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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.61 by root, Mon May 28 21:21:40 2007 UTC vs.
Revision 1.106 by elmex, Wed Apr 21 09:30:07 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
44 42
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
57 68
58/* 69/*
59 * Searches for the given treasurelist 70 * Searches for the given treasurelist
60 */ 71 */
61treasurelist * 72treasurelist *
93 } 104 }
94 105
95 return tl; 106 return tl;
96} 107}
97 108
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 109#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
114 */ 112 */
115static void 113static void
140 138
141 f.next (); 139 f.next ();
142 140
143 for (;;) 141 for (;;)
144 { 142 {
145 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
146 144
147 switch (f.kw) 145 switch (f.kw)
148 { 146 {
149 case KW_arch: 147 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
203 { 214 {
204 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
205 { 216 {
206 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
207 { 218 {
208 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);
209 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");
210 } 221 }
211 222
212 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
213 } 224 }
244 return; 255 return;
245 } 256 }
246 257
247 op->expand_tail (); 258 op->expand_tail ();
248 259
260 if (!creator->is_on_map ()
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
250 op->destroy (); 262 op->destroy ();
251 else 263 else
252 { 264 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 } 267 }
256 } 268 }
257 else 269 else
258 { 270 {
259 op = creator->insert (op); 271 op = creator->insert (op);
260 272
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
262 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
266 esrv_send_item (tmp, op);
267 } 275 }
268} 276}
269 277
270/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
271 * in the generated object 279 * in the generated object
300 else 308 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 } 310 }
303 else 311 else
304 { 312 {
305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
306 { 314 {
307 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
308 316
309 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
311 319
312 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
357 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
358 } 366 }
359 else if (t->nrof) 367 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
361 } 369 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
363 { 371 {
364 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
365 { 373 {
366 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
368 376
369 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
435 443
436 if (ob->inv) 444 if (ob->inv)
437 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
438 446
439 ob->destroy (); 447 ob->destroy ();
448
440 return tmp; 449 return tmp;
441} 450}
442 451
443/* 452/*
444 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
487 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
488 * 497 *
489 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
491 */ 500 */
492int 501static int
493level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
494{ 503{
495 int olevel = 0;
496
497 if (!op->inv) 504 if (!op->inv)
498 { 505 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0; 507 return 0;
501 } 508 }
502 509
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 511
505 if (olevel <= 0) 512 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
507 514
508 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 516}
513 517
514/* 518/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
519 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
521 * weird integer between 1-31. 525 * weird integer between 1-31.
522 * 526 *
523 */ 527 */
524int 528static int
525magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
526{ 530{
527 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
529 533
572 576
573 op->magic = magic; 577 op->magic = magic;
574 if (op->arch) 578 if (op->arch)
575 { 579 {
576 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 582
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 584 magic = (-magic);
585
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 587 }
583 else 588 else
584 { 589 {
585 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 magic = (-magic); 594 magic = (-magic);
595
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 597 }
591} 598}
592 599
593/* 600/*
605 i = -i; 612 i = -i;
606 if (i > max_magic) 613 if (i > max_magic)
607 i = max_magic; 614 i = max_magic;
608 set_abs_magic (op, i); 615 set_abs_magic (op, i);
609 if (i < 0) 616 if (i < 0)
610 SET_FLAG (op, FLAG_CURSED); 617 op->set_flag (FLAG_CURSED);
611} 618}
612 619
613/* 620/*
614 * Randomly adds one magical ability to the given object. 621 * Randomly adds one magical ability to the given object.
