1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License along |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | * It is useful for finding bugs in the treasures file. Since it only |
26 | * It is useful for finding bugs in the treasures file. Since it only |
27 | * slows the startup some (and not actual game play), it is by default |
27 | * slows the startup some (and not actual game play), it is by default |
… | |
… | |
33 | |
33 | |
34 | //#define TREASURE_VERBOSE |
34 | //#define TREASURE_VERBOSE |
35 | |
35 | |
36 | #include <global.h> |
36 | #include <global.h> |
37 | #include <treasure.h> |
37 | #include <treasure.h> |
38 | #include <funcpoint.h> |
|
|
39 | #include <loader.h> |
38 | #include <loader.h> |
40 | |
39 | |
41 | extern char *spell_mapping[]; |
40 | extern char *spell_mapping[]; |
42 | |
41 | |
43 | static treasurelist *first_treasurelist; |
42 | static treasurelist *first_treasurelist; |
… | |
… | |
47 | typedef std::tr1::unordered_map< |
46 | typedef std::tr1::unordered_map< |
48 | const char *, |
47 | const char *, |
49 | treasurelist *, |
48 | treasurelist *, |
50 | str_hash, |
49 | str_hash, |
51 | str_equal, |
50 | str_equal, |
52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
51 | slice_allocator< std::pair<const char *const, treasurelist *> > |
53 | true |
|
|
54 | > tl_map_t; |
52 | > tl_map_t; |
55 | |
53 | |
56 | static tl_map_t tl_map; |
54 | static tl_map_t tl_map; |
|
|
55 | |
|
|
56 | //TODO: class method |
|
|
57 | static void free_treasurestruct (treasure *t); // bleh desu |
|
|
58 | static void |
|
|
59 | clear (treasurelist *tl) |
|
|
60 | { |
|
|
61 | if (tl->items) |
|
|
62 | { |
|
|
63 | free_treasurestruct (tl->items); |
|
|
64 | tl->items = 0; |
|
|
65 | } |
|
|
66 | |
|
|
67 | tl->total_chance = 0; |
|
|
68 | } |
57 | |
69 | |
58 | /* |
70 | /* |
59 | * Searches for the given treasurelist |
71 | * Searches for the given treasurelist |
60 | */ |
72 | */ |
61 | treasurelist * |
73 | treasurelist * |
… | |
… | |
93 | } |
105 | } |
94 | |
106 | |
95 | return tl; |
107 | return tl; |
96 | } |
108 | } |
97 | |
109 | |
98 | //TODO: class method |
|
|
99 | void |
|
|
100 | clear (treasurelist *tl) |
|
|
101 | { |
|
|
102 | if (tl->items) |
|
|
103 | { |
|
|
104 | free_treasurestruct (tl->items); |
|
|
105 | tl->items = 0; |
|
|
106 | } |
|
|
107 | |
|
|
108 | tl->total_chance = 0; |
|
|
109 | } |
|
|
110 | |
|
|
111 | #ifdef TREASURE_DEBUG |
110 | #ifdef TREASURE_DEBUG |
112 | /* recursived checks the linked list. Treasurelist is passed only |
111 | /* recursived checks the linked list. Treasurelist is passed only |
113 | * so that the treasure name can be printed out |
112 | * so that the treasure name can be printed out |
114 | */ |
113 | */ |
115 | static void |
114 | static void |
… | |
… | |
140 | |
139 | |
141 | f.next (); |
140 | f.next (); |
142 | |
141 | |
143 | for (;;) |
142 | for (;;) |
144 | { |
143 | { |
145 | coroapi::cede_to_tick_every (10); |
144 | coroapi::cede_to_tick (); |
146 | |
145 | |
147 | switch (f.kw) |
146 | switch (f.kw) |
148 | { |
147 | { |
149 | case KW_arch: |
148 | case KW_arch: |
150 | t->item = archetype::get (f.get_str ()); |
149 | t->item = archetype::find (f.get_str ()); |
|
|
150 | |
|
|
151 | if (!t->item) |
|
|
152 | { |
|
|
153 | f.parse_warn ("treasure references unknown archetype"); |
|
|
154 | t->item = archetype::empty; |
|
|
155 | } |
|
|
156 | |
151 | break; |
157 | break; |
152 | |
158 | |
153 | case KW_list: f.get (t->name); break; |
159 | case KW_list: f.get (t->name); break; |
154 | case KW_change_name: f.get (t->change_arch.name); break; |
160 | case KW_change_name: f.get (t->change_arch.name); break; |
155 | case KW_change_title: f.get (t->change_arch.title); break; |
161 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
169 | t->next = read_treasure (f); |
175 | t->next = read_treasure (f); |
170 | return t; |
176 | return t; |
171 | |
177 | |
172 | default: |
178 | default: |
173 | if (!f.parse_error ("treasurelist", t->name)) |
179 | if (!f.parse_error ("treasurelist", t->name)) |
174 | return 0; |
180 | goto error; |
175 | |
181 | |
176 | return t; |
182 | return t; |
177 | } |
183 | } |
178 | |
184 | |
179 | f.next (); |
185 | f.next (); |
180 | } |
186 | } |
|
|
187 | |
|
|
188 | // not reached |
|
|
189 | |
|
|
190 | error: |
|
|
191 | delete t; |
|
|
192 | return 0; |
181 | } |
193 | } |
182 | |
194 | |
183 | /* |
195 | /* |
184 | * Each treasure is parsed with the help of load_treasure(). |
196 | * Each treasure is parsed with the help of load_treasure(). |
185 | */ |
