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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.87 by sf-marcmagus, Thu Oct 15 16:00:37 2009 UTC vs.
Revision 1.109 by root, Sun May 2 20:37:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
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 <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
51 slice_allocator< std::pair<const char *const, treasurelist *> > 50 slice_allocator< std::pair<const char *const, treasurelist *> >
52> tl_map_t; 51> tl_map_t;
53 52
54static tl_map_t tl_map; 53static tl_map_t tl_map;
55 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}
68
56/* 69/*
57 * Searches for the given treasurelist 70 * Searches for the given treasurelist
58 */ 71 */
59treasurelist * 72treasurelist *
60treasurelist::find (const char *name) 73treasurelist::find (const char *name)
89 102
90 tl_map.insert (std::make_pair (tl->name, tl)); 103 tl_map.insert (std::make_pair (tl->name, tl));
91 } 104 }
92 105
93 return tl; 106 return tl;
94}
95
96//TODO: class method
97void
98clear (treasurelist *tl)
99{
100 if (tl->items)
101 {
102 free_treasurestruct (tl->items);
103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
107} 107}
108 108
109#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
255 return; 255 return;
256 } 256 }
257 257
258 op->expand_tail (); 258 op->expand_tail ();
259 259
260 if (!creator->is_on_map ()
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 262 op->destroy ();
262 else 263 else
263 { 264 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 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);
266 } 267 }
267 } 268 }
268 else 269 else
269 { 270 {
270 op = creator->insert (op); 271 op = creator->insert (op);
271 272
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
273 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
274 } 275 }
275} 276}
276 277
277/* 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
309 } 310 }
310 else 311 else
311 { 312 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 { 314 {
314 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
315 316
316 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
318 319
319 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 else if (t->nrof) 367 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
368 } 369 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 { 371 {
371 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
372 { 373 {
373 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
375 376
376 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
495 * 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)
496 * 497 *
497 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
498 * 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.
499 */ 500 */
500int 501static int
501level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
502{ 503{
503 if (!op->inv) 504 if (!op->inv)
504 { 505 {
505 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);
509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
510 511
511 if (olevel <= 0) 512 if (olevel <= 0)
512 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
513 514
514 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
515} 516}
516 517
517/* 518/*
518 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
519 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
522 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
523 * 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
524 * weird integer between 1-31. 525 * weird integer between 1-31.
525 * 526 *
526 */ 527 */
527int 528static int
528magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
529{ 530{
530 int percent = 0, magic = 0;
531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
532 533
533 scaled_diff--;
534
535 if (scaled_diff < 0)
536 scaled_diff = 0;
537
538 if (scaled_diff >= DIFFLEVELS)
539 scaled_diff = DIFFLEVELS - 1;
540
541 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
542 536
543 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
544 { 538 {
545 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
546 540
547 if (percent < 0) 541 if (percent < 0)
548 break; 542 break;
549 } 543 }
550 544
551 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
552 { 546 {
553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
554 magic = 0; 548 magic = 0;
555 } 549 }
556 550
564 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
565 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
566 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
567 * to make it truly absolute. 561 * to make it truly absolute.
568 */ 562 */
569
570void 563void
571set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
572{ 565{
573 if (!magic) 566 if (!magic)
574 return; 567 return;
602 */ 595 */
603 596
604static void 597static void
605set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
606{ 599{
607 int i;
608
609 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
610 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
611 i = -i; 603 i = -i;
604
612 if (i > max_magic) 605 i = min (i, max_magic);
613 i = max_magic; 606
614 set_abs_magic (op, i); 607 set_abs_magic (op, i);
615 if (i < 0) 608 if (i < 0)
616 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
617} 610}
618 611
619/* 612/*
620 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
621 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
622 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
623 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
624 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
625 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
626 */ 619 */
627void 620static void
628set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
629{ 622{
630
631 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
632 624
633 if (op->type == AMULET) 625 if (op->type == AMULET)
634 {
635 if (!(rndm (21))) 626 if (!rndm (21))
636 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
637 else 630 else
638 {
639 if (rndm (2))
640 r = 10;
641 else
642 r = 11 + rndm (9); 631 r = 11 + rndm (9);
643 }
644 }
645 632
646 switch (r) 633 switch (r)
647 { 634 {
648 /* Redone by MSW 2000-11-26 to have much less code. Also, 635 /* Redone by MSW 2000-11-26 to have much less code. Also,
649 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
650 * of the item. 637 * of the item.
