | set (FLAG_DAMNED); |
|
|
1327 | set (FLAG_LIFESAVE); |
|
|
1328 | set (FLAG_REFL_SPELL); |
|
|
1329 | set (FLAG_STEALTH); |
|
|
1330 | set (FLAG_XRAYS); |
|
|
1331 | set (FLAG_BLIND); |
|
|
1332 | set (FLAG_SEE_IN_DARK); |
|
|
1333 | set (FLAG_REFL_MISSILE); |
|
|
1334 | set (FLAG_MAKE_INVIS); |
|
|
1335 | } |
|
|
1336 | } copyflags; |
|
|
1337 | |
|
|
1338 | // we might want to just copy, but or'ing is what the original code did |
|
|
1339 | op->flag |= change->flag & copyflags; |
|
|
1340 | |
|
|
1341 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1308 | set_abs_magic (op, -op->magic); |
1342 | set_abs_magic (op, -op->magic); |
1309 | |
1343 | |
1310 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1344 | if (change->flag [FLAG_STAND_STILL]) |
1311 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1312 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1313 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1314 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1315 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1316 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1317 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1318 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1319 | SET_FLAG (op, FLAG_BLIND); |
|
|
1320 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1321 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1322 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1323 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1324 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1325 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1326 | |
|
|
1327 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1328 | { |
1345 | { |
1329 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1346 | op->clr_flag (FLAG_ANIMATE); |
|
|
1347 | |
1330 | /* so artifacts will join */ |
1348 | /* so artifacts will join */ |
1331 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1349 | if (!op->flag [FLAG_ALIVE]) |
1332 | op->speed = 0.0; |
1350 | op->speed = 0.; |
1333 | |
1351 | |
1334 | op->set_speed (op->speed); |
1352 | op->set_speed (op->speed); |
1335 | } |
1353 | } |
1336 | |
1354 | |
1337 | if (change->nrof) |
1355 | if (change->nrof) |
1338 | op->nrof = rndm (change->nrof) + 1; |
1356 | op->nrof = rndm (change->nrof) + 1; |
1339 | |
1357 | |
1340 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1358 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1341 | op->stats.wc += change->stats.wc; |
1359 | op->stats.wc += change->stats.wc; |
1342 | op->stats.ac += change->stats.ac; |
1360 | op->stats.ac += change->stats.ac; |
1343 | |
1361 | |
1344 | if (change->other_arch) |
1362 | if (change->other_arch) |
1345 | { |
1363 | { |
1346 | /* Basically, for horns & potions, the other_arch field is the spell |
1364 | /* Basically, for horns & potions, the other_arch field is the spell |
1347 | * to cast. So convert that to into a spell and put it into |
1365 | * to cast. So convert that to into a spell and put it into |
… | |
… | |
1350 | if (op->type == HORN || op->type == POTION) |
1368 | if (op->type == HORN || op->type == POTION) |
1351 | { |
1369 | { |
1352 | /* Remove any spells this object currently has in it */ |
1370 | /* Remove any spells this object currently has in it */ |
1353 | op->destroy_inv (false); |
1371 | op->destroy_inv (false); |
1354 | |
1372 | |
1355 | object *tmp = arch_to_object (change->other_arch); |
1373 | object *tmp = change->other_arch->instance (); |
1356 | insert_ob_in_ob (tmp, op); |
1374 | insert_ob_in_ob (tmp, op); |
1357 | } |
1375 | } |
|
|
1376 | |
1358 | /* No harm setting this for potions/horns */ |
1377 | /* No harm setting this for potions/horns */ |
1359 | op->other_arch = change->other_arch; |
1378 | op->other_arch = change->other_arch; |
1360 | } |
1379 | } |
1361 | |
1380 | |
1362 | if (change->stats.hp < 0) |
1381 | if (change->stats.hp < 0) |
… | |
… | |
1378 | op->stats.maxsp = -change->stats.maxsp; |
1397 | op->stats.maxsp = -change->stats.maxsp; |
1379 | else |
1398 | else |
1380 | op->stats.maxsp += change->stats.maxsp; |
1399 | op->stats.maxsp += change->stats.maxsp; |
1381 | |
1400 | |
1382 | if (change->stats.food < 0) |
1401 | if (change->stats.food < 0) |