197 | */ |
… | |
… | |
203 | { |
215 | { |
204 | for (treasure *t = tl->items; t; t = t->next) |
216 | for (treasure *t = tl->items; t; t = t->next) |
205 | { |
217 | { |
206 | if (t->next_yes || t->next_no) |
218 | if (t->next_yes || t->next_no) |
207 | { |
219 | { |
208 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
220 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
209 | LOG (llevError, " the next_yes or next_no field is set\n"); |
221 | LOG (llevError, " the next_yes or next_no field is set\n"); |
210 | } |
222 | } |
211 | |
223 | |
212 | tl->total_chance += t->chance; |
224 | tl->total_chance += t->chance; |
213 | } |
225 | } |
… | |
… | |
244 | return; |
256 | return; |
245 | } |
257 | } |
246 | |
258 | |
247 | op->expand_tail (); |
259 | op->expand_tail (); |
248 | |
260 | |
249 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
261 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
250 | op->destroy (); |
262 | op->destroy (); |
251 | else |
263 | else |
252 | { |
264 | { |
253 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
265 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
254 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
266 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
… | |
… | |
258 | { |
270 | { |
259 | op = creator->insert (op); |
271 | op = creator->insert (op); |
260 | |
272 | |
261 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
262 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
263 | |
|
|
264 | if (flags & GT_UPDATE_INV) |
|
|
265 | if (object *tmp = creator->in_player ()) |
|
|
266 | esrv_send_item (tmp, op); |
|
|
267 | } |
275 | } |
268 | } |
276 | } |
269 | |
277 | |
270 | /* if there are change_xxx commands in the treasure, we include the changes |
278 | /* if there are change_xxx commands in the treasure, we include the changes |
271 | * in the generated object |
279 | * in the generated object |
… | |
… | |
300 | else |
308 | else |
301 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
309 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
302 | } |
310 | } |
303 | else |
311 | else |
304 | { |
312 | { |
305 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
313 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
306 | { |
314 | { |
307 | object *tmp = arch_to_object (t->item); |
315 | object *tmp = arch_to_object (t->item); |
308 | |
316 | |
309 | if (t->nrof && tmp->nrof <= 1) |
317 | if (t->nrof && tmp->nrof <= 1) |
310 | tmp->nrof = rndm (t->nrof) + 1; |
318 | tmp->nrof = rndm (t->nrof) + 1; |
… | |
… | |
357 | create_treasure (tl, op, flag, difficulty, tries); |
365 | create_treasure (tl, op, flag, difficulty, tries); |
358 | } |
366 | } |
359 | else if (t->nrof) |
367 | else if (t->nrof) |
360 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | create_one_treasure (tl, op, flag, difficulty, tries); |
361 | } |
369 | } |
362 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
370 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
363 | { |
371 | { |
364 | if (object *tmp = arch_to_object (t->item)) |
372 | if (object *tmp = arch_to_object (t->item)) |
365 | { |
373 | { |
366 | if (t->nrof && tmp->nrof <= 1) |
374 | if (t->nrof && tmp->nrof <= 1) |
367 | tmp->nrof = rndm (t->nrof) + 1; |
375 | tmp->nrof = rndm (t->nrof) + 1; |
… | |
… | |
435 | |
443 | |
436 | if (ob->inv) |
444 | if (ob->inv) |
437 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
438 | |
446 | |
439 | ob->destroy (); |
447 | ob->destroy (); |
|
|
448 | |
440 | return tmp; |
449 | return tmp; |
441 | } |
450 | } |
442 | |
451 | |
443 | /* |
452 | /* |
444 | * This is a new way of calculating the chance for an item to have |
453 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
487 | * This code presumes that op has had its spell object created (in op->inv) |
496 | * This code presumes that op has had its spell object created (in op->inv) |
488 | * |
497 | * |
489 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
490 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
499 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
491 | */ |
500 | */ |
492 | int |
501 | static int |
493 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
494 | { |
503 | { |
495 | int olevel = 0; |
|
|
496 | |
|
|
497 | if (!op->inv) |
504 | if (!op->inv) |
498 | { |
505 | { |
499 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
506 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
500 | return 0; |
507 | return 0; |
501 | } |
508 | } |
502 | |
509 | |
503 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
