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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.34 by root, Sat Jan 20 22:09:51 2007 UTC vs.
Revision 1.112 by root, Sat Apr 23 04:56:47 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 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
25#define ALLOWED_COMBINATION
26 24
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * 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
29 * 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
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h>
41#include <loader.h>
42 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
43 42
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 44
47/* 45typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 46 const char *,
49 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
50 52
51void 53static tl_map_t tl_map;
52init_archetype_pointers ()
53{
54 int prev_warn = warn_archetypes;
55 54
56 warn_archetypes = 1; 55//TODO: class method
57 if (ring_arch == NULL) 56static void free_treasurestruct (treasure *t); // bleh desu
58 ring_arch = archetype::find ("ring"); 57static void
59 if (amulet_arch == NULL) 58clear (treasurelist *tl)
60 amulet_arch = archetype::find ("amulet"); 59{
61 if (staff_arch == NULL) 60 if (tl->items)
62 staff_arch = archetype::find ("staff"); 61 {
63 if (crown_arch == NULL) 62 free_treasurestruct (tl->items);
64 crown_arch = archetype::find ("crown"); 63 tl->items = 0;
65 warn_archetypes = prev_warn; 64 }
66}
67 65
68/* 66 tl->total_chance = 0;
69 * Allocate and return the pointer to an empty treasurelist structure. 67}
70 */
71 68
69/*
70 * Searches for the given treasurelist
71 */
72static treasurelist * 72treasurelist *
73get_empty_treasurelist (void) 73treasurelist::find (const char *name)
74{ 74{
75 if (!name)
76 return 0;
77
78 auto (i, tl_map.find (name));
79
80 if (i == tl_map.end ())
81 return 0;
82
83 return i->second;
84}
85
86/*
87 * Searches for the given treasurelist in the globally linked list
88 * of treasurelists which has been built by load_treasures().
89 */
90treasurelist *
91treasurelist::get (const char *name)
92{
93 treasurelist *tl = find (name);
94
95 if (!tl)
96 {
75 return new treasurelist; 97 tl = new treasurelist;
76}
77 98
78/* 99 tl->name = name;
79 * Allocate and return the pointer to an empty treasure structure. 100 tl->next = first_treasurelist;
80 */ 101 first_treasurelist = tl;
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86 102
87 t->chance = 100; 103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
88 105
89 return t; 106 return tl;
90} 107}
108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
91 129
92/* 130/*
93 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
95 */ 133 */
96
97static treasure * 134static treasure *
98load_treasure (FILE * fp, int *line) 135read_treasure (object_thawer &f)
99{ 136{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 137 treasure *t = new treasure;
102 int value;
103 138
104 nroftreasures++; 139 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 140
109 if (*buf == '#') 141 for (;;)
110 continue; 142 {
111 if ((cp = strchr (buf, '\n')) != NULL) 143 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 144
117 if (sscanf (cp, "arch %s", variable)) 145 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 146 {
122 else if (sscanf (cp, "list %s", variable)) 147 case KW_arch:
123 t->name = variable; 148 t->item = archetype::find (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 149
125 t->change_arch.name = variable; 150 if (!t->item)
126 else if (sscanf (cp, "change_title %s", variable))
127 t->change_arch.title = variable;
128 else if (sscanf (cp, "change_slaying %s", variable))
129 t->change_arch.slaying = variable;
130 else if (sscanf (cp, "chance %d", &value))
131 t->chance = (uint8) value;
132 else if (sscanf (cp, "nrof %d", &value))
133 t->nrof = (uint16) value;
134 else if (sscanf (cp, "magic %d", &value))
135 t->magic = (uint8) value;
136 else if (!strcmp (cp, "yes"))
137 t->next_yes = load_treasure (fp, line);
138 else if (!strcmp (cp, "no"))
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 { 151 {
144 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
145 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
146 } 182 }
147 else 183
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
149 } 185 }
150 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
151 return t; 191 return 0;
152} 192}
153 193
154#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out
158 */
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175
176/* 194/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
179 */ 196 */
180 197treasurelist *
181void 198treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 199{
184 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189 201
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 204 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
194 return; 207 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 208
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* 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.
215 * 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
216 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
217 */ 212 */
218 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
219 { 218 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no)
224 {
225 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);
226 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");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 221 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 222
238#ifdef TREASURE_DEBUG 223 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 224 }
240 * verify that list transitions work (ie, the list that it is supposed 225 }
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246#endif
247}
248 226
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0; 227 return tl;
270} 228}
271
272 229
273/* 230/*
274 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
283 */ 240 */
284static void 241static void
285put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
286{ 243{
287 object *tmp; 244 if (flags & GT_ENVIRONMENT)
288 245 {
289 /* 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
290 * 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
291 * 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
292 * by another object. 249 * by another object.