651 */ 638 */
652 case 0: 639 case 0:
653 case 1: 640 case 1:
654 case 2: 641 case 2:
655 case 3: 642 case 3:
656 case 4: 643 case 4:
696 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
697 * even values. 684 * even values.
698 */ 685 */
699 if (bonus < 0) 686 if (bonus < 0)
700 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
701 if (val > 35) 688
702 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
703 b = 0; 691 b = 0;
704 692
705 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
707 695
715 break; 703 break;
716 } 704 }
717 case 20: 705 case 20:
718 if (op->type == AMULET) 706 if (op->type == AMULET)
719 { 707 {
720 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
721 op->value *= 11; 709 op->value *= 11;
722 } 710 }
723 else 711 else
724 { 712 {
725 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
728 break; 716 break;
729 717
730 case 21: 718 case 21:
731 if (op->type == AMULET) 719 if (op->type == AMULET)
732 { 720 {
733 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
734 op->value *= 9; 722 op->value *= 9;
735 } 723 }
736 else 724 else
737 { 725 {
738 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
740 } 728 }
741 break; 729 break;
742 730
743 case 22: 731 case 22:
744 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
745 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
746 break; 734 break;
747 } 735 }
748 736
749 if (bonus > 0) 737 if (bonus > 0)
750 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
751 else 739 else
752 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
753} 741}
754 742
755/* 743/*
756 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
757 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
758 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
759 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
760 * rings and amulets. 748 * rings and amulets.
761 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
762 */ 750 */
763int 751static int
764get_magic (int diff) 752get_magic (int diff)
765{ 753{
766 int i; 754 diff = min (3, diff);
767 755
768 if (diff < 3)
769 diff = 3;
770
771 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
772 if (rndm (diff)) 757 if (rndm (diff))
773 return i; 758 return i;
774 759
775 return 4; 760 return 4;
776} 761}
777 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
778#define DICE2 (get_magic(2)==2?2:1) 780#define DICE2 (get_magic(2) == 2 ? 2 : 1)
779#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 781#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
780 782
781/* 783/*
782 * fix_generated_item(): This is called after an item is generated, in 784 * fix_generated_item(): This is called after an item is generated, in
783 * order to set it up right. This produced magical bonuses, puts spells 785 * order to set it up right. This produced magical bonuses, puts spells
817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 819 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
818 /* So the treasure doesn't get created again */ 820 /* So the treasure doesn't get created again */
819 op->randomitems = 0; 821 op->randomitems = 0;
820 } 822 }
821 823
822 if (difficulty < 1) 824 max_it (difficulty, 1);
823 difficulty = 1;
824 825
825 if (INVOKE_OBJECT (ADD_BONUS, op, 826 if (INVOKE_OBJECT (ADD_BONUS, op,
826 ARG_OBJECT (creator != op ? creator : 0), 827 ARG_OBJECT (creator != op ? creator : 0),
827 ARG_INT (difficulty), ARG_INT (max_magic), 828 ARG_INT (difficulty), ARG_INT (max_magic),
828 ARG_INT (flags))) 829 ARG_INT (flags)))
887 * again below */ 888 * again below */
888 } 889 }
889 } 890 }
890 891
891 /* materialtype modifications. Note we allow this on artifacts. */ 892 /* materialtype modifications. Note we allow this on artifacts. */
892 set_materialname (op, difficulty, NULL); 893 select_material (op, difficulty);
893 894
894 if (flags & GT_MINIMAL) 895 if (flags & GT_MINIMAL)
895 { 896 {
896 if (op->type == POTION) 897 if (op->type == POTION)
897 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
908 case WEAPON: 909 case WEAPON:
909 case ARMOUR: 910 case ARMOUR:
910 case SHIELD: 911 case SHIELD:
911 case HELMET: 912 case HELMET:
912 case CLOAK: 913 case CLOAK:
913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 914 if (op->flag [FLAG_CURSED] && !(rndm (4)))
914 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
915 break; 916 break;
916 917
917 case BRACERS: 918 case BRACERS:
918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 919 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
919 { 920 {
920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
921 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!op->flag [FLAG_CURSED])
922 op->value *= 3; 923 op->value *= 3;
923 } 924 }
924 break; 925 break;
925 926
926 case POTION: 927 case POTION:
928 int too_many_tries = 0, is_special = 0; 929 int too_many_tries = 0, is_special = 0;
929 930
930 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
932 { 933 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0; 936 op->stats.sp = 0;
938 } 937 }
939 938
940 while (!(is_special = special_potion (op)) && !op->inv) 939 while (!(is_special = special_potion (op)) && !op->inv)
948 * since the value set on those is already correct. 947 * since the value set on those is already correct.
