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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 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 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
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> |
|
|
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; |
57 | |
|
|
58 | /* |
|
|
59 | * Initialize global archtype pointers: |
|
|
60 | */ |
|
|
61 | void |
|
|
62 | init_archetype_pointers () |
|
|
63 | { |
|
|
64 | int prev_warn = warn_archetypes; |
|
|
65 | |
|
|
66 | warn_archetypes = 1; |
|
|
67 | |
|
|
68 | if (ring_arch == NULL) |
|
|
69 | ring_arch = archetype::find ("ring"); |
|
|
70 | if (amulet_arch == NULL) |
|
|
71 | amulet_arch = archetype::find ("amulet"); |
|
|
72 | if (staff_arch == NULL) |
|
|
73 | staff_arch = archetype::find ("staff"); |
|
|
74 | if (crown_arch == NULL) |
|
|
75 | crown_arch = archetype::find ("crown"); |
|
|
76 | |
|
|
77 | warn_archetypes = prev_warn; |
|
|
78 | } |
|
|
79 | |
55 | |
80 | /* |
56 | /* |
81 | * Searches for the given treasurelist |
57 | * Searches for the given treasurelist |
82 | */ |
58 | */ |
83 | treasurelist * |
59 | treasurelist * |
… | |
… | |
162 | |
138 | |
163 | f.next (); |
139 | f.next (); |
164 | |
140 | |
165 | for (;;) |
141 | for (;;) |
166 | { |
142 | { |
167 | coroapi::cede_to_tick_every (10); |
143 | coroapi::cede_to_tick (); |
168 | |
144 | |
169 | switch (f.kw) |
145 | switch (f.kw) |
170 | { |
146 | { |
171 | case KW_arch: |
147 | case KW_arch: |
172 | if (!(t->item = archetype::find (f.get_str ()))) |
148 | t->item = archetype::find (f.get_str ()); |
173 | LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); |
149 | |
|
|
150 | if (!t->item) |
|
|
151 | { |
|
|
152 | f.parse_warn ("treasure references unknown archetype"); |
|
|
153 | t->item = archetype::empty; |
|
|
154 | } |
|
|
155 | |
174 | break; |
156 | break; |
175 | |
157 | |
176 | case KW_list: f.get (t->name); break; |
158 | case KW_list: f.get (t->name); break; |
177 | case KW_change_name: f.get (t->change_arch.name); break; |
159 | case KW_change_name: f.get (t->change_arch.name); break; |
178 | case KW_change_title: f.get (t->change_arch.title); break; |
160 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
192 | t->next = read_treasure (f); |
174 | t->next = read_treasure (f); |
193 | return t; |
175 | return t; |
194 | |
176 | |
195 | default: |
177 | default: |
196 | if (!f.parse_error ("treasurelist", t->name)) |
178 | if (!f.parse_error ("treasurelist", t->name)) |
197 | return 0; |
179 | goto error; |
198 | |
180 | |
199 | return t; |
181 | return t; |
200 | } |
182 | } |
201 | |
183 | |
202 | f.next (); |
184 | f.next (); |
203 | } |
185 | } |
|
|
186 | |
|
|
187 | // not reached |
|
|
188 | |
|
|
189 | error: |
|
|
190 | delete t; |
|
|
191 | return 0; |
204 | } |
192 | } |
205 | |
193 | |
206 | /* |
194 | /* |
207 | * Each treasure is parsed with the help of load_treasure(). |
195 | * Each treasure is parsed with the help of load_treasure(). |
208 | */ |
196 | */ |
… | |
… | |
220 | |
208 | |
221 | /* This is a one of the many items on the list should be generated. |
209 | /* This is a one of the many items on the list should be generated. |
222 | * Add up the chance total, and check to make sure the yes & no |
210 | * Add up the chance total, and check to make sure the yes & no |
223 | * fields of the treasures are not being used. |
211 | * fields of the treasures are not being used. |
224 | */ |
212 | */ |
225 | tl->total_chance = 0; |
|
|
226 | |
|
|
227 | if (one) |
213 | if (one) |
228 | { |
214 | { |
229 | for (treasure *t = tl->items; t; t = t->next) |
215 | for (treasure *t = tl->items; t; t = t->next) |
230 | { |
216 | { |
231 | if (t->next_yes || t->next_no) |
217 | if (t->next_yes || t->next_no) |
232 | { |
218 | { |
233 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
219 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
234 | LOG (llevError, " the next_yes or next_no field is set\n"); |
220 | LOG (llevError, " the next_yes or next_no field is set\n"); |
235 | } |
221 | } |
236 | |
222 | |
237 | tl->total_chance += t->chance; |
223 | tl->total_chance += t->chance; |
238 | } |
224 | } |
… | |
… | |
253 | * start with equipment, but only their abilities). |
239 | * start with equipment, but only their abilities). |
254 | */ |
