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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.52 by root, Thu Apr 19 19:24:25 2007 UTC vs.
Revision 1.120 by root, Sat Nov 17 23:33:17 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <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> 38
39#include <loader.h> 39#include <flat_hash_map.hpp>
40 40
41extern char *spell_mapping[]; 41extern char *spell_mapping[];
42 42
43static treasurelist *first_treasurelist; 43static treasurelist *first_treasurelist;
44 44
45static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
46 46
47typedef std::tr1::unordered_map< 47typedef ska::flat_hash_map<
48 const char *, 48 const char *,
49 treasurelist *, 49 treasurelist *,
50 str_hash, 50 str_hash,
51 str_equal, 51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 52 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 53> tl_map_t;
55 54
56static tl_map_t tl_map; 55static tl_map_t tl_map;
56
57//TODO: class method
58static void free_treasurestruct (treasure *t); // bleh desu
59static void
60clear (treasurelist *tl)
61{
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
57 70
58/* 71/*
59 * Searches for the given treasurelist 72 * Searches for the given treasurelist
60 */ 73 */
61treasurelist * 74treasurelist *
93 } 106 }
94 107
95 return tl; 108 return tl;
96} 109}
97 110
98//TODO: class method
99void
100clear (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 111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
114 */ 114 */
115static void 115static void
140 140
141 f.next (); 141 f.next ();
142 142
143 for (;;) 143 for (;;)
144 { 144 {
145 coroapi::cede_to_tick_every (10); 145 coroapi::cede_to_tick ();
146 146
147 switch (f.kw) 147 switch (f.kw)
148 { 148 {
149 case KW_arch: 149 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 150 t->item = archetype::find (f.get_str ());
151
152 if (!t->item)
153 {
154 f.parse_warn ("treasure references unknown archetype");
155 t->item = archetype::empty;
156 }
157
151 break; 158 break;
152 159
153 case KW_list: f.get (t->name); break; 160 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 161 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 162 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 176 t->next = read_treasure (f);
170 return t; 177 return t;
171 178
172 default: 179 default:
173 if (!f.parse_error ("treasurelist", t->name)) 180 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 181 goto error;
175 182
176 return t; 183 return t;
177 } 184 }
178 185
179 f.next (); 186 f.next ();
180 } 187 }
188
189 // not reached
190
191error:
192 delete t;
193 return 0;
181} 194}
182 195
183/* 196/*
184 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
185 */ 198 */
197 210
198 /* This is a one of the many items on the list should be generated. 211 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 212 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 213 * fields of the treasures are not being used.
201 */ 214 */
202 tl->total_chance = 0;
203
204 if (one) 215 if (one)
205 { 216 {
206 for (treasure *t = tl->items; t; t = t->next) 217 for (treasure *t = tl->items; t; t = t->next)
207 { 218 {
208 if (t->next_yes || t->next_no) 219 if (t->next_yes || t->next_no)
209 { 220 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 221 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 222 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 223 }
213 224
214 tl->total_chance += t->chance; 225 tl->total_chance += t->chance;
215 } 226 }
230 * start with equipment, but only their abilities). 241 * start with equipment, but only their abilities).
231 */ 242 */
232static void 243static void
233put_treasure (object *op, object *creator, int flags) 244put_treasure (object *op, object *creator, int flags)
234{ 245{
246 if (flags & GT_ENVIRONMENT)
247 {
235 /* Bit of a hack - spells should never be put onto the map. The entire 248 /* Bit of a hack - spells should never be put onto the map. The entire
236 * treasure stuff is a problem - there is no clear idea of knowing 249 * treasure stuff is a problem - there is no clear idea of knowing
237 * this is the original object, or if this is an object that should be created 250 * this is the original object, or if this is an object that should be created
238 * by another object. 251 * by another object.
239 */ 252 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 253 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 254 if (op->type == SPELL)
255 {
256 op->destroy ();
257 return;
258 }
259
260 op->expand_tail ();
261
262 if (!creator->is_on_map ()
242 if (ob_blocked (op, creator->map, creator->x, creator->y)) 263 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
243 op->destroy (); 264 op->destroy ();
244 else 265 else
245 { 266 {
246 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 267 op->flag [FLAG_OBJ_ORIGINAL] = true;
247 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
248 } 269 }
249 } 270 }
250 else 271 else
251 { 272 {
252 op = creator->insert (op); 273 op = creator->insert (op);
253 274
254 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 275 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
255 monster_check_apply (creator, op); 276 monster_check_apply (creator, op);
256
257 if (flags & GT_UPDATE_INV)
258 if (object *tmp = creator->in_player ())
259 esrv_send_item (tmp, op);
260 } 277 }
261} 278}
262 279
263/* if there are change_xxx commands in the treasure, we include the changes 280/* if there are change_xxx commands in the treasure, we include the changes
264 * in the generated object 281 * in the generated object
293 else 310 else
294 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 311 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
295 } 312 }
296 else 313 else
297 { 314 {
298 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 315 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
299 { 316 {
300 object *tmp = arch_to_object (t->item); 317 object *tmp = t->item->instance ();
301 318
302 if (t->nrof && tmp->nrof <= 1) 319 if (t->nrof && tmp->nrof <= 1)
303 tmp->nrof = rndm (t->nrof) + 1; 320 tmp->nrof = rndm (t->nrof) + 1;
304 321
305 fix_generated_item (tmp, op, difficulty, t->magic, flag); 322 fix_generated_item (tmp, op, difficulty, t->magic, flag);
350 create_treasure (tl, op, flag, difficulty, tries); 367 create_treasure (tl, op, flag, difficulty, tries);
351 } 368 }
352 else if (t->nrof) 369 else if (t->nrof)
353 create_one_treasure (tl, op, flag, difficulty, tries); 370 create_one_treasure (tl, op, flag, difficulty, tries);
354 } 371 }
355 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 372 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