949 */ 948 */
950 if (op->inv && op->randomitems) 949 if (op->inv && op->randomitems)
951 { 950 {
952 /* value multiplier is same as for scrolls */ 951 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value); 952 op->value *= op->inv->value;
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 } 954 }
956 else 955 else
957 { 956 {
958 op->name = "potion"; 957 op->name = shstr_potion;
959 op->name_pl = "potions"; 958 op->name_pl = shstr_potions;
960 } 959 }
961 960
962 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED); 962 op->set_flag (FLAG_CURSED);
963
964 break; 964 break;
965 } 965 }
966 966
967 case AMULET: 967 case AMULET:
968 if (IS_ARCH (op->arch, amulet)) 968 if (IS_ARCH (op->arch, amulet))
971 case RING: 971 case RING:
972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
973 break; 973 break;
974 974
975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
976 SET_FLAG (op, FLAG_CURSED); 976 op->set_flag (FLAG_CURSED);
977 977
978 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
979 979
980 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
981 break; 981 break;
982 982
983 if (!(rndm (4))) 983 if (!rndm (4))
984 { 984 {
985 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
986 986
987 if (d > 0) 987 if (d > 0)
988 op->value *= 3; 988 op->value *= 3;
989 989
990 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
991 991
992 if (!(rndm (4))) 992 if (!rndm (4))
993 { 993 {
994 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
995 995
996 if (d > 0) 996 if (d > 0)
997 op->value *= 5; 997 op->value *= 5;
998
998 set_ring_bonus (op, d); 999 set_ring_bonus (op, d);
999 } 1000 }
1000 } 1001 }
1001 1002
1002 if (op->animation_id) 1003 if (op->animation_id)
1010 * creator and/or map level we found it on. 1011 * creator and/or map level we found it on.
1011 */ 1012 */
1012 if (!op->msg && rndm (10)) 1013 if (!op->msg && rndm (10))
1013 { 1014 {
1014 /* set the book level properly */ 1015 /* set the book level properly */
1015 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1016 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1016 { 1017 {
1017 if (op->map && op->map->difficulty) 1018 if (op->map && op->map->difficulty)
1018 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1019 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1019 else 1020 else
1020 op->level = rndm (20) + 1; 1021 op->level = rndm (20) + 1;
1033 /* creator related stuff */ 1034 /* creator related stuff */
1034 1035
1035 /* for library, chained books. Note that some monsters have no_pick 1036 /* 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 * set - we don't want to set no pick in that case.