240 | */ |
255 | static void |
241 | static void |
256 | put_treasure (object *op, object *creator, int flags) |
242 | put_treasure (object *op, object *creator, int flags) |
257 | { |
243 | { |
258 | object *tmp; |
244 | if (flags & GT_ENVIRONMENT) |
259 | |
245 | { |
260 | /* Bit of a hack - spells should never be put onto the map. The entire |
246 | /* Bit of a hack - spells should never be put onto the map. The entire |
261 | * treasure stuff is a problem - there is no clear idea of knowing |
247 | * treasure stuff is a problem - there is no clear idea of knowing |
262 | * this is the original object, or if this is an object that should be created |
248 | * this is the original object, or if this is an object that should be created |
263 | * by another object. |
249 | * by another object. |
264 | */ |
250 | */ |
265 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
251 | //TODO: flag such as objects... as such (no drop, anybody?) |
266 | { |
252 | if (op->type == SPELL) |
|
|
253 | { |
|
|
254 | op->destroy (); |
|
|
255 | return; |
|
|
256 | } |
|
|
257 | |
|
|
258 | op->expand_tail (); |
|
|
259 | |
|
|
260 | if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) |
|
|
261 | op->destroy (); |
|
|
262 | else |
|
|
263 | { |
267 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
264 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
268 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
265 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
266 | } |
269 | } |
267 | } |
270 | else |
268 | else |
271 | { |
269 | { |
272 | op = creator->insert (op); |
270 | op = creator->insert (op); |
273 | |
271 | |
274 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
272 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
275 | monster_check_apply (creator, op); |
273 | monster_check_apply (creator, op); |
276 | |
|
|
277 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
|
|
278 | esrv_send_item (tmp, op); |
|
|
279 | } |
274 | } |
280 | } |
275 | } |
281 | |
276 | |
282 | /* if there are change_xxx commands in the treasure, we include the changes |
277 | /* if there are change_xxx commands in the treasure, we include the changes |
283 | * in the generated object |
278 | * in the generated object |
… | |
… | |
312 | else |
307 | else |
313 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
308 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
314 | } |
309 | } |
315 | else |
310 | else |
316 | { |
311 | { |
317 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
312 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
318 | { |
313 | { |
319 | object *tmp = arch_to_object (t->item); |
314 | object *tmp = arch_to_object (t->item); |
320 | |
315 | |
321 | if (t->nrof && tmp->nrof <= 1) |
316 | if (t->nrof && tmp->nrof <= 1) |
322 | tmp->nrof = rndm (t->nrof) + 1; |
317 | tmp->nrof = rndm (t->nrof) + 1; |
… | |
… | |
369 | create_treasure (tl, op, flag, difficulty, tries); |
364 | create_treasure (tl, op, flag, difficulty, tries); |
370 | } |
365 | } |
371 | else if (t->nrof) |
366 | else if (t->nrof) |
372 | create_one_treasure (tl, op, flag, difficulty, tries); |
367 | create_one_treasure (tl, op, flag, difficulty, tries); |
373 | } |
368 | } |
374 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
369 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
375 | { |
370 | { |
376 | if (object *tmp = arch_to_object (t->item)) |
371 | if (object *tmp = arch_to_object (t->item)) |
377 | { |
372 | { |
378 | if (t->nrof && tmp->nrof <= 1) |
373 | if (t->nrof && tmp->nrof <= 1) |
379 | tmp->nrof = rndm (t->nrof) + 1; |
374 | tmp->nrof = rndm (t->nrof) + 1; |
… | |
… | |
381 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
376 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
382 | change_treasure (t, tmp); |
377 | change_treasure (t, tmp); |
383 | put_treasure (tmp, op, flag); |
378 | put_treasure (tmp, op, flag); |
384 | } |
379 | } |
385 | } |
380 | } |
|
|
381 | } |
|
|
382 | |
|
|
383 | void |
|
|
384 | object::create_treasure (treasurelist *tl, int flags) |
|
|
385 | { |
|
|
386 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
386 | } |
387 | } |
387 | |
388 | |
388 | /* This calls the appropriate treasure creation function. tries is passed |
389 | /* This calls the appropriate treasure creation function. tries is passed |