1383 | op->stats.food = -(change->stats.food); |
1402 | op->stats.food = -change->stats.food; |
1384 | else |
1403 | else |
1385 | op->stats.food += change->stats.food; |
1404 | op->stats.food += change->stats.food; |
1386 | |
1405 | |
1387 | if (change->level < 0) |
1406 | if (change->level < 0) |
1388 | op->level = -(change->level); |
1407 | op->level = -change->level; |
1389 | else |
1408 | else |
1390 | op->level += change->level; |
1409 | op->level += change->level; |
1391 | |
1410 | |
1392 | if (change->gen_sp_armour < 0) |
1411 | if (change->gen_sp_armour < 0) |
1393 | op->gen_sp_armour = -(change->gen_sp_armour); |
1412 | op->gen_sp_armour = -change->gen_sp_armour; |
1394 | else |
1413 | else |
1395 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1414 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1396 | |
1415 | |
1397 | op->item_power = change->item_power; |
1416 | op->item_power = change->item_power; |
1398 | |
1417 | |
1399 | for (i = 0; i < NROFATTACKS; i++) |
1418 | for (int i = 0; i < NROFATTACKS; i++) |
1400 | if (change->resist[i]) |
|
|
1401 | op->resist[i] += change->resist[i]; |
1419 | op->resist[i] += change->resist[i]; |
1402 | |
1420 | |
1403 | if (change->stats.dam) |
1421 | if (change->stats.dam) |
1404 | { |
1422 | { |
1405 | if (change->stats.dam < 0) |
1423 | if (change->stats.dam < 0) |
1406 | op->stats.dam = (-change->stats.dam); |
1424 | op->stats.dam = -change->stats.dam; |
1407 | else if (op->stats.dam) |
1425 | else if (op->stats.dam) |
1408 | { |
1426 | { |
1409 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1427 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1428 | |
1410 | if (tmp == op->stats.dam) |
1429 | if (tmp == op->stats.dam) |
1411 | { |
1430 | { |
1412 | if (change->stats.dam < 10) |
1431 | if (change->stats.dam < 10) |
1413 | op->stats.dam--; |
1432 | op->stats.dam--; |
1414 | else |
1433 | else |
… | |
… | |
1420 | } |
1439 | } |
1421 | |
1440 | |
1422 | if (change->weight) |
1441 | if (change->weight) |
1423 | { |
1442 | { |
1424 | if (change->weight < 0) |
1443 | if (change->weight < 0) |
1425 | op->weight = (-change->weight); |
1444 | op->weight = -change->weight; |
1426 | else |
1445 | else |
1427 | op->weight = (op->weight * (change->weight)) / 100; |
1446 | op->weight = op->weight * change->weight / 100; |
1428 | } |
1447 | } |
1429 | |
1448 | |
1430 | if (change->last_sp) |
1449 | if (change->last_sp) |
1431 | { |
1450 | { |
1432 | if (change->last_sp < 0) |
1451 | if (change->last_sp < 0) |
1433 | op->last_sp = (-change->last_sp); |
1452 | op->last_sp = -change->last_sp; |
1434 | else |
1453 | else |
1435 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1454 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1436 | } |
1455 | } |
1437 | |
1456 | |
1438 | if (change->gen_sp_armour) |
1457 | if (change->gen_sp_armour) |
1439 | { |
1458 | { |
1440 | if (change->gen_sp_armour < 0) |
1459 | if (change->gen_sp_armour < 0) |
1441 | op->gen_sp_armour = (-change->gen_sp_armour); |
1460 | op->gen_sp_armour = -change->gen_sp_armour; |
1442 | else |
1461 | else |
1443 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1462 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1444 | } |
1463 | } |
1445 | |
1464 | |
1446 | op->value *= change->value; |
1465 | op->value *= change->value; |
1447 | |
1466 | |
1448 | if (change->materials) |
1467 | if (change->materials) |
1449 | op->materials = change->materials; |
1468 | op->materials = change->materials; |
1450 | |
1469 | |
1451 | if (change->materialname) |
1470 | if (change->material != MATERIAL_NULL) |
1452 | op->materialname = change->materialname; |
1471 | op->material = change->material; |
1453 | |
1472 | |
1454 | if (change->slaying) |
1473 | if (change->slaying) |
1455 | op->slaying = change->slaying; |
1474 | op->slaying = change->slaying; |
1456 | |
1475 | |
1457 | if (change->race) |
1476 | if (change->race) |
… | |
… | |
1480 | name = tmp->name + 1, neg = 1; |
1499 | name = tmp->name + 1, neg = 1; |
1481 | else |
1500 | else |
1482 | name = tmp->name, neg = 0; |
1501 | name = tmp->name, neg = 0; |
1483 | |
1502 | |
1484 | /* If we match name, then return the opposite of 'neg' */ |
1503 | /* If we match name, then return the opposite of 'neg' */ |