356 { 373 {
357 if (object *tmp = arch_to_object (t->item)) 374 if (object *tmp = t->item->instance ())
358 { 375 {
359 if (t->nrof && tmp->nrof <= 1) 376 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1; 377 tmp->nrof = rndm (t->nrof) + 1;
361 378
362 fix_generated_item (tmp, op, difficulty, t->magic, flag); 379 fix_generated_item (tmp, op, difficulty, t->magic, flag);
363 change_treasure (t, tmp); 380 change_treasure (t, tmp);
364 put_treasure (tmp, op, flag); 381 put_treasure (tmp, op, flag);
365 } 382 }
366 } 383 }
384}
385
386void
387object::create_treasure (treasurelist *tl, int flags)
388{
389 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
367} 390}
368 391
369/* This calls the appropriate treasure creation function. tries is passed 392/* This calls the appropriate treasure creation function. tries is passed
370 * to determine how many list transitions or attempts to create treasure 393 * to determine how many list transitions or attempts to create treasure
371 * have been made. It is really in place to prevent infinite loops with 394 * have been made. It is really in place to prevent infinite loops with
384 { 407 {
385 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 408 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
386 return; 409 return;
387 } 410 }
388 411
412 if (op->flag [FLAG_TREASURE_ENV])
413 {
414 // do not generate items when there already is something above the object
415 if (op->flag [FLAG_IS_FLOOR] && op->above)
416 return;
417
418 flag |= GT_ENVIRONMENT;
419 }
420
389 if (tl->total_chance) 421 if (tl->total_chance)
390 create_one_treasure (tl, op, flag, difficulty, tries); 422 create_one_treasure (tl, op, flag, difficulty, tries);
391 else 423 else
392 create_all_treasures (tl->items, op, flag, difficulty, tries); 424 create_all_treasures (tl->items, op, flag, difficulty, tries);
393} 425}
413 445
414 if (ob->inv) 446 if (ob->inv)
415 LOG (llevError, "In generate treasure, created multiple objects.\n"); 447 LOG (llevError, "In generate treasure, created multiple objects.\n");
416 448
417 ob->destroy (); 449 ob->destroy ();
450
418 return tmp; 451 return tmp;
419} 452}
420 453
421/* 454/*
422 * This is a new way of calculating the chance for an item to have 455 * This is a new way of calculating the chance for an item to have
459 { 0, 0, 0, 3, 97}, // 29 492 { 0, 0, 0, 3, 97}, // 29
460 { 0, 0, 0, 0, 100}, // 30 493 { 0, 0, 0, 0, 100}, // 30
461 { 0, 0, 0, 0, 100}, // 31 494 { 0, 0, 0, 0, 100}, // 31
462}; 495};
463 496
464/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
465 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
466 * 499 *
467 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
468 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
469 */ 502 */
470int 503static int
471level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
472{ 505{
473 int olevel = 0;
474
475 if (!op->inv) 506 if (!op->inv)
476 { 507 {
477 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
478 return 0; 509 return 0;
479 } 510 }
480 511
481 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
482 513
483 if (olevel <= 0) 514 if (olevel <= 0)
484 olevel = rndm (1, MIN (op->inv->level, 1)); 515 olevel = rndm (1, op->inv->level);
485 516
486 if (olevel > MAXLEVEL) 517 return min (olevel, MAXLEVEL_TREASURE);
487 olevel = MAXLEVEL;
488
489 return olevel;
490} 518}
491 519
492/* 520/*
493 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
494 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
497 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
498 * Scaling difficulty by max_level, as difficulty is a level and not some 526 * Scaling difficulty by max_level, as difficulty is a level and not some
499 * weird integer between 1-31. 527 * weird integer between 1-31.
500 * 528 *
501 */ 529 */
502int 530static int
503magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
504{ 532{
505 int percent = 0, magic = 0;
506 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
534 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
507 535
508 scaled_diff--;
509
510 if (scaled_diff < 0)
511 scaled_diff = 0;
512
513 if (scaled_diff >= DIFFLEVELS)
514 scaled_diff = DIFFLEVELS - 1;
515
516 percent = rndm (100); 536 int percent = rndm (100);
537 int magic;
517 538
518 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
519 { 540 {
520 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
521 542
522 if (percent < 0) 543 if (percent < 0)
523 break; 544 break;
524 } 545 }
525 546
526 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
527 { 548 {
528 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
529 magic = 0; 550 magic = 0;
530 } 551 }
531 552
539 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
540 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
541 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
542 * to make it truly absolute. 563 * to make it truly absolute.
543 */ 564 */
544
545void 565void
546set_abs_magic (object *op, int magic) 566set_abs_magic (object *op, int magic)
547{ 567{
548 if (!magic) 568 if (!magic)
549 return; 569 return;
550 570
551 op->magic = magic; 571 op->magic = magic;
552 if (op->arch) 572 if (op->arch)
553 { 573 {
554 if (op->type == ARMOUR) 574 if (op->type == ARMOUR)
555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 575 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
556 576
557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 577 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
558 magic = (-magic); 578 magic = (-magic);
579
559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
560 } 581 }
561 else 582 else
562 { 583 {
563 if (op->type == ARMOUR) 584 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
586
565 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
566 magic = (-magic); 588 magic = (-magic);
589
567 op->weight = (op->weight * (100 - magic * 10)) / 100; 590 op->weight = (op->weight * (100 - magic * 10)) / 100;
568 } 591 }
569} 592}
570 593
571/* 594/*
574 */ 597 */
575 598
576static void 599static void
577set_magic (int difficulty, object *op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
578{ 601{
579 int i;
580
581 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
582 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
583 i = -i; 605 i = -i;
606
584 if (i > max_magic) 607 i = min (i, max_magic);
585 i = max_magic; 608
586 set_abs_magic (op, i); 609 set_abs_magic (op, i);
587 if (i < 0) 610 if (i < 0)
588 SET_FLAG (op, FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
589} 612}
590 613
591/* 614/*
592 * Randomly adds one magical ability to the given object. 615 * Randomly adds one magical ability to the given object.