615 * Modified for Partial Resistance in many ways: 622 * Modified for Partial Resistance in many ways:
616 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
620 */ 627 */
621void 628static void
622set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
623{ 630{
624
625 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
626 632
627 if (op->type == AMULET) 633 if (op->type == AMULET)
628 { 634 {
629 if (!(rndm (21))) 635 if (!(rndm (21)))
709 break; 715 break;
710 } 716 }
711 case 20: 717 case 20:
712 if (op->type == AMULET) 718 if (op->type == AMULET)
713 { 719 {
714 SET_FLAG (op, FLAG_REFL_SPELL); 720 op->set_flag (FLAG_REFL_SPELL);
715 op->value *= 11; 721 op->value *= 11;
716 } 722 }
717 else 723 else
718 { 724 {
719 op->stats.hp = 1; /* regenerate hit points */ 725 op->stats.hp = 1; /* regenerate hit points */
722 break; 728 break;
723 729
724 case 21: 730 case 21:
725 if (op->type == AMULET) 731 if (op->type == AMULET)
726 { 732 {
727 SET_FLAG (op, FLAG_REFL_MISSILE); 733 op->set_flag (FLAG_REFL_MISSILE);
728 op->value *= 9; 734 op->value *= 9;
729 } 735 }
730 else 736 else
731 { 737 {
732 op->stats.sp = 1; /* regenerate spell points */ 738 op->stats.sp = 1; /* regenerate spell points */
752 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
753 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
754 * rings and amulets. 760 * rings and amulets.
755 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
756 */ 762 */
757int 763static int
758get_magic (int diff) 764get_magic (int diff)
759{ 765{
760 int i; 766 int i;
761 767
762 if (diff < 3) 768 if (diff < 3)
765 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
766 if (rndm (diff)) 772 if (rndm (diff))
767 return i; 773 return i;
768 774
769 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
770} 793}
771 794
772#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774 797
811 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
813 op->randomitems = 0; 836 op->randomitems = 0;
814 } 837 }
815 838
816 if (difficulty < 1) 839 max_it (difficulty, 1);
817 difficulty = 1;
818 840
819 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
820 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
821 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
822 ARG_INT (flags))) 844 ARG_INT (flags)))
823 return; 845 return;
824 846
825 if (!(flags & GT_MINIMAL)) 847 if (!(flags & GT_MINIMAL))
826 { 848 {
827 if (op->arch == crown_arch) 849 if (IS_ARCH (op->arch, crown))
828 { 850 {
829 set_magic (difficulty, op, max_magic, flags); 851 set_magic (difficulty, op, max_magic, flags);
830 num_enchantments = calc_item_power (op, 1); 852 num_enchantments = calc_item_power (op, 1);
831 generate_artifact (op, difficulty); 853 generate_artifact (op, difficulty);
832 } 854 }
837 859
838 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
839 861
840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 862 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN 863 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 864 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
843 * used for shop_floors or treasures */
844 generate_artifact (op, difficulty); 865 generate_artifact (op, difficulty);
845 } 866 }
846 867
847 /* Object was made an artifact. Calculate its item_power rating. 868 /* Object was made an artifact. Calculate its item_power rating.
848 * the item_power in the object is what the artfiact adds. 869 * the item_power in the object is what the artfiact adds.
882 * again below */ 903 * again below */
883 } 904 }
884 } 905 }
885 906
886 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
887 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
888 909
889 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
890 { 911 {
891 if (op->type == POTION) 912 if (op->type == POTION)
892 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
893 if (op->stats.sp && !op->randomitems) 914 if (op->stats.sp && !op->randomitems)
894 { 915 {
895 object *tmp;
896
897 tmp = get_archetype (spell_mapping[op->stats.sp]); 916 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
898 insert_ob_in_ob (tmp, op); 917 insert_ob_in_ob (tmp, op);
899 op->stats.sp = 0; 918 op->stats.sp = 0;
900 } 919 }
901 } 920 }
902 else if (!op->title) /* Only modify object if not special */ 921 else if (!op->title) /* Only modify object if not special */
905 case WEAPON: 924 case WEAPON:
906 case ARMOUR: 925 case ARMOUR:
907 case SHIELD: 926 case SHIELD:
908 case HELMET: 927 case HELMET:
909 case CLOAK: 928 case CLOAK:
910 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 929 if (op->flag [FLAG_CURSED] && !(rndm (4)))
911 set_ring_bonus (op, -DICE2); 930 set_ring_bonus (op, -DICE2);
912 break; 931 break;
913 932
914 case BRACERS: 933 case BRACERS:
915 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 934 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
916 { 935 {
917 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 936 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
918 if (!QUERY_FLAG (op, FLAG_CURSED)) 937 if (!op->flag [FLAG_CURSED])
919 op->value *= 3; 938 op->value *= 3;
920 } 939 }
921 break; 940 break;
922 941
923 case POTION: 942 case POTION:
925 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
926 945
927 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
929 { 948 {
930 object *tmp;
931
932 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
933 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
934 op->stats.sp = 0; 951 op->stats.sp = 0;
935 } 952 }
936 953
937 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
945 * since the value set on those is already correct. 962 * since the value set on those is already correct.