1485 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1504 | if (!strcmp (name, op->arch->archname)) |
1486 | return !neg; |
1505 | return !neg; |
1487 | |
1506 | |
1488 | /* Set success as true, since if the match was an inverse, it means |
1507 | /* Set success as true, since if the match was an inverse, it means |
1489 | * everything is allowed except what we match |
1508 | * everything is allowed except what we match |
1490 | */ |
1509 | */ |
… | |
… | |
1501 | */ |
1520 | */ |
1502 | |
1521 | |
1503 | void |
1522 | void |
1504 | give_artifact_abilities (object *op, object *artifct) |
1523 | give_artifact_abilities (object *op, object *artifct) |
1505 | { |
1524 | { |
1506 | char new_name[MAX_BUF]; |
1525 | op->title = format ("of %s", &artifct->name); |
1507 | |
1526 | |
1508 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1509 | op->title = new_name; |
|
|
1510 | add_abilities (op, artifct); /* Give out the bonuses */ |
1527 | add_abilities (op, artifct); /* Give out the bonuses */ |
1511 | |
1528 | |
1512 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1529 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1513 | { |
1530 | { |
1514 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1531 | char identified = op->flag [FLAG_IDENTIFIED]; |
1515 | |
1532 | |
1516 | SET_FLAG (op, FLAG_IDENTIFIED); |
1533 | op->set_flag (FLAG_IDENTIFIED); |
1517 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1534 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1518 | if (!identified) |
1535 | if (!identified) |
1519 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1536 | op->clr_flag (FLAG_IDENTIFIED); |
1520 | } |
1537 | } |
1521 | #endif |
1538 | #endif |
1522 | return; |
1539 | return; |
1523 | } |
1540 | } |
1524 | |
1541 | |
… | |
… | |
1534 | #define ARTIFACT_TRIES 2 |
1551 | #define ARTIFACT_TRIES 2 |
1535 | |
1552 | |
1536 | void |
1553 | void |
1537 | generate_artifact (object *op, int difficulty) |
1554 | generate_artifact (object *op, int difficulty) |
1538 | { |
1555 | { |
1539 | artifactlist *al; |
|
|
1540 | artifact *art; |
1556 | artifact *art; |
1541 | int i; |
|
|
1542 | |
1557 | |
1543 | al = find_artifactlist (op->type); |
1558 | artifactlist *al = find_artifactlist (op->type); |
1544 | |
1559 | |
1545 | if (al == NULL) |
1560 | if (al == NULL) |
1546 | { |
1561 | { |
1547 | #if 0 /* This is too verbose, usually */ |
1562 | #if 0 /* This is too verbose, usually */ |
1548 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1563 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1549 | #endif |
1564 | #endif |
1550 | return; |
1565 | return; |
1551 | } |
1566 | } |
1552 | |
1567 | |
1553 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1568 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1554 | { |
1569 | { |
1555 | int roll = rndm (al->total_chance); |
1570 | int roll = rndm (al->total_chance); |
1556 | |
1571 | |
1557 | for (art = al->items; art; art = art->next) |
1572 | for (art = al->items; art; art = art->next) |
1558 | { |
1573 | { |
… | |
… | |
1598 | */ |
1613 | */ |
1599 | |
1614 | |
1600 | void |
1615 | void |
1601 | fix_flesh_item (object *item, object *donor) |
1616 | fix_flesh_item (object *item, object *donor) |
1602 | { |
1617 | { |
1603 | char tmpbuf[MAX_BUF]; |
|
|
1604 | int i; |
|
|
1605 | |
|
|
1606 | if (item->type == FLESH && donor) |
1618 | if (item->type == FLESH && donor) |
1607 | { |
1619 | { |
1608 | /* change the name */ |
1620 | /* change the name */ |
1609 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1621 | item->name = format ("%s's %s", &donor->name, &item->name); |
1610 | item->name = tmpbuf; |
|
|
1611 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1622 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1612 | item->name_pl = tmpbuf; |
|
|
1613 | |
1623 | |
1614 | /* weight is FLESH weight/100 * donor */ |
1624 | /* weight is FLESH weight/100 * donor */ |
1615 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1625 | item->weight = max (1, item->weight * donor->weight / 100); |
1616 | item->weight = 1; |
|
|
1617 | |
1626 | |
1618 | /* value is multiplied by level of donor */ |
1627 | /* value is multiplied by level of donor */ |
1619 | item->value *= isqrt (donor->level * 2); |