593 * Modified for Partial Resistance in many ways: 616 * Modified for Partial Resistance in many ways:
594 * 1) Since rings can have multiple bonuses, if the same bonus 617 * 1) Since rings can have multiple bonuses, if the same bonus
595 * is rolled again, increase it - the bonuses now stack with 618 * is rolled again, increase it - the bonuses now stack with
596 * other bonuses previously rolled and ones the item might natively have. 619 * other bonuses previously rolled and ones the item might natively have.
597 * 2) Add code to deal with new PR method. 620 * 2) Add code to deal with new PR method.
598 */ 621 */
599void 622static void
600set_ring_bonus (object *op, int bonus) 623set_ring_bonus (object *op, int bonus)
601{ 624{
602
603 int r = rndm (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
604 626
605 if (op->type == AMULET) 627 if (op->type == AMULET)
606 {
607 if (!(rndm (21))) 628 if (!rndm (21))
608 r = 20 + rndm (2); 629 r = 20 + rndm (2);
630 else if (rndm (2))
631 r = 10;
609 else 632 else
610 {
611 if (rndm (2))
612 r = 10;
613 else
614 r = 11 + rndm (9); 633 r = 11 + rndm (9);
615 }
616 }
617 634
618 switch (r) 635 switch (r)
619 { 636 {
620 /* Redone by MSW 2000-11-26 to have much less code. Also, 637 /* Redone by MSW 2000-11-26 to have much less code. Also,
621 * bonuses and penalties will stack and add to existing values. 638 * bonuses and penalties will stack and add to existing values.
622 * of the item. 639 * of the item.
623 */ 640 */
624 case 0: 641 case 0:
625 case 1: 642 case 1:
626 case 2: 643 case 2:
627 case 3: 644 case 3:
628 case 4: 645 case 4:
629 case 5: 646 case 5:
630 case 6: 647 case 6:
631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 648 op->stats.stat (r) += bonus;
632 break; 649 break;
633 650
634 case 7: 651 case 7:
635 op->stats.dam += bonus; 652 op->stats.dam += bonus;
636 break; 653 break;
668 * little random element in since that they don't always end up with 685 * little random element in since that they don't always end up with
669 * even values. 686 * even values.
670 */ 687 */
671 if (bonus < 0) 688 if (bonus < 0)
672 val = 2 * -val - rndm (b); 689 val = 2 * -val - rndm (b);
673 if (val > 35) 690
674 val = 35; /* Upper limit */ 691 val = min (35, val); /* Upper limit */
692
675 b = 0; 693 b = 0;
676 694
677 while (op->resist[resist_table[resist]] != 0 && b < 4) 695 while (op->resist[resist_table[resist]] != 0 && b < 4)
678 resist = rndm (num_resist_table); 696 resist = rndm (num_resist_table);
679 697
687 break; 705 break;
688 } 706 }
689 case 20: 707 case 20:
690 if (op->type == AMULET) 708 if (op->type == AMULET)
691 { 709 {
692 SET_FLAG (op, FLAG_REFL_SPELL); 710 op->set_flag (FLAG_REFL_SPELL);
693 op->value *= 11; 711 op->value *= 11;
694 } 712 }
695 else 713 else
696 { 714 {
697 op->stats.hp = 1; /* regenerate hit points */ 715 op->stats.hp = 1; /* regenerate hit points */
700 break; 718 break;
701 719
702 case 21: 720 case 21:
703 if (op->type == AMULET) 721 if (op->type == AMULET)
704 { 722 {
705 SET_FLAG (op, FLAG_REFL_MISSILE); 723 op->set_flag (FLAG_REFL_MISSILE);
706 op->value *= 9; 724 op->value *= 9;
707 } 725 }
708 else 726 else
709 { 727 {
710 op->stats.sp = 1; /* regenerate spell points */ 728 op->stats.sp = 1; /* regenerate spell points */
712 } 730 }
713 break; 731 break;
714 732
715 case 22: 733 case 22:
716 op->stats.exp += bonus; /* Speed! */ 734 op->stats.exp += bonus; /* Speed! */
717 op->value = (op->value * 2) / 3; 735 op->value = op->value * 2 / 3;
718 break; 736 break;
719 } 737 }
720 738
721 if (bonus > 0) 739 if (bonus > 0)
722 op->value *= 2 * bonus; 740 op->value = 2 * op->value * bonus;
723 else 741 else
724 op->value = -(op->value * 2 * bonus) / 3; 742 op->value = -2 * op->value * bonus / 3;
725} 743}
726 744
727/* 745/*
728 * get_magic(diff) will return a random number between 0 and 4. 746 * get_magic(diff) will return a random number between 0 and 4.
729 * diff can be any value above 2. The higher the diff-variable, the 747 * diff can be any value above 2. The higher the diff-variable, the
730 * higher is the chance of returning a low number. 748 * higher is the chance of returning a low number.
731 * It is only used in fix_generated_treasure() to set bonuses on 749 * It is only used in fix_generated_treasure() to set bonuses on
732 * rings and amulets. 750 * rings and amulets.
733 * Another scheme is used to calculate the magic of weapons and armours. 751 * Another scheme is used to calculate the magic of weapons and armours.
734 */ 752 */
735int 753static int
736get_magic (int diff) 754get_magic (int diff)
737{ 755{
738 int i; 756 diff = min (3, diff);
739 757
740 if (diff < 3)
741 diff = 3;
742
743 for (i = 0; i < 4; i++) 758 for (int i = 0; i < 4; i++)
744 if (rndm (diff)) 759 if (rndm (diff))
745 return i; 760 return i;
746 761
747 return 4; 762 return 4;
748} 763}
749 764
765/* special_potion() - so that old potion code is still done right. */
766static int
767special_potion (object *op)
768{
769 if (op->attacktype)
770 return 1;
771
772 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
773 return 1;
774
775 for (int i = 0; i < NROFATTACKS; i++)
776 if (op->resist[i])
777 return 1;
778
779 return 0;
780}
781
782static double
783value_factor_from_spell_item (object *spell, object *item)
784{
785 double factor =
786 pow ((spell->value > 0 ? spell->value : 1)
787 * spell->level, 1.5);
788
789 if (item) // this if for: wands/staffs/rods:
790 {
791 /* Old crossfire comment ahead:
792 * Add 50 to both level an divisor to keep prices a little more
793 * reasonable. Otherwise, a high level version of a low level
794 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
795 * 10 time multiplier). This way, the value are a bit more reasonable.