293 */ 250 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 252 if (op->type == SPELL)
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map ()
261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy ();
263 else
264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
297 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);
267 }
298 } 268 }
299 else 269 else
300 { 270 {
301 op = creator->insert (op); 271 op = creator->insert (op);
302 272
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
304 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
305
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
307 esrv_send_item (tmp, op);
308 } 275 }
309} 276}
310 277
311/* 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
312 * in the generated object 279 * in the generated object
326 293
327 if (t->change_arch.slaying) 294 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 295 op->slaying = t->change_arch.slaying;
329} 296}
330 297
331void 298static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 299create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 300{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 302 {
338 if (t->name) 303 if (t->name)
339 { 304 {
340 if (difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 }
311 else
312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 314 {
342 treasurelist *tl = find_treasurelist (t->name); 315 object *tmp = t->item->instance ();
343 if (tl) 316
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item);
352 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
319
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 321 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 322 put_treasure (tmp, op, flag);
357 } 323 }
358 } 324 }
359 325
360 if (t->next_yes != NULL) 326 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 328 }
363 else if (t->next_no != NULL) 329 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 331
366 if (t->next != NULL) 332 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 333 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 334}
369 335
370void 336static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 337create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 338{
373 int value = RANDOM () % tl->total_chance; 339 int value = rndm (tl->total_chance);
374 treasure *t; 340 treasure *t;
375 341
376 if (tries++ > 100) 342 if (tries++ > 100)
377 { 343 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 345 return;
380 } 346 }
381 347
382 for (t = tl->items; t != NULL; t = t->next) 348 for (t = tl->items; t; t = t->next)
383 { 349 {
384 value -= t->chance; 350 value -= t->chance;
385 351
386 if (value < 0) 352 if (value < 0)
387 break; 353 break;
388 } 354 }
389 355
390 if (!t || value >= 0) 356 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 358
397 if (t->name) 359 if (t->name)
398 { 360 {
399 if (difficulty >= t->magic) 361 if (difficulty >= t->magic)
400 { 362 {
401 treasurelist *tl = find_treasurelist (t->name); 363 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 364 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
404 } 366 }
405 else if (t->nrof) 367 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 369 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
412 { 371 {
413 object *tmp = arch_to_object (t->item); 372 if (object *tmp = t->item->instance ())
414 373 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
420 376
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 378 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
380 }
424 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 388}
426 389
427/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
432 * to do that. 395 * to do that.
433 */ 396 */
434void 397void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
437 403
438 if (tries++ > 100) 404 if (tries++ > 100)
439 { 405 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 407 return;
442 } 408 }
409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
443 if (tl->total_chance) 419 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 421 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 423}
454object * 430object *
455generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
456{ 432{
457 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
458 434
459 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
460 436
461 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
462 438
463 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
464 tmp = ob->inv; 440 object *tmp = ob->inv;
465 if (tmp != NULL) 441 if (tmp)
466 tmp->remove (); 442 tmp->remove ();
467 443
468 if (ob->inv) 444 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
470 446
471 ob->destroy (); 447 ob->destroy ();
448
472 return tmp; 449 return tmp;
473} 450}
474 451
475/* 452/*
476 * 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
478 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
479 * magical bonus "wanted". 456 * magical bonus "wanted".
480 */ 457 */
481 458
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484/*chance of magic difficulty*/ 460// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
518}; 493};
519
520 494
521/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
522 * 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)
523 * 497 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * 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.
526 */ 500 */
527 501static int
528int
529level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
530{ 503{
531 int olevel = 0;
532
533 if (!op->inv) 504 if (!op->inv)
534 { 505 {
535 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);
536 return 0; 507 return 0;
537 } 508 }
538 509
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
540 511
541 if (olevel <= 0) 512 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
543 514
544 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
545 olevel = MAXLEVEL;
546
547 return olevel;
548} 516}
549 517
550/* 518/*
551 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * 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
557 * weird integer between 1-31. 525 * weird integer between 1-31.
558 * 526 *
559 */ 527 */
560 528static int
561int
562magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
563{ 530{
564 int percent = 0, magic = 0;
565 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);
566 533
567 scaled_diff--;
568
569 if (scaled_diff < 0)
570 scaled_diff = 0;
571
572 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1;
574
575 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
576 536
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
578 { 538 {
579 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
580 540
581 if (percent < 0) 541 if (percent < 0)
582 break; 542 break;
583 } 543 }
584 544
585 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
586 { 546 {
587 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);
588 magic = 0; 548 magic = 0;
589 } 549 }
590 550
598 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
599 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
600 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 561 * to make it truly absolute.