389 | * to determine how many list transitions or attempts to create treasure |
390 | * to determine how many list transitions or attempts to create treasure |
390 | * have been made. It is really in place to prevent infinite loops with |
391 | * have been made. It is really in place to prevent infinite loops with |
… | |
… | |
403 | { |
404 | { |
404 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
405 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
405 | return; |
406 | return; |
406 | } |
407 | } |
407 | |
408 | |
|
|
409 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
410 | { |
|
|
411 | // do not generate items when there already is something above the object |
|
|
412 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
413 | return; |
|
|
414 | |
|
|
415 | flag |= GT_ENVIRONMENT; |
|
|
416 | } |
|
|
417 | |
408 | if (tl->total_chance) |
418 | if (tl->total_chance) |
409 | create_one_treasure (tl, op, flag, difficulty, tries); |
419 | create_one_treasure (tl, op, flag, difficulty, tries); |
410 | else |
420 | else |
411 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
421 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
412 | } |
422 | } |
… | |
… | |
419 | object * |
429 | object * |
420 | generate_treasure (treasurelist *tl, int difficulty) |
430 | generate_treasure (treasurelist *tl, int difficulty) |
421 | { |
431 | { |
422 | difficulty = clamp (difficulty, 1, settings.max_level); |
432 | difficulty = clamp (difficulty, 1, settings.max_level); |
423 | |
433 | |
424 | object *ob = object::create (), *tmp; |
434 | object *ob = object::create (); |
425 | |
435 | |
426 | create_treasure (tl, ob, 0, difficulty, 0); |
436 | create_treasure (tl, ob, 0, difficulty, 0); |
427 | |
437 | |
428 | /* Don't want to free the object we are about to return */ |
438 | /* Don't want to free the object we are about to return */ |
429 | tmp = ob->inv; |
439 | object *tmp = ob->inv; |
430 | if (tmp != NULL) |
440 | if (tmp) |
431 | tmp->remove (); |
441 | tmp->remove (); |
432 | |
442 | |
433 | if (ob->inv) |
443 | if (ob->inv) |
434 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
444 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
435 | |
445 | |
436 | ob->destroy (); |
446 | ob->destroy (); |
|
|
447 | |
437 | return tmp; |
448 | return tmp; |
438 | } |
449 | } |
439 | |
450 | |
440 | /* |
451 | /* |
441 | * This is a new way of calculating the chance for an item to have |
452 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
443 | * The array has two arguments, the difficulty of the level, and the |
454 | * The array has two arguments, the difficulty of the level, and the |
444 | * magical bonus "wanted". |
455 | * magical bonus "wanted". |
445 | */ |
456 | */ |
446 | |
457 | |
447 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
458 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
448 | |
|
|
449 | // chance of magic difficulty |
459 | // chance of magic difficulty |
450 | // +0 +1 +2 +3 +4 |
460 | // +0 +1 +2 +3 +4 |
451 | {95, 2, 2, 1, 0}, // 1 |
461 | {95, 2, 2, 1, 0}, // 1 |
452 | {92, 5, 2, 1, 0}, // 2 |
462 | {92, 5, 2, 1, 0}, // 2 |
453 | {85, 10, 4, 1, 0}, // 3 |
463 | {85, 10, 4, 1, 0}, // 3 |
… | |
… | |
479 | { 0, 0, 0, 3, 97}, // 29 |
489 | { 0, 0, 0, 3, 97}, // 29 |
480 | { 0, 0, 0, 0, 100}, // 30 |
490 | { 0, 0, 0, 0, 100}, // 30 |
481 | { 0, 0, 0, 0, 100}, // 31 |
491 | { 0, 0, 0, 0, 100}, // 31 |
482 | }; |
492 | }; |
483 | |
493 | |
484 | |
|
|
485 | /* calculate the appropriate level for wands staves and scrolls. |
494 | /* calculate the appropriate level for wands staves and scrolls. |
486 | * This code presumes that op has had its spell object created (in op->inv) |
495 | * This code presumes that op has had its spell object created (in op->inv) |
487 | * |
496 | * |
488 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
497 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
489 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
498 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
490 | */ |
499 | */ |
491 | |
|
|
492 | int |
500 | int |
493 | level_for_item (const object *op, int difficulty) |
501 | level_for_item (const object *op, int difficulty) |
494 | { |
502 | { |
495 | int olevel = 0; |
|
|
496 | |
|
|
497 | if (!op->inv) |
503 | if (!op->inv) |
498 | { |
504 | { |
499 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