796 */
797
798 factor *= item->level + 50;
799 factor /= item->inv->level + 50;
800 }
801
802 return factor;
803}
804
750#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2) == 2 ? 2 : 1)
751#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 806#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
752 807
753/* 808/*
754 * fix_generated_item(): This is called after an item is generated, in 809 * fix_generated_item(): This is called after an item is generated, in
755 * order to set it up right. This produced magical bonuses, puts spells 810 * order to set it up right. This produced magical bonuses, puts spells
756 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
757 */ 812 */
758 813
759/* 4/28/96 added creator object from which op may now inherit properties based on 814/* 4/28/96 added creator object from which op may now inherit properties based on
760 * op->type. Right now, which stuff the creator passes on is object type 815 * op->type. Right now, which stuff the creator passes on is object type
761 * dependant. I know this is a spagetti manuever, but is there a cleaner 816 * dependant. I know this is a spagetti manuever, but is there a cleaner
762 * way to do this? b.t. */ 817 * way to do this? b.t. */
763 818
764/* 819/*
765 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
766 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
789 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 844 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
790 /* So the treasure doesn't get created again */ 845 /* So the treasure doesn't get created again */
791 op->randomitems = 0; 846 op->randomitems = 0;
792 } 847 }
793 848
794 if (difficulty < 1) 849 max_it (difficulty, 1);
795 difficulty = 1;
796 850
797 if (INVOKE_OBJECT (ADD_BONUS, op, 851 if (INVOKE_OBJECT (ADD_BONUS, op,
798 ARG_OBJECT (creator != op ? creator : 0), 852 ARG_OBJECT (creator != op ? creator : 0),
799 ARG_INT (difficulty), ARG_INT (max_magic), 853 ARG_INT (difficulty), ARG_INT (max_magic),
800 ARG_INT (flags))) 854 ARG_INT (flags)))
801 return; 855 return;
802 856
803 if (!(flags & GT_MINIMAL)) 857 if (!(flags & GT_MINIMAL))
804 { 858 {
805 if (op->arch == crown_arch) 859 if (IS_ARCH (op->arch, crown))
806 { 860 {
807 set_magic (difficulty, op, max_magic, flags); 861 set_magic (difficulty, op, max_magic, flags);
808 num_enchantments = calc_item_power (op, 1); 862 num_enchantments = calc_item_power (op, 1);
809 generate_artifact (op, difficulty); 863 generate_artifact (op, difficulty);
810 } 864 }
815 869
816 num_enchantments = calc_item_power (op, 1); 870 num_enchantments = calc_item_power (op, 1);
817 871
818 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 872 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
819 || op->type == HORN 873 || op->type == HORN
820 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 874 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
821 * used for shop_floors or treasures */
822 generate_artifact (op, difficulty); 875 generate_artifact (op, difficulty);
823 } 876 }
824 877
825 /* Object was made an artifact. Calculate its item_power rating. 878 /* Object was made an artifact. Calculate its item_power rating.
826 * the item_power in the object is what the artfiact adds. 879 * the item_power in the object is what the artfiact adds.
860 * again below */ 913 * again below */
861 } 914 }
862 } 915 }
863 916
864 /* materialtype modifications. Note we allow this on artifacts. */ 917 /* materialtype modifications. Note we allow this on artifacts. */
865 set_materialname (op, difficulty, NULL); 918 select_material (op, difficulty);
866 919
867 if (flags & GT_MINIMAL) 920 if (flags & GT_MINIMAL)
868 { 921 {
869 if (op->type == POTION) 922 if (op->type == POTION)
870 /* Handle healing and magic power potions */ 923 /* Handle healing and magic power potions */
871 if (op->stats.sp && !op->randomitems) 924 if (op->stats.sp && !op->randomitems)
872 { 925 {
873 object *tmp;
874
875 tmp = get_archetype (spell_mapping[op->stats.sp]); 926 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
876 insert_ob_in_ob (tmp, op); 927 insert_ob_in_ob (tmp, op);
877 op->stats.sp = 0; 928 op->stats.sp = 0;
878 } 929 }
879 } 930 }
880 else if (!op->title) /* Only modify object if not special */ 931 else if (!op->title) /* Only modify object if not special */
883 case WEAPON: 934 case WEAPON:
884 case ARMOUR: 935 case ARMOUR:
885 case SHIELD: 936 case SHIELD:
886 case HELMET: 937 case HELMET:
887 case CLOAK: 938 case CLOAK:
888 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 939 if (op->flag [FLAG_CURSED] && !(rndm (4)))
889 set_ring_bonus (op, -DICE2); 940 set_ring_bonus (op, -DICE2);
890 break; 941 break;
891 942
892 case BRACERS: 943 case BRACERS:
893 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 944 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
894 { 945 {
895 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 946 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
896 if (!QUERY_FLAG (op, FLAG_CURSED)) 947 if (!op->flag [FLAG_CURSED])
897 op->value *= 3; 948 op->value *= 3;
898 } 949 }
899 break; 950 break;
900 951
901 case POTION: 952 case POTION:
902 { 953 {
903 int too_many_tries = 0, is_special = 0; 954 int too_many_tries = 0;
904 955
905 /* Handle healing and magic power potions */ 956 /* Handle healing and magic power potions */
906 if (op->stats.sp && !op->randomitems) 957 if (op->stats.sp && !op->randomitems)
907 { 958 {
908 object *tmp;
909
910 tmp = get_archetype (spell_mapping[op->stats.sp]); 959 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
911 insert_ob_in_ob (tmp, op); 960 insert_ob_in_ob (tmp, op);
912 op->stats.sp = 0; 961 op->stats.sp = 0;
913 } 962 }
914 963
915 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!special_potion (op) && !op->inv)
916 { 965 {
917 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
918 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
919 break; 968 break;
920 } 969 }
923 * since the value set on those is already correct. 972 * since the value set on those is already correct.