946 */ 963 */
947 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
948 { 965 {
949 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
950 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
951 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
952 } 969 }
953 else 970 else
954 { 971 {
955 op->name = "potion"; 972 op->name = "potion";
956 op->name_pl = "potions"; 973 op->name_pl = "potions";
957 } 974 }
958 975
959 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
960 SET_FLAG (op, FLAG_CURSED); 977 op->set_flag (FLAG_CURSED);
978
961 break; 979 break;
962 } 980 }
963 981
964 case AMULET: 982 case AMULET:
965 if (op->arch == amulet_arch) 983 if (IS_ARCH (op->arch, amulet))
966 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
967 985
968 case RING: 986 case RING:
969 if (op->arch == NULL)
970 {
971 op->destroy ();
972 op = 0;
973 break;
974 }
975
976 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
977 break; 988 break;
978 989
979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
980 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
981 992
982 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 993 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
983 994
984 if (op->type != RING) /* Amulets have only one ability */ 995 if (op->type != RING) /* Amulets have only one ability */
985 break; 996 break;
986 997
987 if (!(rndm (4))) 998 if (!(rndm (4)))
988 { 999 {
989 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1000 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
990 1001
991 if (d > 0) 1002 if (d > 0)
992 op->value *= 3; 1003 op->value *= 3;
993 1004
994 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
995 1006
996 if (!(rndm (4))) 1007 if (!(rndm (4)))
997 { 1008 {
998 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1009 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
999 1010
1000 if (d > 0) 1011 if (d > 0)
1001 op->value *= 5; 1012 op->value *= 5;
1002 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1003 } 1014 }
1004 } 1015 }
1005 1016
1006 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1008 1019
1009 break; 1020 break;
1010 1021
1011 case BOOK: 1022 case BOOK:
1012 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1014 * creator and/or map level we found it on. 1025 * creator and/or map level we found it on.
1015 */ 1026 */
1016 if (!op->msg && rndm (10)) 1027 if (!op->msg && rndm (10))
1017 { 1028 {
1018 /* set the book level properly */ 1029 /* set the book level properly */
1019 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1030 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1020 { 1031 {
1021 if (op->map && op->map->difficulty) 1032 if (op->map && op->map->difficulty)
1022 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1033 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1023 else 1034 else
1024 op->level = rndm (20) + 1; 1035 op->level = rndm (20) + 1;
1027 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1028 1039
1029 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1030 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1031 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1032 /* creator related stuff */
1033
1034 /* for library, chained books. Note that some monsters have no_pick
1035 * set - we don't want to set no pick in that case.
1036 */
1037 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1038 SET_FLAG (op, FLAG_NO_PICK);
1039 if (creator->slaying && !op->slaying) /* for check_inv floors */
1040 op->slaying = creator->slaying;
1041 1043
1042 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1043 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1044 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1054 op->set_flag (FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1045 break; 1057 break;
1046 1058
1047 case SPELLBOOK: 1059 case SPELLBOOK:
1048 op->value = op->value * op->inv->value; 1060 op->value *=
1061 pow ((op->inv->value > 0 ? op->inv->value : 1)
1062 * op->inv->level,
1063 1.5);
1049 /* add exp so learning gives xp */ 1064 /* add exp so learning gives xp */
1050 op->level = op->inv->level; 1065 op->level = op->inv->level;
1051 op->stats.exp = op->value; 1066 op->stats.exp = op->value;
1052 break; 1067 break;
1053 1068
1083 * 10 time multiplier). This way, the value are a bit more reasonable. 1098 * 10 time multiplier). This way, the value are a bit more reasonable.