1628 | item->value *= isqrt (donor->level * 2); |
1620 | |
1629 | |
1621 | /* food value */ |
1630 | /* food value */ |
1622 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1631 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1623 | |
1632 | |
1624 | /* flesh items inherit some abilities of donor, but not |
1633 | /* flesh items inherit some abilities of donor, but not |
1625 | * full effect. |
1634 | * full effect. |
1626 | */ |
1635 | */ |
1627 | for (i = 0; i < NROFATTACKS; i++) |
1636 | for (int i = 0; i < NROFATTACKS; i++) |
1628 | item->resist[i] = donor->resist[i] / 2; |
1637 | item->resist[i] = donor->resist[i] / 2; |
1629 | |
1638 | |
1630 | /* item inherits donor's level (important for quezals) */ |
1639 | /* item inherits donor's level (important for quezals) */ |
1631 | item->level = donor->level; |
1640 | item->level = donor->level; |
1632 | |
1641 | |
1633 | /* if donor has some attacktypes, the flesh is poisonous */ |
1642 | /* if donor has some attacktypes, the flesh is poisonous */ |
1634 | if (donor->attacktype & AT_POISON) |
1643 | if (donor->attacktype & AT_POISON) |
1635 | item->type = POISON; |
1644 | item->type = POISON; |
1636 | |
1645 | |
1637 | if (donor->attacktype & AT_ACID) |
1646 | if (donor->attacktype & AT_ACID) |
1638 | item->stats.hp = -1 * item->stats.food; |
1647 | item->stats.hp = -item->stats.food; |
1639 | |
1648 | |
1640 | SET_FLAG (item, FLAG_NO_STEAL); |
1649 | item->set_flag (FLAG_NO_STEAL); |
1641 | } |
1650 | } |
1642 | } |
1651 | } |
1643 | |
1652 | |
1644 | /* special_potion() - so that old potion code is still done right. */ |
1653 | static void |
1645 | int |
|
|
1646 | special_potion (object *op) |
|
|
1647 | { |
|
|
1648 | if (op->attacktype) |
|
|
1649 | return 1; |
|
|
1650 | |
|
|
1651 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1652 | return 1; |
|
|
1653 | |
|
|
1654 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1655 | if (op->resist[i]) |
|
|
1656 | return 1; |
|
|
1657 | |
|
|
1658 | return 0; |
|
|
1659 | } |
|
|
1660 | |
|
|
1661 | void |
|
|
1662 | free_treasurestruct (treasure *t) |
1654 | free_treasurestruct (treasure *t) |
1663 | { |
1655 | { |
1664 | if (t->next) free_treasurestruct (t->next); |
1656 | if (t->next) free_treasurestruct (t->next); |
1665 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1657 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1666 | if (t->next_no) free_treasurestruct (t->next_no); |
1658 | if (t->next_no) free_treasurestruct (t->next_no); |
1667 | |
1659 | |
1668 | delete t; |
1660 | delete t; |
1669 | } |
1661 | } |
1670 | |
1662 | |
1671 | void |
1663 | static void |
1672 | free_charlinks (linked_char *lc) |
1664 | free_charlinks (linked_char *lc) |
1673 | { |
1665 | { |
1674 | if (lc->next) |
1666 | if (lc->next) |
1675 | free_charlinks (lc->next); |
1667 | free_charlinks (lc->next); |
1676 | |
1668 | |
1677 | delete lc; |
1669 | delete lc; |
1678 | } |
1670 | } |
1679 | |
1671 | |
1680 | void |
1672 | static void |
1681 | free_artifact (artifact *at) |
1673 | free_artifact (artifact *at) |
1682 | { |
1674 | { |
1683 | if (at->next) free_artifact (at->next); |
1675 | if (at->next) free_artifact (at->next); |
1684 | if (at->allowed) free_charlinks (at->allowed); |
1676 | if (at->allowed) free_charlinks (at->allowed); |
1685 | |
1677 | |
1686 | at->item->destroy (); |
1678 | at->item->destroy (); |
1687 | |
1679 | |
1688 | sfree (at); |
1680 | sfree (at); |
1689 | } |
1681 | } |
1690 | |
1682 | |
1691 | void |
|
|
1692 | free_artifactlist (artifactlist *al) |
|
|
1693 | { |
|
|
1694 | artifactlist *nextal; |
|
|
1695 | |
|
|
1696 | for (al = first_artifactlist; al; al = nextal) |
|
|
1697 | { |
|
|
1698 | nextal = al->next; |
|
|
1699 | |
|
|
1700 | if (al->items) |
|
|
1701 | free_artifact (al->items); |
|
|
1702 | |
|
|
1703 | sfree (al); |
|
|
1704 | } |
|
|
1705 | } |
|
|
1706 | |
|
|
1707 | void |
|
|
1708 | free_all_treasures (void) |
|
|
1709 | { |
|
|
1710 | treasurelist *tl, *next; |
|
|
1711 | |
|
|
1712 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1713 | { |
|
|
1714 | clear (tl); |
|
|
1715 | |
|
|
1716 | next = tl->next; |
|
|
1717 | delete tl; |
|
|
1718 | } |
|
|
1719 | |
|
|
1720 | free_artifactlist (first_artifactlist); |
|
|
1721 | } |
|
|