924 */ 973 */
925 if (op->inv && op->randomitems) 974 if (op->inv && op->randomitems)
926 { 975 {
927 /* value multiplier is same as for scrolls */ 976 /* value multiplier is same as for scrolls */
928 op->value = (op->value * op->inv->value); 977 op->value *= op->inv->value;
929 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 978 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
930 } 979 }
931 else 980 else
932 { 981 {
933 op->name = "potion"; 982 op->name = shstr_potion;
934 op->name_pl = "potions"; 983 op->name_pl = shstr_potions;
935 } 984 }
936 985
937 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 986 if (!(flags & GT_ONLY_GOOD) && rndm (2))
938 SET_FLAG (op, FLAG_CURSED); 987 op->set_flag (FLAG_CURSED);
988
939 break; 989 break;
940 } 990 }
941 991
942 case AMULET: 992 case AMULET:
943 if (op->arch == amulet_arch) 993 if (IS_ARCH (op->arch, amulet))
944 op->value *= 5; /* Since it's not just decoration */ 994 op->value *= 5; /* Since it's not just decoration */
945 995
946 case RING: 996 case RING:
947 if (op->arch == NULL)
948 {
949 op->destroy ();
950 op = 0;
951 break;
952 }
953
954 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 997 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
955 break; 998 break;
956 999
957 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1000 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
958 SET_FLAG (op, FLAG_CURSED); 1001 op->set_flag (FLAG_CURSED);
959 1002
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
961 1004
962 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
963 break; 1006 break;
964 1007
965 if (!(rndm (4))) 1008 if (!rndm (4))
966 { 1009 {
967 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
968 1011
969 if (d > 0) 1012 if (d > 0)
970 op->value *= 3; 1013 op->value *= 3;
971 1014
972 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
973 1016
974 if (!(rndm (4))) 1017 if (!rndm (4))
975 { 1018 {
976 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1019 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
977 1020
978 if (d > 0) 1021 if (d > 0)
979 op->value *= 5; 1022 op->value *= 5;
1023
980 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
981 } 1025 }
982 } 1026 }
983 1027
984 if (GET_ANIM_ID (op)) 1028 if (op->animation_id)
985 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1029 op->set_anim_frame (rndm (op->anim_frames ()));
986 1030
987 break; 1031 break;
988 1032
989 case BOOK: 1033 case BOOK:
990 /* Is it an empty book?, if yes lets make a special· 1034 /* Is it an empty book?, if yes lets make a special·
992 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
993 */ 1037 */
994 if (!op->msg && rndm (10)) 1038 if (!op->msg && rndm (10))
995 { 1039 {
996 /* set the book level properly */ 1040 /* set the book level properly */
997 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
998 { 1042 {
999 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
1000 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1044 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1001 else 1045 else
1002 op->level = rndm (20) + 1; 1046 op->level = rndm (20) + 1;
1005 op->level = rndm (creator->level); 1049 op->level = rndm (creator->level);
1006 1050
1007 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1008 /* books w/ info are worth more! */ 1052 /* books w/ info are worth more! */
1009 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1010 /* creator related stuff */
1011
1012 /* for library, chained books. Note that some monsters have no_pick
1013 * set - we don't want to set no pick in that case.
1014 */
1015 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1016 SET_FLAG (op, FLAG_NO_PICK);
1017 if (creator->slaying && !op->slaying) /* for check_inv floors */
1018 op->slaying = creator->slaying;
1019 1054
1020 /* add exp so reading it gives xp (once) */ 1055 /* add exp so reading it gives xp (once) */
1021 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1056 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1022 } 1057 }
1058
1059 /* creator related stuff */
1060
1061 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case.
1063 */
1064 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1065 op->set_flag (FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying;
1023 break; 1068 break;
1024 1069
1025 case SPELLBOOK: 1070 case SPELLBOOK:
1026 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1027 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1028 op->level = op->inv->level; 1074 op->level = op->inv->level;
1029 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1030 break; 1076 break;
1031 1077
1035 * and reset nrof. 1081 * and reset nrof.
1036 */ 1082 */
1037 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1038 op->nrof = 1; 1084 op->nrof = 1;
1039 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1040 * for it, and adjust price. If the spell doesn't 1086 * for it.
1041 * change by level, just set the wand to the level of
1042 * the spell, and value calculation is simpler.
1043 */ 1087 */
1044 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 if (op->inv->duration_modifier
1045 { 1089 || op->inv->dam_modifier
1090 || op->inv->range_modifier)
1046 op->level = level_for_item (op, difficulty); 1091 op->level = level_for_item (op, difficulty);
1047 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1048 }
1049 else 1092 else
1050 {
1051 op->level = op->inv->level; 1093 op->level = op->inv->level;
1052 op->value = op->value * op->inv->value; 1094
1053 } 1095 op->value *= value_factor_from_spell_item (op->inv, op);
1054 break; 1096 break;
1055 1097
1056 case ROD: 1098 case ROD:
1057 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1058 /* Add 50 to both level an divisor to keep prices a little more 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1059 * reasonable. Otherwise, a high level version of a low level 1101
1060 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1061 * 10 time multiplier). This way, the value are a bit more reasonable.
1062 */
1063 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1064 /* maxhp is used to denote how many 'charges' the rod holds before */ 1102 /* maxhp is used to denote how many 'charges' the rod holds before */
1065 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1066 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1067 else 1105 else
1068 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1106 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1069 1107
1070 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1071 break; 1109 break;
1072 1110
1073 case SCROLL: 1111 case SCROLL:
1074 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1075 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1113 op->value *= value_factor_from_spell_item (op->inv, op);
1076 1114
1077 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1078 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1079 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1080 break; 1118 break;
1088 break; 1126 break;
1089 } /* switch type */ 1127 } /* switch type */
1090 1128
1091 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1092 { 1130 {
1093 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1131 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1094 SET_FLAG (op, FLAG_STARTEQUIP); 1132 op->set_flag (FLAG_STARTEQUIP);
1095 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1096 op->value = 0; 1134 op->value = 0;
1097 } 1135 }
1098 1136
1099 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1110 1148
1111/* 1149/*
1112 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1113 */ 1151 */
1114static artifactlist * 1152static artifactlist *
1115get_empty_artifactlist (void) 1153get_empty_artifactlist ()
1116{ 1154{
1117 return salloc0 <artifactlist> (); 1155 return salloc0<artifactlist> ();
1118} 1156}
1119 1157
1120/* 1158/*
1121 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1122 */ 1160 */
1123static artifact * 1161static artifact *
1124get_empty_artifact (void) 1162get_empty_artifact ()
1125{ 1163{
1126 return salloc0 <artifact> (); 1164 return salloc0<artifact> ();
1127} 1165}
1128 1166
1129/* 1167/*
1130 * Searches the artifact lists and returns one that has the same type 1168 * Searches the artifact lists and returns one that has the same type
1131 * of objects on it. 1169 * of objects on it.