1037 */ 1038 */
1038 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1039 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1039 SET_FLAG (op, FLAG_NO_PICK); 1040 op->set_flag (FLAG_NO_PICK);
1040 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1041 op->slaying = creator->slaying; 1042 op->slaying = creator->slaying;
1042 break; 1043 break;
1043 1044
1044 case SPELLBOOK: 1045 case SPELLBOOK:
1045 op->value = op->value * op->inv->value; 1046 op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1)
1047 * op->inv->level,
1048 1.5);
1049
1046 /* add exp so learning gives xp */ 1050 /* add exp so learning gives xp */
1047 op->level = op->inv->level; 1051 op->level = op->inv->level;
1048 op->stats.exp = op->value; 1052 op->stats.exp = op->value;
1049 break; 1053 break;
1050 1054
1078 * reasonable. Otherwise, a high level version of a low level 1082 * reasonable. Otherwise, a high level version of a low level
1079 * spell can be worth tons a money (eg, level 20 rod, level 2 spell = 1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1080 * 10 time multiplier). This way, the value are a bit more reasonable. 1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1081 */ 1085 */
1082 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087
1083 /* maxhp is used to denote how many 'charges' the rod holds before */ 1088 /* maxhp is used to denote how many 'charges' the rod holds before */
1084 if (op->stats.maxhp) 1089 if (op->stats.maxhp)
1085 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1090 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1086 else 1091 else
1087 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1092 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1088 1093
1089 op->stats.hp = op->stats.maxhp; 1094 op->stats.hp = op->stats.maxhp;
1090 break; 1095 break;
1091 1096
1092 case SCROLL: 1097 case SCROLL:
1107 break; 1112 break;
1108 } /* switch type */ 1113 } /* switch type */
1109 1114
1110 if (flags & GT_STARTEQUIP) 1115 if (flags & GT_STARTEQUIP)
1111 { 1116 {
1112 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1117 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1113 SET_FLAG (op, FLAG_STARTEQUIP); 1118 op->set_flag (FLAG_STARTEQUIP);
1114 else if (op->type != MONEY) 1119 else if (op->type != MONEY)
1115 op->value = 0; 1120 op->value = 0;
1116 } 1121 }
1117 1122
1118 if (!(flags & GT_ENVIRONMENT)) 1123 if (!(flags & GT_ENVIRONMENT))
1129 1134
1130/* 1135/*
1131 * Allocate and return the pointer to an empty artifactlist structure. 1136 * Allocate and return the pointer to an empty artifactlist structure.
1132 */ 1137 */
1133static artifactlist * 1138static artifactlist *
1134get_empty_artifactlist (void) 1139get_empty_artifactlist ()
1135{ 1140{
1136 return salloc0<artifactlist> (); 1141 return salloc0<artifactlist> ();
1137} 1142}
1138 1143
1139/* 1144/*
1140 * Allocate and return the pointer to an empty artifact structure. 1145 * Allocate and return the pointer to an empty artifact structure.
1141 */ 1146 */
1142static artifact * 1147static artifact *
1143get_empty_artifact (void) 1148get_empty_artifact ()
1144{ 1149{
1145 return salloc0<artifact> (); 1150 return salloc0<artifact> ();
1146} 1151}
1147 1152
1148/* 1153/*
1161 1166
1162/* 1167/*
1163 * Builds up the lists of artifacts from the file in the libdir. 1168 * Builds up the lists of artifacts from the file in the libdir.
1164 */ 1169 */
1165void 1170void
1166init_artifacts (void) 1171init_artifacts ()
1167{ 1172{
1168 static int has_been_inited = 0; 1173 static int has_been_inited = 0;
1169 char filename[MAX_BUF];
1170 artifact *art = NULL; 1174 artifact *art = NULL;
1171 artifactlist *al; 1175 artifactlist *al;
1172 1176
1173 if (has_been_inited) 1177 if (has_been_inited)
1174 return; 1178 return;
1175 else 1179 else
1176 has_been_inited = 1; 1180 has_been_inited = 1;
1177 1181
1178 sprintf (filename, "%s/artifacts", settings.datadir); 1182 object_thawer f (settings.datadir, "artifacts");
1179 object_thawer f (filename);
1180 1183
1181 if (!f) 1184 if (!f)
1182 return; 1185 return;
1183 1186
1184 for (;;) 1187 for (;;)
1191 1194
1192 { 1195 {
1193 if (!strcmp (f.get_str (), "all")) 1196 if (!strcmp (f.get_str (), "all"))
1194 break; 1197 break;
1195 1198
1196 char *next, *cp = f.get_str (); 1199 const char *cp = f.get_str ();
1197 1200 char *next;
1198 do 1201 do
1199 { 1202 {
1200 if ((next = strchr (cp, ','))) 1203 if ((next = (char *)strchr (cp, ',')))
1201 *next++ = '\0'; 1204 *next++ = '\0';
1202 1205
1203 linked_char *tmp = new linked_char; 1206 linked_char *tmp = new linked_char;
1204 1207
1205 tmp->name = cp; 1208 tmp->name = cp;
1269 } 1272 }
1270#if 0 1273#if 0
1271 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1274 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1272#endif 1275#endif
1273 } 1276 }
1274
1275 LOG (llevDebug, "done.\n");
1276} 1277}
1277 1278
1278/* 1279/*
1279 * Used in artifact generation. The bonuses of the first object 1280 * Used in artifact generation. The bonuses of the first object
1280 * is modified by the bonuses of the second object. 1281 * is modified by the bonuses of the second object.