1084 */ 1099 */
1085 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1100 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1086 /* maxhp is used to denote how many 'charges' the rod holds before */ 1101 /* maxhp is used to denote how many 'charges' the rod holds before */
1087 if (op->stats.maxhp) 1102 if (op->stats.maxhp)
1088 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1103 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1089 else 1104 else
1090 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1105 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1091 1106
1092 op->stats.hp = op->stats.maxhp; 1107 op->stats.hp = op->stats.maxhp;
1093 break; 1108 break;
1094 1109
1095 case SCROLL: 1110 case SCROLL:
1110 break; 1125 break;
1111 } /* switch type */ 1126 } /* switch type */
1112 1127
1113 if (flags & GT_STARTEQUIP) 1128 if (flags & GT_STARTEQUIP)
1114 { 1129 {
1115 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1130 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1116 SET_FLAG (op, FLAG_STARTEQUIP); 1131 op->set_flag (FLAG_STARTEQUIP);
1117 else if (op->type != MONEY) 1132 else if (op->type != MONEY)
1118 op->value = 0; 1133 op->value = 0;
1119 } 1134 }
1120 1135
1121 if (!(flags & GT_ENVIRONMENT)) 1136 if (!(flags & GT_ENVIRONMENT))
1132 1147
1133/* 1148/*
1134 * Allocate and return the pointer to an empty artifactlist structure. 1149 * Allocate and return the pointer to an empty artifactlist structure.
1135 */ 1150 */
1136static artifactlist * 1151static artifactlist *
1137get_empty_artifactlist (void) 1152get_empty_artifactlist ()
1138{ 1153{
1139 return salloc0 <artifactlist> (); 1154 return salloc0<artifactlist> ();
1140} 1155}
1141 1156
1142/* 1157/*
1143 * Allocate and return the pointer to an empty artifact structure. 1158 * Allocate and return the pointer to an empty artifact structure.
1144 */ 1159 */
1145static artifact * 1160static artifact *
1146get_empty_artifact (void) 1161get_empty_artifact ()
1147{ 1162{
1148 return salloc0 <artifact> (); 1163 return salloc0<artifact> ();
1149} 1164}
1150 1165
1151/* 1166/*
1152 * Searches the artifact lists and returns one that has the same type 1167 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1168 * of objects on it.
1161 1176
1162 return 0; 1177 return 0;
1163} 1178}
1164 1179
1165/* 1180/*
1166 * For debugging purposes. Dumps all tables. 1181 * Builds up the lists of artifacts from the file in the libdir.
1167 */ 1182 */
1168void 1183void
1169dump_artifacts (void)
1170{
1171 artifactlist *al;
1172 artifact *art;
1173 linked_char *next;
1174
1175 fprintf (logfile, "\n");
1176 for (al = first_artifactlist; al != NULL; al = al->next)
1177 {
1178 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1179 for (art = al->items; art != NULL; art = art->next)
1180 {
1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1182 if (art->allowed != NULL)
1183 {
1184 fprintf (logfile, "\tallowed combinations:");
1185 for (next = art->allowed; next != NULL; next = next->next)
1186 fprintf (logfile, "%s,", &next->name);
1187 fprintf (logfile, "\n");
1188 }
1189 }
1190 }
1191 fprintf (logfile, "\n");
1192}
1193
1194/*
1195 * For debugging purposes. Dumps all treasures recursively (see below).
1196 */
1197void
1198dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1199{
1200 treasurelist *tl;
1201 int i;
1202
1203 if (depth > 100)
1204 return;
1205
1206 while (t)
1207 {
1208 if (t->name)
1209 {
1210 for (i = 0; i < depth; i++)
1211 fprintf (logfile, " ");
1212
1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1215 tl = treasurelist::find (t->name);
1216 if (tl)
1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1223 }
1224 else
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 if (t->item && t->item->clone.type == FLESH)
1230 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1231 else
1232 fprintf (logfile, "%s\n", &t->item->clone.name);
1233 }
1234
1235 if (t->next_yes)
1236 {
1237 for (i = 0; i < depth; i++)
1238 fprintf (logfile, " ");
1239
1240 fprintf (logfile, " (if yes)\n");
1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1242 }
1243
1244 if (t->next_no)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248
1249 fprintf (logfile, " (if no)\n");
1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1251 }
1252
1253 t = t->next;
1254 }
1255}
1256
1257/*
1258 * For debugging purposes. Dumps all treasures for a given monster.