1139 1177
1140 return 0; 1178 return 0;
1141} 1179}
1142 1180
1143/* 1181/*
1144 * For debugging purposes. Dumps all tables. 1182 * Builds up the lists of artifacts from the file in the libdir.
1145 */ 1183 */
1146void 1184void
1147dump_artifacts (void)
1148{
1149 artifactlist *al;
1150 artifact *art;
1151 linked_char *next;
1152
1153 fprintf (logfile, "\n");
1154 for (al = first_artifactlist; al != NULL; al = al->next)
1155 {
1156 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1157 for (art = al->items; art != NULL; art = art->next)
1158 {
1159 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1160 if (art->allowed != NULL)
1161 {
1162 fprintf (logfile, "\tallowed combinations:");
1163 for (next = art->allowed; next != NULL; next = next->next)
1164 fprintf (logfile, "%s,", &next->name);
1165 fprintf (logfile, "\n");
1166 }
1167 }
1168 }
1169 fprintf (logfile, "\n");
1170}
1171
1172/*
1173 * For debugging purposes. Dumps all treasures recursively (see below).
1174 */
1175void
1176dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1177{
1178 treasurelist *tl;
1179 int i;
1180
1181 if (depth > 100)
1182 return;
1183
1184 while (t)
1185 {
1186 if (t->name)
1187 {
1188 for (i = 0; i < depth; i++)
1189 fprintf (logfile, " ");
1190
1191 fprintf (logfile, "{ (list: %s)\n", &t->name);
1192
1193 tl = treasurelist::find (t->name);
1194 if (tl)
1195 dump_monster_treasure_rec (name, tl->items, depth + 2);
1196
1197 for (i = 0; i < depth; i++)
1198 fprintf (logfile, " ");
1199
1200 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1201 }
1202 else
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206
1207 if (t->item && t->item->clone.type == FLESH)
1208 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1209 else
1210 fprintf (logfile, "%s\n", &t->item->clone.name);
1211 }
1212
1213 if (t->next_yes)
1214 {
1215 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " ");
1217
1218 fprintf (logfile, " (if yes)\n");
1219 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1220 }
1221
1222 if (t->next_no)
1223 {
1224 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " ");
1226
1227 fprintf (logfile, " (if no)\n");
1228 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1229 }
1230
1231 t = t->next;
1232 }
1233}
1234
1235/*
1236 * For debugging purposes. Dumps all treasures for a given monster.
1237 * Created originally by Raphael Quinet for debugging the alchemy code.
1238 */
1239void
1240dump_monster_treasure (const char *name)
1241{
1242 archetype *at;
1243 int found;
1244
1245 found = 0;
1246 fprintf (logfile, "\n");
1247
1248 for (at = first_archetype; at != NULL; at = at->next)
1249 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1250 {
1251 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1252 if (at->clone.randomitems != NULL)
1253 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1254 else
1255 fprintf (logfile, "(nothing)\n");
1256
1257 fprintf (logfile, "\n");
1258 found++;
1259 }
1260
1261 if (found == 0)
1262 fprintf (logfile, "No objects have the name %s!\n\n", name);
1263}
1264
1265/*
1266 * Builds up the lists of artifacts from the file in the libdir.
1267 */
1268void
1269init_artifacts (void) 1185init_artifacts ()
1270{ 1186{
1271 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1272 char filename[MAX_BUF];
1273 artifact *art = NULL; 1188 artifact *art = NULL;
1274 artifactlist *al; 1189 artifactlist *al;
1275 1190
1276 if (has_been_inited) 1191 if (has_been_inited)
1277 return; 1192 return;
1278 else 1193 else
1279 has_been_inited = 1; 1194 has_been_inited = 1;
1280 1195
1281 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1282 object_thawer f (filename);
1283 1197
1284 if (!f) 1198 if (!f)
1285 return; 1199 return;
1286
1287 f.next ();
1288 1200
1289 for (;;) 1201 for (;;)
1290 { 1202 {
1291 switch (f.kw) 1203 switch (f.kw)
1292 { 1204 {
1296 1208
1297 { 1209 {
1298 if (!strcmp (f.get_str (), "all")) 1210 if (!strcmp (f.get_str (), "all"))
1299 break; 1211 break;
1300 1212
1301 char *next, *cp = f.get_str (); 1213 const char *cp = f.get_str ();
1302 1214 char *next;
1303 do 1215 do
1304 { 1216 {
1305 if ((next = strchr (cp, ','))) 1217 if ((next = (char *)strchr (cp, ',')))
1306 *next++ = '\0'; 1218 *next++ = '\0';
1307 1219
1308 linked_char *tmp = new linked_char; 1220 linked_char *tmp = new linked_char;
1309 1221
1310 tmp->name = cp; 1222 tmp->name = cp;
1374 } 1286 }
1375#if 0 1287#if 0
1376 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1377#endif 1289#endif
1378 } 1290 }
1379
1380 LOG (llevDebug, "done.\n");
1381} 1291}
1382 1292
1383/* 1293/*
1384 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1385 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1386 */ 1296 */
1387void 1297void
1388add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1389{ 1299{
1390 int i, tmp;
1391
1392 if (change->face != blank_face) 1300 if (change->face != blank_face)
1393 {
1394#ifdef TREASURE_VERBOSE
1395 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1396#endif
1397 op->face = change->face; 1301 op->face = change->face;
1398 }
1399 1302
1400 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1401 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1402 1305
1403 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1404 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1405 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1406 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1407 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1408 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1409 1312
1410 if (QUERY_FLAG (change, FLAG_CURSED)) 1313 static const struct copyflags : object::flags_t
1411 SET_FLAG (op, FLAG_CURSED); 1314 {
1412 if (QUERY_FLAG (change, FLAG_DAMNED)) 1315 copyflags ()
1413 SET_FLAG (op, FLAG_DAMNED); 1316 {
1414 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1317 set (FLAG_CURSED);
1318 set (FLAG_DAMNED);
1319 set (FLAG_LIFESAVE);
1320 set (FLAG_REFL_SPELL);
1321 set (FLAG_STEALTH);
1322 set (FLAG_XRAYS);
1323 set (FLAG_BLIND);
1324 set (FLAG_SEE_IN_DARK);
1325 set (FLAG_REFL_MISSILE);
1326 set (FLAG_MAKE_INVIS);
1327 }
1328 } copyflags;
1329
1330 // we might want to just copy, but or'ing is what the original code did
1331 op->flag |= change->flag & copyflags;
1332
1333 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1415 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1416 1335