1281 */ 1282 */
1282void 1283void
1283add_abilities (object *op, object *change) 1284add_abilities (object *op, object *change)
1284{ 1285{
1285 int i, tmp;
1286
1287 if (change->face != blank_face) 1286 if (change->face != blank_face)
1288 {
1289#ifdef TREASURE_VERBOSE
1290 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1291#endif
1292 op->face = change->face; 1287 op->face = change->face;
1293 }
1294 1288
1295 for (i = 0; i < NUM_STATS; i++) 1289 for (int i = 0; i < NUM_STATS; i++)
1296 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1290 change_attr_value (&(op->stats), i, change->stats.stat (i));
1297 1291
1298 op->attacktype |= change->attacktype; 1292 op->attacktype |= change->attacktype;
1299 op->path_attuned |= change->path_attuned; 1293 op->path_attuned |= change->path_attuned;
1300 op->path_repelled |= change->path_repelled; 1294 op->path_repelled |= change->path_repelled;
1301 op->path_denied |= change->path_denied; 1295 op->path_denied |= change->path_denied;
1302 op->move_type |= change->move_type; 1296 op->move_type |= change->move_type;
1303 op->stats.luck += change->stats.luck; 1297 op->stats.luck += change->stats.luck;
1304 1298
1305 if (QUERY_FLAG (change, FLAG_CURSED)) 1299 static const struct copyflags : object::flags_t
1306 SET_FLAG (op, FLAG_CURSED); 1300 {
1307 if (QUERY_FLAG (change, FLAG_DAMNED)) 1301 copyflags ()
1308 SET_FLAG (op, FLAG_DAMNED); 1302 {
1309 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1303 set (FLAG_CURSED);
1304 set (FLAG_DAMNED);
1305 set (FLAG_LIFESAVE);
1306 set (FLAG_REFL_SPELL);
1307 set (FLAG_STEALTH);
1308 set (FLAG_XRAYS);
1309 set (FLAG_BLIND);
1310 set (FLAG_SEE_IN_DARK);
1311 set (FLAG_REFL_MISSILE);
1312 set (FLAG_MAKE_INVIS);
1313 }
1314 } copyflags;
1315
1316 // we might want to just copy, but or'ing is what the original code did
1317 op->flag |= change->flag & copyflags;
1318
1319 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1310 set_abs_magic (op, -op->magic); 1320 set_abs_magic (op, -op->magic);
1311 1321
1312 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1322 if (change->flag [FLAG_STAND_STILL])
1313 SET_FLAG (op, FLAG_LIFESAVE);
1314 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1315 SET_FLAG (op, FLAG_REFL_SPELL);
1316 if (QUERY_FLAG (change, FLAG_STEALTH))
1317 SET_FLAG (op, FLAG_STEALTH);
1318 if (QUERY_FLAG (change, FLAG_XRAYS))
1319 SET_FLAG (op, FLAG_XRAYS);
1320 if (QUERY_FLAG (change, FLAG_BLIND))
1321 SET_FLAG (op, FLAG_BLIND);
1322 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1323 SET_FLAG (op, FLAG_SEE_IN_DARK);
1324 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1325 SET_FLAG (op, FLAG_REFL_MISSILE);
1326 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1327 SET_FLAG (op, FLAG_MAKE_INVIS);
1328
1329 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1330 { 1323 {
1331 CLEAR_FLAG (op, FLAG_ANIMATE); 1324 op->clr_flag (FLAG_ANIMATE);
1325
1332 /* so artifacts will join */ 1326 /* so artifacts will join */
1333 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1327 if (!op->flag [FLAG_ALIVE])
1334 op->speed = 0.0; 1328 op->speed = 0.;
1335 1329
1336 op->set_speed (op->speed); 1330 op->set_speed (op->speed);
1337 } 1331 }
1338 1332
1339 if (change->nrof) 1333 if (change->nrof)
1340 op->nrof = rndm (change->nrof) + 1; 1334 op->nrof = rndm (change->nrof) + 1;
1341 1335
1342 op->stats.exp += change->stats.exp; /* Speed modifier */ 1336 op->stats.exp += change->stats.exp; /* Speed modifier */
1343 op->stats.wc += change->stats.wc; 1337 op->stats.wc += change->stats.wc;
1344 op->stats.ac += change->stats.ac; 1338 op->stats.ac += change->stats.ac;
1345 1339
1346 if (change->other_arch) 1340 if (change->other_arch)
1347 { 1341 {
1348 /* Basically, for horns & potions, the other_arch field is the spell 1342 /* Basically, for horns & potions, the other_arch field is the spell
1349 * to cast. So convert that to into a spell and put it into 1343 * to cast. So convert that to into a spell and put it into