510 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
504 | |
511 | |
505 | if (olevel <= 0) |
512 | if (olevel <= 0) |
506 | olevel = rndm (1, MIN (op->inv->level, 1)); |
513 | olevel = rndm (1, op->inv->level); |
507 | |
514 | |
508 | if (olevel > MAXLEVEL) |
515 | return min (olevel, MAXLEVEL); |
509 | olevel = MAXLEVEL; |
|
|
510 | |
|
|
511 | return olevel; |
|
|
512 | } |
516 | } |
513 | |
517 | |
514 | /* |
518 | /* |
515 | * Based upon the specified difficulty and upon the difftomagic_list array, |
519 | * Based upon the specified difficulty and upon the difftomagic_list array, |
516 | * a random magical bonus is returned. This is used when determine |
520 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
519 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
520 | * Scaling difficulty by max_level, as difficulty is a level and not some |
524 | * Scaling difficulty by max_level, as difficulty is a level and not some |
521 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
522 | * |
526 | * |
523 | */ |
527 | */ |
524 | int |
528 | static int |
525 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
526 | { |
530 | { |
527 | int percent = 0, magic = 0; |
531 | int percent = 0, magic = 0; |
528 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
529 | |
533 | |
… | |
… | |
572 | |
576 | |
573 | op->magic = magic; |
577 | op->magic = magic; |
574 | if (op->arch) |
578 | if (op->arch) |
575 | { |
579 | { |
576 | if (op->type == ARMOUR) |
580 | if (op->type == ARMOUR) |
577 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
581 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
578 | |
582 | |
579 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
583 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
580 | magic = (-magic); |
584 | magic = (-magic); |
|
|
585 | |
581 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
586 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
582 | } |
587 | } |
583 | else |
588 | else |
584 | { |
589 | { |
585 | if (op->type == ARMOUR) |
590 | if (op->type == ARMOUR) |
586 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
591 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
592 | |
587 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
593 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
588 | magic = (-magic); |
594 | magic = (-magic); |
|
|
595 | |
589 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
590 | } |
597 | } |
591 | } |
598 | } |
592 | |
599 | |
593 | /* |
600 | /* |
… | |
… | |
616 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
617 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
618 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
619 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
620 | */ |
627 | */ |
621 | void |
628 | static void |
622 | set_ring_bonus (object *op, int bonus) |
629 | set_ring_bonus (object *op, int bonus) |
623 | { |
630 | { |
624 | |
|
|
625 | int r = rndm (bonus > 0 ? 25 : 11); |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
626 | |
632 | |
627 | if (op->type == AMULET) |
633 | if (op->type == AMULET) |
628 | { |
634 | { |
629 | if (!(rndm (21))) |
635 | if (!(rndm (21))) |
… | |
… | |
752 | * higher is the chance of returning a low number. |
758 | * higher is the chance of returning a low number. |
753 | * It is only used in fix_generated_treasure() to set bonuses on |
759 | * It is only used in fix_generated_treasure() to set bonuses on |
754 | * rings and amulets. |
760 | * rings and amulets. |
755 | * Another scheme is used to calculate the magic of weapons and armours. |
761 | * Another scheme is used to calculate the magic of weapons and armours. |
756 | */ |
762 | */ |
757 | int |
763 | static int |
758 | get_magic (int diff) |
764 | get_magic (int diff) |
759 | { |
765 | { |
760 | int i; |
766 | int i; |
761 | |
767 | |
762 | if (diff < 3) |
768 | if (diff < 3) |
… | |
… | |
765 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
766 | if (rndm (diff)) |
772 | if (rndm (diff)) |
767 | return i; |
773 | return i; |
768 | |
774 | |
769 | return 4; |
775 | return 4; |
|
|
776 | } |
|
|
777 | |
|
|
778 | /* special_potion() - so that old potion code is still done right. */ |
|
|
779 | static int |
|
|
780 | special_potion (object *op) |
|
|
781 | { |
|
|
782 | if (op->attacktype) |
|
|
783 | return 1; |
|
|
784 | |
|
|
785 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
786 | return 1; |
|
|
787 | |
|
|
788 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
789 | if (op->resist[i]) |
|
|
790 | return 1; |