505 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
500 | return 0; |
506 | return 0; |
501 | } |
507 | } |
502 | |
508 | |
503 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
509 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
504 | |
510 | |
505 | if (olevel <= 0) |
511 | if (olevel <= 0) |
506 | olevel = rndm (1, MIN (op->inv->level, 1)); |
512 | olevel = rndm (1, op->inv->level); |
507 | |
513 | |
508 | if (olevel > MAXLEVEL) |
514 | return min (olevel, MAXLEVEL); |
509 | olevel = MAXLEVEL; |
|
|
510 | |
|
|
511 | return olevel; |
|
|
512 | } |
515 | } |
513 | |
516 | |
514 | /* |
517 | /* |
515 | * Based upon the specified difficulty and upon the difftomagic_list array, |
518 | * Based upon the specified difficulty and upon the difftomagic_list array, |
516 | * a random magical bonus is returned. This is used when determine |
519 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
572 | |
575 | |
573 | op->magic = magic; |
576 | op->magic = magic; |
574 | if (op->arch) |
577 | if (op->arch) |
575 | { |
578 | { |
576 | if (op->type == ARMOUR) |
579 | if (op->type == ARMOUR) |
577 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
580 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
578 | |
581 | |
579 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
582 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
580 | magic = (-magic); |
583 | magic = (-magic); |
|
|
584 | |
581 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
585 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
582 | } |
586 | } |
583 | else |
587 | else |
584 | { |
588 | { |
585 | if (op->type == ARMOUR) |
589 | if (op->type == ARMOUR) |
586 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
590 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
591 | |
587 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
592 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
588 | magic = (-magic); |
593 | magic = (-magic); |
|
|
594 | |
589 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
595 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
590 | } |
596 | } |
591 | } |
597 | } |
592 | |
598 | |
593 | /* |
599 | /* |
… | |
… | |
648 | case 2: |
654 | case 2: |
649 | case 3: |
655 | case 3: |
650 | case 4: |
656 | case 4: |
651 | case 5: |
657 | case 5: |
652 | case 6: |
658 | case 6: |
653 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
659 | op->stats.stat (r) += bonus; |
654 | break; |
660 | break; |
655 | |
661 | |
656 | case 7: |
662 | case 7: |
657 | op->stats.dam += bonus; |
663 | op->stats.dam += bonus; |
658 | break; |
664 | break; |
… | |
… | |
806 | save_item_power = op->item_power; |
812 | save_item_power = op->item_power; |
807 | op->item_power = 0; |
813 | op->item_power = 0; |
808 | |
814 | |
809 | if (op->randomitems && op->type != SPELL) |
815 | if (op->randomitems && op->type != SPELL) |
810 | { |
816 | { |
811 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
817 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
812 | if (!op->inv) |
|
|
813 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ()); |
|
|
814 | |
|
|
815 | /* So the treasure doesn't get created again */ |
818 | /* So the treasure doesn't get created again */ |
816 | op->randomitems = 0; |
819 | op->randomitems = 0; |
817 | } |
820 | } |
818 | |
821 | |
819 | if (difficulty < 1) |
822 | if (difficulty < 1) |
… | |
… | |
825 | ARG_INT (flags))) |
828 | ARG_INT (flags))) |
826 | return; |
829 | return; |
827 | |
830 | |
828 | if (!(flags & GT_MINIMAL)) |
831 | if (!(flags & GT_MINIMAL)) |
829 | { |
832 | { |
830 | if (op->arch == crown_arch) |
833 | if (IS_ARCH (op->arch, crown)) |
831 | { |
834 | { |
832 | set_magic (difficulty, op, max_magic, flags); |
835 | set_magic (difficulty, op, max_magic, flags); |
833 | num_enchantments = calc_item_power (op, 1); |
836 | num_enchantments = calc_item_power (op, 1); |
834 | generate_artifact (op, difficulty); |
837 | generate_artifact (op, difficulty); |
835 | } |
838 | } |
… | |
… | |
840 | |
843 | |
841 | num_enchantments = calc_item_power (op, 1); |
844 | num_enchantments = calc_item_power (op, 1); |
842 | |
845 | |
843 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
846 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
844 | || op->type == HORN |
847 | || op->type == HORN |