1352 if (op->type == HORN || op->type == POTION) 1346 if (op->type == HORN || op->type == POTION)
1353 { 1347 {
1354 /* Remove any spells this object currently has in it */ 1348 /* Remove any spells this object currently has in it */
1355 op->destroy_inv (false); 1349 op->destroy_inv (false);
1356 1350
1357 object *tmp = arch_to_object (change->other_arch); 1351 object *tmp = change->other_arch->instance ();
1358 insert_ob_in_ob (tmp, op); 1352 insert_ob_in_ob (tmp, op);
1359 } 1353 }
1354
1360 /* No harm setting this for potions/horns */ 1355 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch; 1356 op->other_arch = change->other_arch;
1362 } 1357 }
1363 1358
1364 if (change->stats.hp < 0) 1359 if (change->stats.hp < 0)
1380 op->stats.maxsp = -change->stats.maxsp; 1375 op->stats.maxsp = -change->stats.maxsp;
1381 else 1376 else
1382 op->stats.maxsp += change->stats.maxsp; 1377 op->stats.maxsp += change->stats.maxsp;
1383 1378
1384 if (change->stats.food < 0) 1379 if (change->stats.food < 0)
1385 op->stats.food = -(change->stats.food); 1380 op->stats.food = -change->stats.food;
1386 else 1381 else
1387 op->stats.food += change->stats.food; 1382 op->stats.food += change->stats.food;
1388 1383
1389 if (change->level < 0) 1384 if (change->level < 0)
1390 op->level = -(change->level); 1385 op->level = -change->level;
1391 else 1386 else
1392 op->level += change->level; 1387 op->level += change->level;
1393 1388
1394 if (change->gen_sp_armour < 0) 1389 if (change->gen_sp_armour < 0)
1395 op->gen_sp_armour = -(change->gen_sp_armour); 1390 op->gen_sp_armour = -change->gen_sp_armour;
1396 else 1391 else
1397 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1392 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1398 1393
1399 op->item_power = change->item_power; 1394 op->item_power = change->item_power;
1400 1395
1401 for (i = 0; i < NROFATTACKS; i++) 1396 for (int i = 0; i < NROFATTACKS; i++)
1402 if (change->resist[i])
1403 op->resist[i] += change->resist[i]; 1397 op->resist[i] += change->resist[i];
1404 1398
1405 if (change->stats.dam) 1399 if (change->stats.dam)
1406 { 1400 {
1407 if (change->stats.dam < 0) 1401 if (change->stats.dam < 0)
1408 op->stats.dam = (-change->stats.dam); 1402 op->stats.dam = -change->stats.dam;
1409 else if (op->stats.dam) 1403 else if (op->stats.dam)
1410 { 1404 {
1411 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1405 int tmp = op->stats.dam * change->stats.dam / 10;
1406
1412 if (tmp == op->stats.dam) 1407 if (tmp == op->stats.dam)
1413 { 1408 {
1414 if (change->stats.dam < 10) 1409 if (change->stats.dam < 10)
1415 op->stats.dam--; 1410 op->stats.dam--;
1416 else 1411 else
1422 } 1417 }
1423 1418
1424 if (change->weight) 1419 if (change->weight)
1425 { 1420 {
1426 if (change->weight < 0) 1421 if (change->weight < 0)
1427 op->weight = (-change->weight); 1422 op->weight = -change->weight;
1428 else 1423 else
1429 op->weight = (op->weight * (change->weight)) / 100; 1424 op->weight = op->weight * change->weight / 100;
1430 } 1425 }
1431 1426
1432 if (change->last_sp) 1427 if (change->last_sp)
1433 { 1428 {
1434 if (change->last_sp < 0) 1429 if (change->last_sp < 0)
1435 op->last_sp = (-change->last_sp); 1430 op->last_sp = -change->last_sp;
1436 else 1431 else
1437 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1432 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1438 } 1433 }
1439 1434
1440 if (change->gen_sp_armour) 1435 if (change->gen_sp_armour)
1441 { 1436 {
1442 if (change->gen_sp_armour < 0) 1437 if (change->gen_sp_armour < 0)
1443 op->gen_sp_armour = (-change->gen_sp_armour); 1438 op->gen_sp_armour = -change->gen_sp_armour;
1444 else 1439 else
1445 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1440 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1446 } 1441 }
1447 1442
1448 op->value *= change->value; 1443 op->value *= change->value;
1449 1444
1450 if (change->materials) 1445 if (change->materials)
1451 op->materials = change->materials; 1446 op->materials = change->materials;