|
|
791 | |
|
|
792 | return 0; |
770 | } |
793 | } |
771 | |
794 | |
772 | #define DICE2 (get_magic(2)==2?2:1) |
795 | #define DICE2 (get_magic(2)==2?2:1) |
773 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
796 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
774 | |
797 | |
… | |
… | |
811 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
834 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
812 | /* So the treasure doesn't get created again */ |
835 | /* So the treasure doesn't get created again */ |
813 | op->randomitems = 0; |
836 | op->randomitems = 0; |
814 | } |
837 | } |
815 | |
838 | |
816 | if (difficulty < 1) |
839 | max_it (difficulty, 1); |
817 | difficulty = 1; |
|
|
818 | |
840 | |
819 | if (INVOKE_OBJECT (ADD_BONUS, op, |
841 | if (INVOKE_OBJECT (ADD_BONUS, op, |
820 | ARG_OBJECT (creator != op ? creator : 0), |
842 | ARG_OBJECT (creator != op ? creator : 0), |
821 | ARG_INT (difficulty), ARG_INT (max_magic), |
843 | ARG_INT (difficulty), ARG_INT (max_magic), |
822 | ARG_INT (flags))) |
844 | ARG_INT (flags))) |
823 | return; |
845 | return; |
824 | |
846 | |
825 | if (!(flags & GT_MINIMAL)) |
847 | if (!(flags & GT_MINIMAL)) |
826 | { |
848 | { |
827 | if (op->arch == crown_arch) |
849 | if (IS_ARCH (op->arch, crown)) |
828 | { |
850 | { |
829 | set_magic (difficulty, op, max_magic, flags); |
851 | set_magic (difficulty, op, max_magic, flags); |
830 | num_enchantments = calc_item_power (op, 1); |
852 | num_enchantments = calc_item_power (op, 1); |
831 | generate_artifact (op, difficulty); |
853 | generate_artifact (op, difficulty); |
832 | } |
854 | } |
… | |
… | |
837 | |
859 | |
838 | num_enchantments = calc_item_power (op, 1); |
860 | num_enchantments = calc_item_power (op, 1); |
839 | |
861 | |
840 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
862 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
841 | || op->type == HORN |
863 | || op->type == HORN |
842 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
864 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
843 | * used for shop_floors or treasures */ |
|
|
844 | generate_artifact (op, difficulty); |
865 | generate_artifact (op, difficulty); |
845 | } |
866 | } |
846 | |
867 | |
847 | /* Object was made an artifact. Calculate its item_power rating. |
868 | /* Object was made an artifact. Calculate its item_power rating. |
848 | * the item_power in the object is what the artfiact adds. |
869 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
882 | * again below */ |
903 | * again below */ |
883 | } |
904 | } |
884 | } |
905 | } |
885 | |
906 | |
886 | /* materialtype modifications. Note we allow this on artifacts. */ |
907 | /* materialtype modifications. Note we allow this on artifacts. */ |
887 | set_materialname (op, difficulty, NULL); |
908 | select_material (op, difficulty); |
888 | |
909 | |
889 | if (flags & GT_MINIMAL) |
910 | if (flags & GT_MINIMAL) |
890 | { |
911 | { |
891 | if (op->type == POTION) |
912 | if (op->type == POTION) |
892 | /* Handle healing and magic power potions */ |
913 | /* Handle healing and magic power potions */ |
893 | if (op->stats.sp && !op->randomitems) |
914 | if (op->stats.sp && !op->randomitems) |
894 | { |
915 | { |
895 | object *tmp; |
|
|
896 | |
|
|
897 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
916 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
898 | insert_ob_in_ob (tmp, op); |
917 | insert_ob_in_ob (tmp, op); |
899 | op->stats.sp = 0; |
918 | op->stats.sp = 0; |
900 | } |
919 | } |
901 | } |
920 | } |
902 | else if (!op->title) /* Only modify object if not special */ |
921 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
925 | int too_many_tries = 0, is_special = 0; |
944 | int too_many_tries = 0, is_special = 0; |
926 | |
945 | |
927 | /* Handle healing and magic power potions */ |
946 | /* Handle healing and magic power potions */ |
928 | if (op->stats.sp && !op->randomitems) |
947 | if (op->stats.sp && !op->randomitems) |
929 | { |
948 | { |
930 | object *tmp; |
|
|
931 | |
|
|
932 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
949 | object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
933 | insert_ob_in_ob (tmp, op); |
950 | insert_ob_in_ob (tmp, op); |
934 | op->stats.sp = 0; |
951 | op->stats.sp = 0; |
935 | } |
952 | } |
936 | |
953 | |
937 | while (!(is_special = special_potion (op)) && !op->inv) |
954 | while (!(is_special = special_potion (op)) && !op->inv) |
… | |
… | |
945 | * since the value set on those is already correct. |
962 | * since the value set on those is already correct. |