1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1260 */
1261void
1262dump_monster_treasure (const char *name)
1263{
1264 archetype *at;
1265 int found;
1266
1267 found = 0;
1268 fprintf (logfile, "\n");
1269
1270 for (at = first_archetype; at != NULL; at = at->next)
1271 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1272 {
1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1274 if (at->clone.randomitems != NULL)
1275 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1276 else
1277 fprintf (logfile, "(nothing)\n");
1278
1279 fprintf (logfile, "\n");
1280 found++;
1281 }
1282
1283 if (found == 0)
1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1285}
1286
1287/*
1288 * Builds up the lists of artifacts from the file in the libdir.
1289 */
1290void
1291init_artifacts (void) 1184init_artifacts ()
1292{ 1185{
1293 static int has_been_inited = 0; 1186 static int has_been_inited = 0;
1294 char filename[MAX_BUF]; 1187 char filename[MAX_BUF];
1295 artifact *art = NULL; 1188 artifact *art = NULL;
1296 artifactlist *al; 1189 artifactlist *al;
1304 object_thawer f (filename); 1197 object_thawer f (filename);
1305 1198
1306 if (!f) 1199 if (!f)
1307 return; 1200 return;
1308 1201
1309 f.next ();
1310
1311 for (;;) 1202 for (;;)
1312 { 1203 {
1313 switch (f.kw) 1204 switch (f.kw)
1314 { 1205 {
1315 case KW_allowed: 1206 case KW_allowed:
1318 1209
1319 { 1210 {
1320 if (!strcmp (f.get_str (), "all")) 1211 if (!strcmp (f.get_str (), "all"))
1321 break; 1212 break;
1322 1213
1323 char *next, *cp = f.get_str (); 1214 const char *cp = f.get_str ();
1324 1215 char *next;
1325 do 1216 do
1326 { 1217 {
1327 if ((next = strchr (cp, ','))) 1218 if ((next = (char *)strchr (cp, ',')))
1328 *next++ = '\0'; 1219 *next++ = '\0';
1329 1220
1330 linked_char *tmp = new linked_char; 1221 linked_char *tmp = new linked_char;
1331 1222
1332 tmp->name = cp; 1223 tmp->name = cp;
1427 op->path_repelled |= change->path_repelled; 1318 op->path_repelled |= change->path_repelled;
1428 op->path_denied |= change->path_denied; 1319 op->path_denied |= change->path_denied;
1429 op->move_type |= change->move_type; 1320 op->move_type |= change->move_type;
1430 op->stats.luck += change->stats.luck; 1321 op->stats.luck += change->stats.luck;
1431 1322
1432 if (QUERY_FLAG (change, FLAG_CURSED)) 1323 if (change->flag [FLAG_CURSED])
1433 SET_FLAG (op, FLAG_CURSED); 1324 op->set_flag (FLAG_CURSED);
1434 if (QUERY_FLAG (change, FLAG_DAMNED)) 1325 if (change->flag [FLAG_DAMNED])
1435 SET_FLAG (op, FLAG_DAMNED); 1326 op->set_flag (FLAG_DAMNED);
1436 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1327 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1437 set_abs_magic (op, -op->magic); 1328 set_abs_magic (op, -op->magic);
1438 1329
1439 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1330 if (change->flag [FLAG_LIFESAVE])
1440 SET_FLAG (op, FLAG_LIFESAVE); 1331 op->set_flag (FLAG_LIFESAVE);
1441 if (QUERY_FLAG (change, FLAG_REFL_SPELL)) 1332 if (change->flag [FLAG_REFL_SPELL])
1442 SET_FLAG (op, FLAG_REFL_SPELL); 1333 op->set_flag (FLAG_REFL_SPELL);
1443 if (QUERY_FLAG (change, FLAG_STEALTH)) 1334 if (change->flag [FLAG_STEALTH])
1444 SET_FLAG (op, FLAG_STEALTH); 1335 op->set_flag (FLAG_STEALTH);
1445 if (QUERY_FLAG (change, FLAG_XRAYS)) 1336 if (change->flag [FLAG_XRAYS])
1446 SET_FLAG (op, FLAG_XRAYS); 1337 op->set_flag (FLAG_XRAYS);
1447 if (QUERY_FLAG (change, FLAG_BLIND)) 1338 if (change->flag [FLAG_BLIND])
1448 SET_FLAG (op, FLAG_BLIND); 1339 op->set_flag (FLAG_BLIND);