1417 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1336 if (change->flag [FLAG_STAND_STILL])
1418 SET_FLAG (op, FLAG_LIFESAVE);
1419 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1420 SET_FLAG (op, FLAG_REFL_SPELL);
1421 if (QUERY_FLAG (change, FLAG_STEALTH))
1422 SET_FLAG (op, FLAG_STEALTH);
1423 if (QUERY_FLAG (change, FLAG_XRAYS))
1424 SET_FLAG (op, FLAG_XRAYS);
1425 if (QUERY_FLAG (change, FLAG_BLIND))
1426 SET_FLAG (op, FLAG_BLIND);
1427 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1428 SET_FLAG (op, FLAG_SEE_IN_DARK);
1429 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1430 SET_FLAG (op, FLAG_REFL_MISSILE);
1431 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1432 SET_FLAG (op, FLAG_MAKE_INVIS);
1433
1434 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1435 { 1337 {
1436 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1437 /* so artifacts will join */ 1340 /* so artifacts will join */
1438 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1341 if (!op->flag [FLAG_ALIVE])
1439 op->speed = 0.0; 1342 op->speed = 0.;
1440 1343
1441 op->set_speed (op->speed); 1344 op->set_speed (op->speed);
1442 } 1345 }
1443 1346
1444 if (change->nrof) 1347 if (change->nrof)
1445 op->nrof = rndm (change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1446 1349
1447 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1448 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1449 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1450 1353
1451 if (change->other_arch) 1354 if (change->other_arch)
1452 { 1355 {
1453 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* Basically, for horns & potions, the other_arch field is the spell
1454 * to cast. So convert that to into a spell and put it into 1357 * to cast. So convert that to into a spell and put it into
1455 * this object. 1358 * this object.
1456 */ 1359 */
1457 if (op->type == HORN || op->type == POTION) 1360 if (op->type == HORN || op->type == POTION)
1458 { 1361 {
1459 object *tmp_obj;
1460
1461 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1462 while (op->inv)
1463 op->inv->destroy (); 1363 op->destroy_inv (false);
1464 1364
1465 tmp_obj = arch_to_object (change->other_arch); 1365 object *tmp = change->other_arch->instance ();
1466 insert_ob_in_ob (tmp_obj, op); 1366 insert_ob_in_ob (tmp, op);
1467 } 1367 }
1368
1468 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1469 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1470 } 1371 }
1471 1372
1472 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1488 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1489 else 1390 else
1490 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1491 1392
1492 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1493 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1494 else 1395 else
1495 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1496 1397
1497 if (change->level < 0) 1398 if (change->level < 0)
1498 op->level = -(change->level); 1399 op->level = -change->level;
1499 else 1400 else
1500 op->level += change->level; 1401 op->level += change->level;
1501 1402
1502 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1503 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1504 else 1405 else
1505 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1406 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1506 1407
1507 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1508 1409
1509 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1510 if (change->resist[i])
1511 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1512 1412
1513 if (change->stats.dam) 1413 if (change->stats.dam)
1514 { 1414 {
1515 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1516 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1517 else if (op->stats.dam) 1417 else if (op->stats.dam)
1518 { 1418 {
1519 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1520 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1521 { 1422 {
1522 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1523 op->stats.dam--; 1424 op->stats.dam--;
1524 else 1425 else
1530 } 1431 }
1531 1432
1532 if (change->weight) 1433 if (change->weight)
1533 { 1434 {
1534 if (change->weight < 0) 1435 if (change->weight < 0)
1535 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1536 else 1437 else
1537 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1538 } 1439 }
1539 1440
1540 if (change->last_sp) 1441 if (change->last_sp)
1541 { 1442 {
1542 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1543 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1544 else 1445 else
1545 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1446 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1546 } 1447 }
1547 1448
1548 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1549 { 1450 {
1550 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1551 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1552 else 1453 else
1553 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1554 } 1455 }
1555 1456
1556 op->value *= change->value; 1457 op->value *= change->value;
1557 1458
1558 if (change->materials) 1459 if (change->materials)
1559 op->materials = change->materials; 1460 op->materials = change->materials;
1560 1461
1561 if (change->materialname) 1462 if (change->material != MATERIAL_NULL)
1562 op->materialname = change->materialname; 1463 op->material = change->material;
1563 1464
1564 if (change->slaying) 1465 if (change->slaying)
1565 op->slaying = change->slaying; 1466 op->slaying = change->slaying;
1566 1467
1567 if (change->race) 1468 if (change->race)
1590 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1591 else 1492 else
1592 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1593 1494
1594 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1595 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1496 if (!strcmp (name, op->arch->archname))
1596 return !neg; 1497 return !neg;
1597 1498
1598 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1599 * everything is allowed except what we match 1500 * everything is allowed except what we match
1600 */ 1501 */
1611 */ 1512 */
1612 1513
1613void 1514void
1614give_artifact_abilities (object *op, object *artifct) 1515give_artifact_abilities (object *op, object *artifct)
1615{ 1516{
1616 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1617 1518