946 | */ |
963 | */ |
947 | if (op->inv && op->randomitems) |
964 | if (op->inv && op->randomitems) |
948 | { |
965 | { |
949 | /* value multiplier is same as for scrolls */ |
966 | /* value multiplier is same as for scrolls */ |
950 | op->value = (op->value * op->inv->value); |
967 | op->value *= op->inv->value; |
951 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
968 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
952 | } |
969 | } |
953 | else |
970 | else |
954 | { |
971 | { |
955 | op->name = "potion"; |
972 | op->name = "potion"; |
956 | op->name_pl = "potions"; |
973 | op->name_pl = "potions"; |
957 | } |
974 | } |
958 | |
975 | |
959 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
976 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
960 | SET_FLAG (op, FLAG_CURSED); |
977 | SET_FLAG (op, FLAG_CURSED); |
|
|
978 | |
961 | break; |
979 | break; |
962 | } |
980 | } |
963 | |
981 | |
964 | case AMULET: |
982 | case AMULET: |
965 | if (op->arch == amulet_arch) |
983 | if (IS_ARCH (op->arch, amulet)) |
966 | op->value *= 5; /* Since it's not just decoration */ |
984 | op->value *= 5; /* Since it's not just decoration */ |
967 | |
985 | |
968 | case RING: |
986 | case RING: |
969 | if (op->arch == NULL) |
|
|
970 | { |
|
|
971 | op->destroy (); |
|
|
972 | op = 0; |
|
|
973 | break; |
|
|
974 | } |
|
|
975 | |
|
|
976 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
987 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
977 | break; |
988 | break; |
978 | |
989 | |
979 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
990 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
980 | SET_FLAG (op, FLAG_CURSED); |
991 | SET_FLAG (op, FLAG_CURSED); |
981 | |
992 | |
… | |
… | |
1001 | op->value *= 5; |
1012 | op->value *= 5; |
1002 | set_ring_bonus (op, d); |
1013 | set_ring_bonus (op, d); |
1003 | } |
1014 | } |
1004 | } |
1015 | } |
1005 | |
1016 | |
1006 | if (GET_ANIM_ID (op)) |
1017 | if (op->animation_id) |
1007 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1018 | op->set_anim_frame (rndm (op->anim_frames ())); |
1008 | |
1019 | |
1009 | break; |
1020 | break; |
1010 | |
1021 | |
1011 | case BOOK: |
1022 | case BOOK: |
1012 | /* Is it an empty book?, if yes lets make a special· |
1023 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1027 | op->level = rndm (creator->level); |
1038 | op->level = rndm (creator->level); |
1028 | |
1039 | |
1029 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1040 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1030 | /* books w/ info are worth more! */ |
1041 | /* books w/ info are worth more! */ |
1031 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1042 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1032 | /* creator related stuff */ |
|
|
1033 | |
|
|
1034 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1035 | * set - we don't want to set no pick in that case. |
|
|
1036 | */ |
|
|
1037 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1038 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1039 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1040 | op->slaying = creator->slaying; |
|
|
1041 | |
1043 | |
1042 | /* add exp so reading it gives xp (once) */ |
1044 | /* add exp so reading it gives xp (once) */ |
1043 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1045 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1044 | } |
1046 | } |
|
|
1047 | |
|
|
1048 | /* creator related stuff */ |
|
|
1049 | |
|
|
1050 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1051 | * set - we don't want to set no pick in that case. |
|
|
1052 | */ |
|
|
1053 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1054 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1055 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1056 | op->slaying = creator->slaying; |
1045 | break; |
1057 | break; |
1046 | |
1058 | |
1047 | case SPELLBOOK: |
1059 | case SPELLBOOK: |
1048 | op->value = op->value * op->inv->value; |
1060 | op->value = op->value * op->inv->value; |
1049 | /* add exp so learning gives xp */ |
1061 | /* add exp so learning gives xp */ |
… | |
… | |
1083 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1095 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1084 | */ |
1096 | */ |
1085 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1097 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1086 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1098 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1087 | if (op->stats.maxhp) |