1449 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) 1340 if (change->flag [FLAG_SEE_IN_DARK])
1450 SET_FLAG (op, FLAG_SEE_IN_DARK); 1341 op->set_flag (FLAG_SEE_IN_DARK);
1451 if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) 1342 if (change->flag [FLAG_REFL_MISSILE])
1452 SET_FLAG (op, FLAG_REFL_MISSILE); 1343 op->set_flag (FLAG_REFL_MISSILE);
1453 if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) 1344 if (change->flag [FLAG_MAKE_INVIS])
1454 SET_FLAG (op, FLAG_MAKE_INVIS); 1345 op->set_flag (FLAG_MAKE_INVIS);
1455 1346
1456 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1347 if (change->flag [FLAG_STAND_STILL])
1457 { 1348 {
1458 CLEAR_FLAG (op, FLAG_ANIMATE); 1349 op->clr_flag (FLAG_ANIMATE);
1459 /* so artifacts will join */ 1350 /* so artifacts will join */
1460 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1351 if (!op->flag [FLAG_ALIVE])
1461 op->speed = 0.0; 1352 op->speed = 0.0;
1462 1353
1463 op->set_speed (op->speed); 1354 op->set_speed (op->speed);
1464 } 1355 }
1465 1356
1476 * to cast. So convert that to into a spell and put it into 1367 * to cast. So convert that to into a spell and put it into
1477 * this object. 1368 * this object.
1478 */ 1369 */
1479 if (op->type == HORN || op->type == POTION) 1370 if (op->type == HORN || op->type == POTION)
1480 { 1371 {
1481 object *tmp_obj;
1482
1483 /* Remove any spells this object currently has in it */ 1372 /* Remove any spells this object currently has in it */
1484 while (op->inv)
1485 op->inv->destroy (); 1373 op->destroy_inv (false);
1486 1374
1487 tmp_obj = arch_to_object (change->other_arch); 1375 object *tmp = change->other_arch->instance ();
1488 insert_ob_in_ob (tmp_obj, op); 1376 insert_ob_in_ob (tmp, op);
1489 } 1377 }
1378
1490 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1491 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1492 } 1381 }
1493 1382
1494 if (change->stats.hp < 0) 1383 if (change->stats.hp < 0)
1578 op->value *= change->value; 1467 op->value *= change->value;
1579 1468
1580 if (change->materials) 1469 if (change->materials)
1581 op->materials = change->materials; 1470 op->materials = change->materials;
1582 1471
1583 if (change->materialname) 1472 if (change->material != MATERIAL_NULL)
1584 op->materialname = change->materialname; 1473 op->material = change->material;
1585 1474
1586 if (change->slaying) 1475 if (change->slaying)
1587 op->slaying = change->slaying; 1476 op->slaying = change->slaying;
1588 1477
1589 if (change->race) 1478 if (change->race)
1612 name = tmp->name + 1, neg = 1; 1501 name = tmp->name + 1, neg = 1;
1613 else 1502 else
1614 name = tmp->name, neg = 0; 1503 name = tmp->name, neg = 0;
1615 1504
1616 /* If we match name, then return the opposite of 'neg' */ 1505 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1506 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1618 return !neg; 1507 return !neg;
1619 1508
1620 /* Set success as true, since if the match was an inverse, it means 1509 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1510 * everything is allowed except what we match
1622 */ 1511 */
1641 op->title = new_name; 1530 op->title = new_name;
1642 add_abilities (op, artifct); /* Give out the bonuses */ 1531 add_abilities (op, artifct); /* Give out the bonuses */
1643 1532
1644#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1533#if 0 /* Bit verbose, but keep it here until next time I need it... */
1645 { 1534 {
1646 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1535 char identified = op->flag [FLAG_IDENTIFIED];
1647 1536