1618 sprintf (new_name, "of %s", &artifct->name);
1619 op->title = new_name;
1620 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1621 1520
1622#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1521#if 0 /* Bit verbose, but keep it here until next time I need it... */
1623 { 1522 {
1624 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1523 char identified = op->flag [FLAG_IDENTIFIED];
1625 1524
1626 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1627 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1526 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1628 if (!identified) 1527 if (!identified)
1629 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_IDENTIFIED);
1630 } 1529 }
1631#endif 1530#endif
1632 return; 1531 return;
1633} 1532}
1634 1533
1644#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1645 1544
1646void 1545void
1647generate_artifact (object *op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1648{ 1547{
1649 artifactlist *al;
1650 artifact *art; 1548 artifact *art;
1651 int i;
1652 1549
1653 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1654 1551
1655 if (al == NULL) 1552 if (al == NULL)
1656 { 1553 {
1657#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1658 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1555 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1659#endif 1556#endif
1660 return; 1557 return;
1661 } 1558 }
1662 1559
1663 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1664 { 1561 {
1665 int roll = rndm (al->total_chance); 1562 int roll = rndm (al->total_chance);
1666 1563
1667 for (art = al->items; art; art = art->next) 1564 for (art = al->items; art; art = art->next)
1668 { 1565 {
1676#if 1 1573#if 1
1677 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1574 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1678#endif 1575#endif
1679 return; 1576 return;
1680 } 1577 }
1681 if (!strcmp (art->item->name, "NONE")) 1578
1579 if (art->item->name == shstr_NONE)
1682 return; 1580 return;
1581
1683 if (FABS (op->magic) < art->item->magic) 1582 if (fabs (op->magic) < art->item->magic)
1684 continue; /* Not magic enough to be this item */ 1583 continue; /* Not magic enough to be this item */
1685 1584
1686 /* Map difficulty not high enough */ 1585 /* Map difficulty not high enough */
1687 if (difficulty < art->difficulty) 1586 if (difficulty < art->difficulty)
1688 continue; 1587 continue;
1706 */ 1605 */
1707 1606
1708void 1607void
1709fix_flesh_item (object *item, object *donor) 1608fix_flesh_item (object *item, object *donor)
1710{ 1609{
1711 char tmpbuf[MAX_BUF];
1712 int i;
1713
1714 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1715 { 1611 {
1716 /* change the name */ 1612 /* change the name */
1717 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1613 item->name = format ("%s's %s", &donor->name, &item->name);
1718 item->name = tmpbuf;
1719 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1720 item->name_pl = tmpbuf;
1721 1615
1722 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1723 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1617 item->weight = max (1, item->weight * donor->weight / 100);
1724 item->weight = 1;
1725 1618
1726 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1727 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1728 1621
1729 /* food value */ 1622 /* food value */
1730 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1731 1624
1732 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1733 * full effect. 1626 * full effect.
1734 */ 1627 */
1735 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1736 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1737 1630
1738 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1739 item->level = donor->level; 1632 item->level = donor->level;
1740 1633
1741 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1742 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1743 item->type = POISON; 1636 item->type = POISON;
1637
1744 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1745 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1746 SET_FLAG (item, FLAG_NO_STEAL);
1747 }
1748}
1749 1640
1750/* special_potion() - so that old potion code is still done right. */ 1641 item->set_flag (FLAG_NO_STEAL);
1751int 1642 }
1752special_potion (object *op)
1753{
1754 if (op->attacktype)
1755 return 1;
1756
1757 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1758 return 1;
1759
1760 for (int i = 0; i < NROFATTACKS; i++)
1761 if (op->resist[i])
1762 return 1;
1763
1764 return 0;
1765} 1643}
1766 1644
1767void 1645static void
1768free_treasurestruct (treasure *t) 1646free_treasurestruct (treasure *t)
1769{ 1647{
1770 if (t->next) free_treasurestruct (t->next); 1648 if (t->next) free_treasurestruct (t->next);
1771 if (t->next_yes) free_treasurestruct (t->next_yes); 1649 if (t->next_yes) free_treasurestruct (t->next_yes);
1772 if (t->next_no) free_treasurestruct (t->next_no); 1650 if (t->next_no) free_treasurestruct (t->next_no);
1773 1651
1774 delete t; 1652 delete t;
1775} 1653}
1776 1654
1777void 1655static void
1778free_charlinks (linked_char *lc) 1656free_charlinks (linked_char *lc)
1779{ 1657{
1780 if (lc->next) 1658 if (lc->next)
1781 free_charlinks (lc->next); 1659 free_charlinks (lc->next);
1782 1660
1783 delete lc; 1661 delete lc;
1784} 1662}
1785 1663
1786void 1664static void
1787free_artifact (artifact *at) 1665free_artifact (artifact *at)
1788{ 1666{
1789 if (at->next) free_artifact (at->next); 1667 if (at->next) free_artifact (at->next);
1790 if (at->allowed) free_charlinks (at->allowed); 1668 if (at->allowed) free_charlinks (at->allowed);
1791 1669
1792 at->item->destroy (1); 1670 at->item->destroy ();
1793 1671
1794 sfree (at); 1672 sfree (at);
1795} 1673}
1796 1674
1797void
1798free_artifactlist (artifactlist *al)
1799{
1800 artifactlist *nextal;
1801
1802 for (al = first_artifactlist; al; al = nextal)
1803 {
1804 nextal = al->next;
1805
1806 if (al->items)
1807 free_artifact (al->items);
1808
1809 sfree (al);
1810 }
1811}
1812
1813void
1814free_all_treasures (void)
1815{
1816 treasurelist *tl, *next;
1817
1818 for (tl = first_treasurelist; tl; tl = next)
1819 {
1820 clear (tl);
1821
1822 next = tl->next;
1823 delete tl;
1824 }
1825
1826 free_artifactlist (first_artifactlist);
1827}

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