1099 | if (op->stats.maxhp) |
1088 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1100 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1089 | else |
1101 | else |
1090 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1102 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1091 | |
1103 | |
1092 | op->stats.hp = op->stats.maxhp; |
1104 | op->stats.hp = op->stats.maxhp; |
1093 | break; |
1105 | break; |
1094 | |
1106 | |
1095 | case SCROLL: |
1107 | case SCROLL: |
… | |
… | |
1134 | * Allocate and return the pointer to an empty artifactlist structure. |
1146 | * Allocate and return the pointer to an empty artifactlist structure. |
1135 | */ |
1147 | */ |
1136 | static artifactlist * |
1148 | static artifactlist * |
1137 | get_empty_artifactlist (void) |
1149 | get_empty_artifactlist (void) |
1138 | { |
1150 | { |
1139 | return salloc0 <artifactlist> (); |
1151 | return salloc0<artifactlist> (); |
1140 | } |
1152 | } |
1141 | |
1153 | |
1142 | /* |
1154 | /* |
1143 | * Allocate and return the pointer to an empty artifact structure. |
1155 | * Allocate and return the pointer to an empty artifact structure. |
1144 | */ |
1156 | */ |
1145 | static artifact * |
1157 | static artifact * |
1146 | get_empty_artifact (void) |
1158 | get_empty_artifact (void) |
1147 | { |
1159 | { |
1148 | return salloc0 <artifact> (); |
1160 | return salloc0<artifact> (); |
1149 | } |
1161 | } |
1150 | |
1162 | |
1151 | /* |
1163 | /* |
1152 | * Searches the artifact lists and returns one that has the same type |
1164 | * Searches the artifact lists and returns one that has the same type |
1153 | * of objects on it. |
1165 | * of objects on it. |
… | |
… | |
1158 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1170 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1159 | if (al->type == type) |
1171 | if (al->type == type) |
1160 | return al; |
1172 | return al; |
1161 | |
1173 | |
1162 | return 0; |
1174 | return 0; |
1163 | } |
|
|
1164 | |
|
|
1165 | /* |
|
|
1166 | * For debugging purposes. Dumps all tables. |
|
|
1167 | */ |
|
|
1168 | void |
|
|
1169 | dump_artifacts (void) |
|
|
1170 | { |
|
|
1171 | artifactlist *al; |
|
|
1172 | artifact *art; |
|
|
1173 | linked_char *next; |
|
|
1174 | |
|
|
1175 | fprintf (logfile, "\n"); |
|
|
1176 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1177 | { |
|
|
1178 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1179 | for (art = al->items; art != NULL; art = art->next) |
|
|
1180 | { |
|
|
1181 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1182 | if (art->allowed != NULL) |
|
|
1183 | { |
|
|
1184 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1185 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1186 | fprintf (logfile, "%s,", &next->name); |
|
|
1187 | fprintf (logfile, "\n"); |
|
|
1188 | } |
|
|
1189 | } |
|
|
1190 | } |
|
|
1191 | fprintf (logfile, "\n"); |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | /* |
|
|
1195 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1196 | */ |
|
|
1197 | void |
|
|
1198 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1199 | { |
|
|
1200 | treasurelist *tl; |
|
|
1201 | int i; |
|
|
1202 | |
|
|
1203 | if (depth > 100) |
|
|
1204 | return; |
|
|
1205 | |
|
|
1206 | while (t) |
|
|
1207 | { |
|
|
1208 | if (t->name) |
|
|
1209 | { |
|
|
1210 | for (i = 0; i < depth; i++) |
|
|
1211 | fprintf (logfile, " "); |
|
|
1212 | |
|
|
1213 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1214 | |
|
|
1215 | tl = treasurelist::find (t->name); |
|
|
1216 | if (tl) |
|
|
1217 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1218 | |
|
|
1219 | for (i = 0; i < depth; i++) |
|
|
1220 | fprintf (logfile, " "); |
|
|
1221 | |
|
|
1222 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1223 | } |
|
|
1224 | else |
|
|
1225 | { |
|
|
1226 | for (i = 0; i < depth; i++) |
|
|
1227 | fprintf (logfile, " "); |
|
|
1228 | |
|
|
1229 | if (t->item && t->item->clone.type == FLESH) |
|
|
1230 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1231 | else |
|
|
1232 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1233 | } |
|
|
1234 | |
|
|
1235 | if (t->next_yes) |
|
|
1236 | { |
|
|
1237 | for (i = 0; i < depth; i++) |
|
|
1238 | fprintf (logfile, " "); |
|
|
1239 | |
|
|
1240 | fprintf (logfile, " (if yes)\n"); |
|
|
1241 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1242 | } |
|
|
1243 | |
|
|
1244 | if (t->next_no) |
|
|
1245 | { |
|
|
1246 | for (i = 0; i < depth; i++) |
|
|
1247 | fprintf (logfile, " "); |
|
|
1248 | |
|
|
1249 | fprintf (logfile, " (if no)\n"); |