1452 1447
1453 if (change->materialname) 1448 if (change->material != MATERIAL_NULL)
1454 op->materialname = change->materialname; 1449 op->material = change->material;
1455 1450
1456 if (change->slaying) 1451 if (change->slaying)
1457 op->slaying = change->slaying; 1452 op->slaying = change->slaying;
1458 1453
1459 if (change->race) 1454 if (change->race)
1503 */ 1498 */
1504 1499
1505void 1500void
1506give_artifact_abilities (object *op, object *artifct) 1501give_artifact_abilities (object *op, object *artifct)
1507{ 1502{
1508 char new_name[MAX_BUF]; 1503 op->title = format ("of %s", &artifct->name);
1509 1504
1510 sprintf (new_name, "of %s", &artifct->name);
1511 op->title = new_name;
1512 add_abilities (op, artifct); /* Give out the bonuses */ 1505 add_abilities (op, artifct); /* Give out the bonuses */
1513 1506
1514#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1507#if 0 /* Bit verbose, but keep it here until next time I need it... */
1515 { 1508 {
1516 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1509 char identified = op->flag [FLAG_IDENTIFIED];
1517 1510
1518 SET_FLAG (op, FLAG_IDENTIFIED); 1511 op->set_flag (FLAG_IDENTIFIED);
1519 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1512 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1520 if (!identified) 1513 if (!identified)
1521 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1514 op->clr_flag (FLAG_IDENTIFIED);
1522 } 1515 }
1523#endif 1516#endif
1524 return; 1517 return;
1525} 1518}
1526 1519
1536#define ARTIFACT_TRIES 2 1529#define ARTIFACT_TRIES 2
1537 1530
1538void 1531void
1539generate_artifact (object *op, int difficulty) 1532generate_artifact (object *op, int difficulty)
1540{ 1533{
1541 artifactlist *al;
1542 artifact *art; 1534 artifact *art;
1543 int i;
1544 1535
1545 al = find_artifactlist (op->type); 1536 artifactlist *al = find_artifactlist (op->type);
1546 1537
1547 if (al == NULL) 1538 if (al == NULL)
1548 { 1539 {
1549#if 0 /* This is too verbose, usually */ 1540#if 0 /* This is too verbose, usually */
1550 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1541 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1551#endif 1542#endif
1552 return; 1543 return;
1553 } 1544 }
1554 1545
1555 for (i = 0; i < ARTIFACT_TRIES; i++) 1546 for (int i = 0; i < ARTIFACT_TRIES; i++)
1556 { 1547 {
1557 int roll = rndm (al->total_chance); 1548 int roll = rndm (al->total_chance);
1558 1549
1559 for (art = al->items; art; art = art->next) 1550 for (art = al->items; art; art = art->next)
1560 { 1551 {
1600 */ 1591 */
1601 1592
1602void 1593void
1603fix_flesh_item (object *item, object *donor) 1594fix_flesh_item (object *item, object *donor)
1604{ 1595{
1605 char tmpbuf[MAX_BUF];
1606 int i;
1607
1608 if (item->type == FLESH && donor) 1596 if (item->type == FLESH && donor)
1609 { 1597 {
1610 /* change the name */ 1598 /* change the name */
1611 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1599 item->name = format ("%s's %s", &donor->name, &item->name);
1612 item->name = tmpbuf;
1613 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1600 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1614 item->name_pl = tmpbuf;
1615 1601
1616 /* weight is FLESH weight/100 * donor */ 1602 /* weight is FLESH weight/100 * donor */
1617 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1603 item->weight = max (1, item->weight * donor->weight / 100);
1618 item->weight = 1;
1619 1604
1620 /* value is multiplied by level of donor */ 1605 /* value is multiplied by level of donor */
1621 item->value *= isqrt (donor->level * 2); 1606 item->value *= isqrt (donor->level * 2);
1622 1607
1623 /* food value */ 1608 /* food value */
1624 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1609 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1625 1610
1626 /* flesh items inherit some abilities of donor, but not 1611 /* flesh items inherit some abilities of donor, but not
1627 * full effect. 1612 * full effect.