845 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
848 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
846 | * used for shop_floors or treasures */ |
|
|
847 | generate_artifact (op, difficulty); |
849 | generate_artifact (op, difficulty); |
848 | } |
850 | } |
849 | |
851 | |
850 | /* Object was made an artifact. Calculate its item_power rating. |
852 | /* Object was made an artifact. Calculate its item_power rating. |
851 | * the item_power in the object is what the artfiact adds. |
853 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
893 | { |
895 | { |
894 | if (op->type == POTION) |
896 | if (op->type == POTION) |
895 | /* Handle healing and magic power potions */ |
897 | /* Handle healing and magic power potions */ |
896 | if (op->stats.sp && !op->randomitems) |
898 | if (op->stats.sp && !op->randomitems) |
897 | { |
899 | { |
898 | object *tmp; |
|
|
899 | |
|
|
900 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
900 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
901 | insert_ob_in_ob (tmp, op); |
901 | insert_ob_in_ob (tmp, op); |
902 | op->stats.sp = 0; |
902 | op->stats.sp = 0; |
903 | } |
903 | } |
904 | } |
904 | } |
905 | else if (!op->title) /* Only modify object if not special */ |
905 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
963 | SET_FLAG (op, FLAG_CURSED); |
963 | SET_FLAG (op, FLAG_CURSED); |
964 | break; |
964 | break; |
965 | } |
965 | } |
966 | |
966 | |
967 | case AMULET: |
967 | case AMULET: |
968 | if (op->arch == amulet_arch) |
968 | if (IS_ARCH (op->arch, amulet)) |
969 | op->value *= 5; /* Since it's not just decoration */ |
969 | op->value *= 5; /* Since it's not just decoration */ |
970 | |
970 | |
971 | case RING: |
971 | case RING: |
972 | if (op->arch == NULL) |
|
|
973 | { |
|
|
974 | op->destroy (); |
|
|
975 | op = 0; |
|
|
976 | break; |
|
|
977 | } |
|
|
978 | |
|
|
979 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
972 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
980 | break; |
973 | break; |
981 | |
974 | |
982 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
975 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
983 | SET_FLAG (op, FLAG_CURSED); |
976 | SET_FLAG (op, FLAG_CURSED); |
984 | |
977 | |
… | |
… | |
1004 | op->value *= 5; |
997 | op->value *= 5; |
1005 | set_ring_bonus (op, d); |
998 | set_ring_bonus (op, d); |
1006 | } |
999 | } |
1007 | } |
1000 | } |
1008 | |
1001 | |
1009 | if (GET_ANIM_ID (op)) |
1002 | if (op->animation_id) |
1010 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1003 | op->set_anim_frame (rndm (op->anim_frames ())); |
1011 | |
1004 | |
1012 | break; |
1005 | break; |
1013 | |
1006 | |
1014 | case BOOK: |
1007 | case BOOK: |
1015 | /* Is it an empty book?, if yes lets make a special· |
1008 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1030 | op->level = rndm (creator->level); |
1023 | op->level = rndm (creator->level); |
1031 | |
1024 | |
1032 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1025 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1033 | /* books w/ info are worth more! */ |
1026 | /* books w/ info are worth more! */ |
1034 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1027 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1035 | /* creator related stuff */ |
|
|
1036 | |
|
|
1037 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1038 | * set - we don't want to set no pick in that case. |
|
|
1039 | */ |
|
|
1040 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1041 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1042 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1043 | op->slaying = creator->slaying; |
|
|
1044 | |
1028 | |
1045 | /* add exp so reading it gives xp (once) */ |
1029 | /* add exp so reading it gives xp (once) */ |
1046 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1030 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1047 | } |
1031 | } |
|
|
1032 | |
|
|
1033 | /* creator related stuff */ |
|
|
1034 | |
|
|
1035 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1036 | * set - we don't want to set no pick in that case. |
|
|
1037 | */ |
|
|
1038 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1039 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1040 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1041 | op->slaying = creator->slaying; |
1048 | break; |