|
|
1250 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1251 | } |
|
|
1252 | |
|
|
1253 | t = t->next; |
|
|
1254 | } |
|
|
1255 | } |
|
|
1256 | |
|
|
1257 | /* |
|
|
1258 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1259 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1260 | */ |
|
|
1261 | void |
|
|
1262 | dump_monster_treasure (const char *name) |
|
|
1263 | { |
|
|
1264 | archetype *at; |
|
|
1265 | int found; |
|
|
1266 | |
|
|
1267 | found = 0; |
|
|
1268 | fprintf (logfile, "\n"); |
|
|
1269 | |
|
|
1270 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1271 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1272 | { |
|
|
1273 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1274 | if (at->clone.randomitems != NULL) |
|
|
1275 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1276 | else |
|
|
1277 | fprintf (logfile, "(nothing)\n"); |
|
|
1278 | |
|
|
1279 | fprintf (logfile, "\n"); |
|
|
1280 | found++; |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | if (found == 0) |
|
|
1284 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1285 | } |
1175 | } |
1286 | |
1176 | |
1287 | /* |
1177 | /* |
1288 | * Builds up the lists of artifacts from the file in the libdir. |
1178 | * Builds up the lists of artifacts from the file in the libdir. |
1289 | */ |
1179 | */ |
… | |
… | |
1304 | object_thawer f (filename); |
1194 | object_thawer f (filename); |
1305 | |
1195 | |
1306 | if (!f) |
1196 | if (!f) |
1307 | return; |
1197 | return; |
1308 | |
1198 | |
1309 | f.next (); |
|
|
1310 | |
|
|
1311 | for (;;) |
1199 | for (;;) |
1312 | { |
1200 | { |
1313 | switch (f.kw) |
1201 | switch (f.kw) |
1314 | { |
1202 | { |
1315 | case KW_allowed: |
1203 | case KW_allowed: |
… | |
… | |
1318 | |
1206 | |
1319 | { |
1207 | { |
1320 | if (!strcmp (f.get_str (), "all")) |
1208 | if (!strcmp (f.get_str (), "all")) |
1321 | break; |
1209 | break; |
1322 | |
1210 | |
1323 | char *next, *cp = f.get_str (); |
1211 | const char *cp = f.get_str (); |
1324 | |
1212 | char *next; |
1325 | do |
1213 | do |
1326 | { |
1214 | { |
1327 | if ((next = strchr (cp, ','))) |
1215 | if ((next = strchr (cp, ','))) |
1328 | *next++ = '\0'; |
1216 | *next++ = '\0'; |
1329 | |
1217 | |
… | |
… | |
1476 | * to cast. So convert that to into a spell and put it into |
1364 | * to cast. So convert that to into a spell and put it into |
1477 | * this object. |
1365 | * this object. |
1478 | */ |
1366 | */ |
1479 | if (op->type == HORN || op->type == POTION) |
1367 | if (op->type == HORN || op->type == POTION) |
1480 | { |
1368 | { |
1481 | object *tmp_obj; |
|
|
1482 | |
|
|
1483 | /* Remove any spells this object currently has in it */ |
1369 | /* Remove any spells this object currently has in it */ |
1484 | while (op->inv) |
|
|
1485 | op->inv->destroy (); |
1370 | op->destroy_inv (false); |
1486 | |
1371 | |
1487 | tmp_obj = arch_to_object (change->other_arch); |
1372 | object *tmp = arch_to_object (change->other_arch); |
1488 | insert_ob_in_ob (tmp_obj, op); |
1373 | insert_ob_in_ob (tmp, op); |
1489 | } |
1374 | } |
1490 | /* No harm setting this for potions/horns */ |
1375 | /* No harm setting this for potions/horns */ |
1491 | op->other_arch = change->other_arch; |
1376 | op->other_arch = change->other_arch; |
1492 | } |
1377 | } |
1493 | |
1378 | |
… | |
… | |
1578 | op->value *= change->value; |
1463 | op->value *= change->value; |
1579 | |
1464 | |
1580 | if (change->materials) |
1465 | if (change->materials) |
1581 | op->materials = change->materials; |
1466 | op->materials = change->materials; |
1582 | |
1467 | |
1583 | if (change->materialname) |
1468 | if (change->material != MATERIAL_NULL) |
1584 | op->materialname = change->materialname; |
1469 | op->material = change->material; |
1585 | |
1470 | |
1586 | if (change->slaying) |
1471 | if (change->slaying) |
1587 | op->slaying = change->slaying; |
1472 | op->slaying = change->slaying; |
1588 | |
1473 | |
1589 | if (change->race) |
1474 | if (change->race) |
… | |
… | |
1612 | name = tmp->name + 1, neg = 1; |
1497 | name = tmp->name + 1, neg = 1; |
1613 | else |
1498 | else |
1614 | name = tmp->name, neg = 0; |
1499 | name = tmp->name, neg = 0; |
1615 | |
1500 | |
1616 | /* If we match name, then return the opposite of 'neg' */ |
1501 | /* If we match name, then return the opposite of 'neg' */ |
1617 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1502 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1618 | return !neg; |
1503 | return !neg; |
1619 | |
1504 | |
1620 | /* Set success as true, since if the match was an inverse, it means |