1648 SET_FLAG (op, FLAG_IDENTIFIED); 1537 op->set_flag (FLAG_IDENTIFIED);
1649 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1538 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1650 if (!identified) 1539 if (!identified)
1651 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1540 op->clr_flag (FLAG_IDENTIFIED);
1652 } 1541 }
1653#endif 1542#endif
1654 return; 1543 return;
1655} 1544}
1656 1545
1698#if 1 1587#if 1
1699 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1588 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1700#endif 1589#endif
1701 return; 1590 return;
1702 } 1591 }
1703 if (!strcmp (art->item->name, "NONE")) 1592
1593 if (art->item->name == shstr_NONE)
1704 return; 1594 return;
1595
1705 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1706 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1707 1598
1708 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1709 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1710 continue; 1601 continue;
1761 item->level = donor->level; 1652 item->level = donor->level;
1762 1653
1763 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1764 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1765 item->type = POISON; 1656 item->type = POISON;
1657
1766 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1767 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1768 SET_FLAG (item, FLAG_NO_STEAL);
1769 }
1770}
1771 1660
1772/* special_potion() - so that old potion code is still done right. */ 1661 item->set_flag (FLAG_NO_STEAL);
1773int 1662 }
1774special_potion (object *op)
1775{
1776 if (op->attacktype)
1777 return 1;
1778
1779 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1780 return 1;
1781
1782 for (int i = 0; i < NROFATTACKS; i++)
1783 if (op->resist[i])
1784 return 1;
1785
1786 return 0;
1787} 1663}
1788 1664
1789void 1665static void
1790free_treasurestruct (treasure *t) 1666free_treasurestruct (treasure *t)
1791{ 1667{
1792 if (t->next) free_treasurestruct (t->next); 1668 if (t->next) free_treasurestruct (t->next);
1793 if (t->next_yes) free_treasurestruct (t->next_yes); 1669 if (t->next_yes) free_treasurestruct (t->next_yes);
1794 if (t->next_no) free_treasurestruct (t->next_no); 1670 if (t->next_no) free_treasurestruct (t->next_no);
1795 1671
1796 delete t; 1672 delete t;
1797} 1673}
1798 1674
1799void 1675static void
1800free_charlinks (linked_char *lc) 1676free_charlinks (linked_char *lc)
1801{ 1677{
1802 if (lc->next) 1678 if (lc->next)
1803 free_charlinks (lc->next); 1679 free_charlinks (lc->next);
1804 1680
1805 delete lc; 1681 delete lc;
1806} 1682}
1807 1683
1808void 1684static void
1809free_artifact (artifact *at) 1685free_artifact (artifact *at)
1810{ 1686{
1811 if (at->next) free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1812 if (at->allowed) free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1813 1689
1814 at->item->destroy (1); 1690 at->item->destroy ();
1815 1691
1816 sfree (at); 1692 sfree (at);
1817} 1693}
1818 1694
1819void
1820free_artifactlist (artifactlist *al)
1821{
1822 artifactlist *nextal;
1823
1824 for (al = first_artifactlist; al; al = nextal)
1825 {
1826 nextal = al->next;
1827
1828 if (al->items)
1829 free_artifact (al->items);
1830
1831 sfree (al);
1832 }
1833}
1834
1835void
1836free_all_treasures (void)
1837{
1838 treasurelist *tl, *next;
1839
1840 for (tl = first_treasurelist; tl; tl = next)
1841 {
1842 clear (tl);
1843
1844 next = tl->next;
1845 delete tl;
1846 }
1847
1848 free_artifactlist (first_artifactlist);
1849}

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