1042 | break; |
1049 | |
1043 | |
1050 | case SPELLBOOK: |
1044 | case SPELLBOOK: |
1051 | op->value = op->value * op->inv->value; |
1045 | op->value = op->value * op->inv->value; |
1052 | /* add exp so learning gives xp */ |
1046 | /* add exp so learning gives xp */ |
… | |
… | |
1137 | * Allocate and return the pointer to an empty artifactlist structure. |
1131 | * Allocate and return the pointer to an empty artifactlist structure. |
1138 | */ |
1132 | */ |
1139 | static artifactlist * |
1133 | static artifactlist * |
1140 | get_empty_artifactlist (void) |
1134 | get_empty_artifactlist (void) |
1141 | { |
1135 | { |
1142 | return salloc0 <artifactlist> (); |
1136 | return salloc0<artifactlist> (); |
1143 | } |
1137 | } |
1144 | |
1138 | |
1145 | /* |
1139 | /* |
1146 | * Allocate and return the pointer to an empty artifact structure. |
1140 | * Allocate and return the pointer to an empty artifact structure. |
1147 | */ |
1141 | */ |
1148 | static artifact * |
1142 | static artifact * |
1149 | get_empty_artifact (void) |
1143 | get_empty_artifact (void) |
1150 | { |
1144 | { |
1151 | return salloc0 <artifact> (); |
1145 | return salloc0<artifact> (); |
1152 | } |
1146 | } |
1153 | |
1147 | |
1154 | /* |
1148 | /* |
1155 | * Searches the artifact lists and returns one that has the same type |
1149 | * Searches the artifact lists and returns one that has the same type |
1156 | * of objects on it. |
1150 | * of objects on it. |
… | |
… | |
1161 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1155 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1162 | if (al->type == type) |
1156 | if (al->type == type) |
1163 | return al; |
1157 | return al; |
1164 | |
1158 | |
1165 | return 0; |
1159 | return 0; |
1166 | } |
|
|
1167 | |
|
|
1168 | /* |
|
|
1169 | * For debugging purposes. Dumps all tables. |
|
|
1170 | */ |
|
|
1171 | void |
|
|
1172 | dump_artifacts (void) |
|
|
1173 | { |
|
|
1174 | artifactlist *al; |
|
|
1175 | artifact *art; |
|
|
1176 | linked_char *next; |
|
|
1177 | |
|
|
1178 | fprintf (logfile, "\n"); |
|
|
1179 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1180 | { |
|
|
1181 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1182 | for (art = al->items; art != NULL; art = art->next) |
|
|
1183 | { |
|
|
1184 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1185 | if (art->allowed != NULL) |
|
|
1186 | { |
|
|
1187 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1188 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1189 | fprintf (logfile, "%s,", &next->name); |
|
|
1190 | fprintf (logfile, "\n"); |
|
|
1191 | } |
|
|
1192 | } |
|
|
1193 | } |
|
|
1194 | fprintf (logfile, "\n"); |
|
|
1195 | } |
|
|
1196 | |
|
|
1197 | /* |
|
|
1198 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1199 | */ |
|
|
1200 | void |
|
|
1201 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1202 | { |
|
|
1203 | treasurelist *tl; |
|
|
1204 | int i; |
|
|
1205 | |
|
|
1206 | if (depth > 100) |
|
|
1207 | return; |
|
|
1208 | |
|
|
1209 | while (t) |
|
|
1210 | { |
|
|
1211 | if (t->name) |
|
|
1212 | { |
|
|
1213 | for (i = 0; i < depth; i++) |
|
|
1214 | fprintf (logfile, " "); |
|
|
1215 | |
|
|
1216 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1217 | |
|
|
1218 | tl = treasurelist::find (t->name); |
|
|
1219 | if (tl) |
|
|
1220 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1221 | |
|
|
1222 | for (i = 0; i < depth; i++) |
|
|
1223 | fprintf (logfile, " "); |
|
|
1224 | |
|
|
1225 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1226 | } |
|
|
1227 | else |
|
|
1228 | { |
|
|
1229 | for (i = 0; i < depth; i++) |
|
|
1230 | fprintf (logfile, " "); |
|
|
1231 | |
|
|
1232 | if (t->item && t->item->clone.type == FLESH) |
|
|
1233 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1234 | else |
|
|
1235 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | if (t->next_yes) |
|
|
1239 | { |
|
|
1240 | for (i = 0; i < depth; i++) |
|
|
1241 | fprintf (logfile, " "); |
|
|
1242 | |
|
|
1243 | fprintf (logfile, " (if yes)\n"); |
|
|
1244 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1245 | } |
|
|
1246 | |
|
|
1247 | if (t->next_no) |
|
|
1248 | { |
|
|
1249 | for (i = 0; i < depth; i++) |
|
|
1250 | fprintf (logfile, " "); |
|
|
1251 | |
|
|
1252 | fprintf (logfile, " (if no)\n"); |
|
|
1253 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1254 | } |