1628 */ 1613 */
1629 for (i = 0; i < NROFATTACKS; i++) 1614 for (int i = 0; i < NROFATTACKS; i++)
1630 item->resist[i] = donor->resist[i] / 2; 1615 item->resist[i] = donor->resist[i] / 2;
1631 1616
1632 /* item inherits donor's level (important for quezals) */ 1617 /* item inherits donor's level (important for quezals) */
1633 item->level = donor->level; 1618 item->level = donor->level;
1634 1619
1635 /* if donor has some attacktypes, the flesh is poisonous */ 1620 /* if donor has some attacktypes, the flesh is poisonous */
1636 if (donor->attacktype & AT_POISON) 1621 if (donor->attacktype & AT_POISON)
1637 item->type = POISON; 1622 item->type = POISON;
1638 1623
1639 if (donor->attacktype & AT_ACID) 1624 if (donor->attacktype & AT_ACID)
1640 item->stats.hp = -1 * item->stats.food; 1625 item->stats.hp = -item->stats.food;
1641 1626
1642 SET_FLAG (item, FLAG_NO_STEAL); 1627 item->set_flag (FLAG_NO_STEAL);
1643 } 1628 }
1644} 1629}
1645 1630
1646/* special_potion() - so that old potion code is still done right. */ 1631static void
1647int
1648special_potion (object *op)
1649{
1650 if (op->attacktype)
1651 return 1;
1652
1653 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1654 return 1;
1655
1656 for (int i = 0; i < NROFATTACKS; i++)
1657 if (op->resist[i])
1658 return 1;
1659
1660 return 0;
1661}
1662
1663void
1664free_treasurestruct (treasure *t) 1632free_treasurestruct (treasure *t)
1665{ 1633{
1666 if (t->next) free_treasurestruct (t->next); 1634 if (t->next) free_treasurestruct (t->next);
1667 if (t->next_yes) free_treasurestruct (t->next_yes); 1635 if (t->next_yes) free_treasurestruct (t->next_yes);
1668 if (t->next_no) free_treasurestruct (t->next_no); 1636 if (t->next_no) free_treasurestruct (t->next_no);
1669 1637
1670 delete t; 1638 delete t;
1671} 1639}
1672 1640
1673void 1641static void
1674free_charlinks (linked_char *lc) 1642free_charlinks (linked_char *lc)
1675{ 1643{
1676 if (lc->next) 1644 if (lc->next)
1677 free_charlinks (lc->next); 1645 free_charlinks (lc->next);
1678 1646
1679 delete lc; 1647 delete lc;
1680} 1648}
1681 1649
1682void 1650static void
1683free_artifact (artifact *at) 1651free_artifact (artifact *at)
1684{ 1652{
1685 if (at->next) free_artifact (at->next); 1653 if (at->next) free_artifact (at->next);
1686 if (at->allowed) free_charlinks (at->allowed); 1654 if (at->allowed) free_charlinks (at->allowed);
1687 1655
1688 at->item->destroy (); 1656 at->item->destroy ();
1689 1657
1690 sfree (at); 1658 sfree (at);
1691} 1659}
1692 1660
1693void
1694free_artifactlist (artifactlist *al)
1695{
1696 artifactlist *nextal;
1697
1698 for (al = first_artifactlist; al; al = nextal)
1699 {
1700 nextal = al->next;
1701
1702 if (al->items)
1703 free_artifact (al->items);
1704
1705 sfree (al);
1706 }
1707}
1708
1709void
1710free_all_treasures (void)
1711{
1712 treasurelist *tl, *next;
1713
1714 for (tl = first_treasurelist; tl; tl = next)
1715 {
1716 clear (tl);
1717
1718 next = tl->next;
1719 delete tl;
1720 }
1721
1722 free_artifactlist (first_artifactlist);
1723}

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