1505 | /* Set success as true, since if the match was an inverse, it means |
1621 | * everything is allowed except what we match |
1506 | * everything is allowed except what we match |
1622 | */ |
1507 | */ |
… | |
… | |
1698 | #if 1 |
1583 | #if 1 |
1699 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1584 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1700 | #endif |
1585 | #endif |
1701 | return; |
1586 | return; |
1702 | } |
1587 | } |
1703 | if (!strcmp (art->item->name, "NONE")) |
1588 | |
|
|
1589 | if (art->item->name == shstr_NONE) |
1704 | return; |
1590 | return; |
|
|
1591 | |
1705 | if (FABS (op->magic) < art->item->magic) |
1592 | if (fabs (op->magic) < art->item->magic) |
1706 | continue; /* Not magic enough to be this item */ |
1593 | continue; /* Not magic enough to be this item */ |
1707 | |
1594 | |
1708 | /* Map difficulty not high enough */ |
1595 | /* Map difficulty not high enough */ |
1709 | if (difficulty < art->difficulty) |
1596 | if (difficulty < art->difficulty) |
1710 | continue; |
1597 | continue; |
… | |
… | |
1761 | item->level = donor->level; |
1648 | item->level = donor->level; |
1762 | |
1649 | |
1763 | /* if donor has some attacktypes, the flesh is poisonous */ |
1650 | /* if donor has some attacktypes, the flesh is poisonous */ |
1764 | if (donor->attacktype & AT_POISON) |
1651 | if (donor->attacktype & AT_POISON) |
1765 | item->type = POISON; |
1652 | item->type = POISON; |
|
|
1653 | |
1766 | if (donor->attacktype & AT_ACID) |
1654 | if (donor->attacktype & AT_ACID) |
1767 | item->stats.hp = -1 * item->stats.food; |
1655 | item->stats.hp = -1 * item->stats.food; |
|
|
1656 | |
1768 | SET_FLAG (item, FLAG_NO_STEAL); |
1657 | SET_FLAG (item, FLAG_NO_STEAL); |
1769 | } |
1658 | } |
1770 | } |
1659 | } |
1771 | |
1660 | |
1772 | /* special_potion() - so that old potion code is still done right. */ |
1661 | static void |
1773 | int |
|
|
1774 | special_potion (object *op) |
|
|
1775 | { |
|
|
1776 | if (op->attacktype) |
|
|
1777 | return 1; |
|
|
1778 | |
|
|
1779 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1780 | return 1; |
|
|
1781 | |
|
|
1782 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1783 | if (op->resist[i]) |
|
|
1784 | return 1; |
|
|
1785 | |
|
|
1786 | return 0; |
|
|
1787 | } |
|
|
1788 | |
|
|
1789 | void |
|
|
1790 | free_treasurestruct (treasure *t) |
1662 | free_treasurestruct (treasure *t) |
1791 | { |
1663 | { |
1792 | if (t->next) free_treasurestruct (t->next); |
1664 | if (t->next) free_treasurestruct (t->next); |
1793 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1665 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1794 | if (t->next_no) free_treasurestruct (t->next_no); |
1666 | if (t->next_no) free_treasurestruct (t->next_no); |
1795 | |
1667 | |
1796 | delete t; |
1668 | delete t; |
1797 | } |
1669 | } |
1798 | |
1670 | |
1799 | void |
1671 | static void |
1800 | free_charlinks (linked_char *lc) |
1672 | free_charlinks (linked_char *lc) |
1801 | { |
1673 | { |
1802 | if (lc->next) |
1674 | if (lc->next) |
1803 | free_charlinks (lc->next); |
1675 | free_charlinks (lc->next); |
1804 | |
1676 | |
1805 | delete lc; |
1677 | delete lc; |
1806 | } |
1678 | } |
1807 | |
1679 | |
1808 | void |
1680 | static void |
1809 | free_artifact (artifact *at) |
1681 | free_artifact (artifact *at) |
1810 | { |
1682 | { |
1811 | if (at->next) free_artifact (at->next); |
1683 | if (at->next) free_artifact (at->next); |
1812 | if (at->allowed) free_charlinks (at->allowed); |
1684 | if (at->allowed) free_charlinks (at->allowed); |
1813 | |
1685 | |
1814 | at->item->destroy (1); |
1686 | at->item->destroy (); |
1815 | |
1687 | |
1816 | sfree (at); |
1688 | sfree (at); |
1817 | } |
1689 | } |
1818 | |
1690 | |
1819 | void |
|
|
1820 | free_artifactlist (artifactlist *al) |
|
|
1821 | { |
|
|
1822 | artifactlist *nextal; |
|
|
1823 | |
|
|
1824 | for (al = first_artifactlist; al; al = nextal) |
|
|
1825 | { |
|
|
1826 | nextal = al->next; |
|
|
1827 | |
|
|
1828 | if (al->items) |
|
|
1829 | free_artifact (al->items); |
|
|
1830 | |
|
|
1831 | sfree (al); |
|
|
1832 | } |
|
|
1833 | } |
|
|
1834 | |
|
|
1835 | void |
|
|
1836 | free_all_treasures (void) |
|
|
1837 | { |
|
|
1838 | treasurelist *tl, *next; |
|
|
1839 | |
|
|
1840 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1841 | { |
|
|
1842 | clear (tl); |
|
|
1843 | |
|
|
1844 | next = tl->next; |
|
|
1845 | delete tl; |
|
|
1846 | } |
|
|
1847 | |
|
|
1848 | free_artifactlist (first_artifactlist); |
|
|
1849 | } |
|
|