|
|
1255 | |
|
|
1256 | t = t->next; |
|
|
1257 | } |
|
|
1258 | } |
|
|
1259 | |
|
|
1260 | /* |
|
|
1261 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1262 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1263 | */ |
|
|
1264 | void |
|
|
1265 | dump_monster_treasure (const char *name) |
|
|
1266 | { |
|
|
1267 | archetype *at; |
|
|
1268 | int found; |
|
|
1269 | |
|
|
1270 | found = 0; |
|
|
1271 | fprintf (logfile, "\n"); |
|
|
1272 | |
|
|
1273 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1274 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1275 | { |
|
|
1276 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1277 | if (at->clone.randomitems != NULL) |
|
|
1278 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1279 | else |
|
|
1280 | fprintf (logfile, "(nothing)\n"); |
|
|
1281 | |
|
|
1282 | fprintf (logfile, "\n"); |
|
|
1283 | found++; |
|
|
1284 | } |
|
|
1285 | |
|
|
1286 | if (found == 0) |
|
|
1287 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1288 | } |
1160 | } |
1289 | |
1161 | |
1290 | /* |
1162 | /* |
1291 | * Builds up the lists of artifacts from the file in the libdir. |
1163 | * Builds up the lists of artifacts from the file in the libdir. |
1292 | */ |
1164 | */ |
… | |
… | |
1306 | sprintf (filename, "%s/artifacts", settings.datadir); |
1178 | sprintf (filename, "%s/artifacts", settings.datadir); |
1307 | object_thawer f (filename); |
1179 | object_thawer f (filename); |
1308 | |
1180 | |
1309 | if (!f) |
1181 | if (!f) |
1310 | return; |
1182 | return; |
1311 | |
|
|
1312 | f.next (); |
|
|
1313 | |
1183 | |
1314 | for (;;) |
1184 | for (;;) |
1315 | { |
1185 | { |
1316 | switch (f.kw) |
1186 | switch (f.kw) |
1317 | { |
1187 | { |
… | |
… | |
1349 | break; |
1219 | break; |
1350 | |
1220 | |
1351 | case KW_object: |
1221 | case KW_object: |
1352 | { |
1222 | { |
1353 | art->item = object::create (); |
1223 | art->item = object::create (); |
|
|
1224 | f.get (art->item->name); |
|
|
1225 | f.next (); |
1354 | |
1226 | |
1355 | if (!art->item->parse_kv (f)) |
1227 | if (!art->item->parse_kv (f)) |
1356 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1228 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1357 | |
1229 | |
1358 | al = find_artifactlist (art->item->type); |
1230 | al = find_artifactlist (art->item->type); |
… | |
… | |
1419 | #endif |
1291 | #endif |
1420 | op->face = change->face; |
1292 | op->face = change->face; |
1421 | } |
1293 | } |
1422 | |
1294 | |
1423 | for (i = 0; i < NUM_STATS; i++) |
1295 | for (i = 0; i < NUM_STATS; i++) |
1424 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1296 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1425 | |
1297 | |
1426 | op->attacktype |= change->attacktype; |
1298 | op->attacktype |= change->attacktype; |
1427 | op->path_attuned |= change->path_attuned; |
1299 | op->path_attuned |= change->path_attuned; |
1428 | op->path_repelled |= change->path_repelled; |
1300 | op->path_repelled |= change->path_repelled; |
1429 | op->path_denied |= change->path_denied; |
1301 | op->path_denied |= change->path_denied; |
… | |
… | |
1477 | * to cast. So convert that to into a spell and put it into |
1349 | * to cast. So convert that to into a spell and put it into |
1478 | * this object. |
1350 | * this object. |
1479 | */ |
1351 | */ |
1480 | if (op->type == HORN || op->type == POTION) |
1352 | if (op->type == HORN || op->type == POTION) |
1481 | { |
1353 | { |
1482 | object *tmp_obj; |
|
|
1483 | |
|
|
1484 | /* Remove any spells this object currently has in it */ |
1354 | /* Remove any spells this object currently has in it */ |
1485 | while (op->inv) |
|
|
1486 | op->inv->destroy (); |
1355 | op->destroy_inv (false); |
1487 | |
1356 | |
1488 | tmp_obj = arch_to_object (change->other_arch); |
1357 | object *tmp = arch_to_object (change->other_arch); |
1489 | insert_ob_in_ob (tmp_obj, op); |
1358 | insert_ob_in_ob (tmp, op); |
1490 | } |
1359 | } |
1491 | /* No harm setting this for potions/horns */ |
1360 | /* No harm setting this for potions/horns */ |
1492 | op->other_arch = change->other_arch; |
1361 | op->other_arch = change->other_arch; |
1493 | } |
1362 | } |
1494 | |
1363 | |
… | |
… | |
1593 | if (change->msg) |
1462 | if (change->msg) |
1594 | op->msg = change->msg; |
1463 | op->msg = change->msg; |
1595 | } |
1464 | } |
1596 | |
1465 | |
1597 | static int |
1466 | static int |
1598 | legal_artifact_combination (object *op, artifact * art) |
1467 | legal_artifact_combination (object *op, artifact *art) |
1599 | { |
1468 | { |
1600 | int neg, success = 0; |
1469 | int neg, success = 0; |
1601 | linked_char *tmp; |
1470 | linked_char *tmp; |
1602 | const char *name; |
1471 | const char *name; |
1603 | |
1472 | |
1604 | if (art->allowed == (linked_char *) NULL) |
1473 | if (!art->allowed) |
1605 | return 1; /* Ie, "all" */ |
1474 | return 1; /* Ie, "all" */ |
|
|
1475 | |
1606 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1476 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1607 | { |
1477 | { |
1608 | #ifdef TREASURE_VERBOSE |
1478 | #ifdef TREASURE_VERBOSE |
1609 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1479 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1610 | #endif |
1480 | #endif |
… | |
… | |
1612 | name = tmp->name + 1, neg = 1; |
1482 | name = tmp->name + 1, neg = 1; |
1613 | else |
1483 | else |
1614 | name = tmp->name, neg = 0; |
1484 | name = tmp->name, neg = 0; |
1615 | |
1485 | |
1616 | /* If we match name, then return the opposite of 'neg' */ |
1486 | /* If we match name, then return the opposite of 'neg' */ |
1617 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1487 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1618 | return !neg; |
1488 | return !neg; |
1619 | |
1489 | |
1620 | /* Set success as true, since if the match was an inverse, it means |
1490 | /* Set success as true, since if the match was an inverse, it means |
1621 | * everything is allowed except what we match |
1491 | * everything is allowed except what we match |
1622 | */ |
1492 | */ |
1623 | else if (neg) |
1493 | else if (neg) |
1624 | success = 1; |
1494 | success = 1; |
1625 | } |
1495 | } |
|
|
1496 | |
1626 | return success; |
1497 | return success; |
1627 | } |
1498 | } |
1628 | |
1499 | |
1629 | /* |
1500 | /* |
1630 | * Fixes the given object, giving it the abilities and titles |
1501 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1697 | #if 1 |
1568 | #if 1 |
1698 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1569 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1699 | #endif |
1570 | #endif |
1700 | return; |
1571 | return; |
1701 | } |
1572 | } |
1702 | if (!strcmp (art->item->name, "NONE")) |
1573 | |
|
|
1574 | if (art->item->name == shstr_NONE) |
1703 | return; |
1575 | return; |
|
|
1576 | |
1704 | if (FABS (op->magic) < art->item->magic) |
1577 | if (fabs (op->magic) < art->item->magic) |
1705 | continue; /* Not magic enough to be this item */ |
1578 | continue; /* Not magic enough to be this item */ |
1706 | |
1579 | |
1707 | /* Map difficulty not high enough */ |
1580 | /* Map difficulty not high enough */ |
1708 | if (difficulty < art->difficulty) |
1581 | if (difficulty < art->difficulty) |
1709 | continue; |
1582 | continue; |
… | |
… | |
1760 | item->level = donor->level; |
1633 | item->level = donor->level; |
1761 | |
1634 | |
1762 | /* if donor has some attacktypes, the flesh is poisonous */ |
1635 | /* if donor has some attacktypes, the flesh is poisonous */ |
1763 | if (donor->attacktype & AT_POISON) |
1636 | if (donor->attacktype & AT_POISON) |
1764 | item->type = POISON; |
1637 | item->type = POISON; |
|
|
1638 | |
1765 | if (donor->attacktype & AT_ACID) |
1639 | if (donor->attacktype & AT_ACID) |
1766 | item->stats.hp = -1 * item->stats.food; |
1640 | item->stats.hp = -1 * item->stats.food; |
|
|
1641 | |
1767 | SET_FLAG (item, FLAG_NO_STEAL); |
1642 | SET_FLAG (item, FLAG_NO_STEAL); |
1768 | } |
1643 | } |
1769 | } |
1644 | } |
1770 | |
1645 | |
1771 | /* special_potion() - so that old potion code is still done right. */ |
1646 | /* special_potion() - so that old potion code is still done right. */ |
… | |
… | |
1808 | free_artifact (artifact *at) |
1683 | free_artifact (artifact *at) |
1809 | { |
1684 | { |
1810 | if (at->next) free_artifact (at->next); |
1685 | if (at->next) free_artifact (at->next); |
1811 | if (at->allowed) free_charlinks (at->allowed); |
1686 | if (at->allowed) free_charlinks (at->allowed); |
1812 | |
1687 | |
1813 | at->item->destroy (1); |
1688 | at->item->destroy (); |
1814 | |
1689 | |
1815 | sfree (at); |
1690 | sfree (at); |
1816 | } |
1691 | } |
1817 | |
1692 | |
1818 | void |
1693 | void |