602 */ 562 */
603
604void 563void
605set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
606{ 565{
607 if (!magic) 566 if (!magic)
608 return; 567 return;
609 568
610 op->magic = magic; 569 op->magic = magic;
611 if (op->arch) 570 if (op->arch)
612 { 571 {
613 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
615 574
616 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 576 magic = (-magic);
577
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
619 } 579 }
620 else 580 else
621 { 581 {
622 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
624 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 586 magic = (-magic);
587
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 589 }
628} 590}
629 591
630/* 592/*
633 */ 595 */
634 596
635static void 597static void
636set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 599{
638 int i;
639
640 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
641 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
642 i = -i; 603 i = -i;
604
643 if (i > max_magic) 605 i = min (i, max_magic);
644 i = max_magic; 606
645 set_abs_magic (op, i); 607 set_abs_magic (op, i);
646 if (i < 0) 608 if (i < 0)
647 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
648} 610}
649 611
650/* 612/*
651 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
652 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
653 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
657 */ 619 */
658 620static void
659void
660set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
661{ 622{
662
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
664 624
665 if (op->type == AMULET) 625 if (op->type == AMULET)
666 {
667 if (!(rndm (21))) 626 if (!rndm (21))
668 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
669 else 630 else
670 {
671 if (RANDOM () & 2)
672 r = 10;
673 else
674 r = 11 + rndm (9); 631 r = 11 + rndm (9);
675 }
676 }
677 632
678 switch (r) 633 switch (r)
679 { 634 {
680 /* 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,
681 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
682 * of the item. 637 * of the item.
683 */ 638 */
684 case 0: 639 case 0:
685 case 1: 640 case 1:
686 case 2: 641 case 2:
687 case 3: 642 case 3:
688 case 4: 643 case 4:
689 case 5: 644 case 5:
690 case 6: 645 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
692 break; 647 break;
693 648
694 case 7: 649 case 7:
695 op->stats.dam += bonus; 650 op->stats.dam += bonus;
696 break; 651 break;
727 * positive values for how protections work out. Put another 682 * positive values for how protections work out. Put another
728 * 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
729 * even values. 684 * even values.
730 */ 685 */
731 if (bonus < 0) 686 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 687 val = 2 * -val - rndm (b);
733 if (val > 35) 688
734 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
735 b = 0; 691 b = 0;
736 692
737 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
738 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
739 695
747 break; 703 break;
748 } 704 }
749 case 20: 705 case 20:
750 if (op->type == AMULET) 706 if (op->type == AMULET)
751 { 707 {
752 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
753 op->value *= 11; 709 op->value *= 11;
754 } 710 }
755 else 711 else
756 { 712 {
757 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
760 break; 716 break;
761 717
762 case 21: 718 case 21:
763 if (op->type == AMULET) 719 if (op->type == AMULET)
764 { 720 {
765 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
766 op->value *= 9; 722 op->value *= 9;
767 } 723 }
768 else 724 else
769 { 725 {
770 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
772 } 728 }
773 break; 729 break;
774 730
775 case 22: 731 case 22:
776 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
777 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
778 break; 734 break;
779 } 735 }
780 736
781 if (bonus > 0) 737 if (bonus > 0)
782 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
783 else 739 else
784 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
785} 741}
786 742
787/* 743/*
788 * 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.
789 * 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
790 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
791 * 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
792 * rings and amulets. 748 * rings and amulets.
793 * 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.
794 */ 750 */
795 751static int
796int
797get_magic (int diff) 752get_magic (int diff)
798{ 753{
799 int i; 754 diff = min (3, diff);
800 755
801 if (diff < 3)
802 diff = 3;
803 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
804 if (RANDOM () % diff) 757 if (rndm (diff))
805 return i; 758 return i;
759
806 return 4; 760 return 4;
807} 761}
808 762
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
780static double
781value_factor_from_spell_item (object *spell, object *item)
782{
783 double factor =
784 pow ((spell->value > 0 ? spell->value : 1)
785 * spell->level, 1.5);
786
787 if (item) // this if for: wands/staffs/rods:
788 {
789 /* Old crossfire comment ahead:
790 * Add 50 to both level an divisor to keep prices a little more
791 * reasonable. Otherwise, a high level version of a low level
792 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
793 * 10 time multiplier). This way, the value are a bit more reasonable.
794 */
795
796 factor *= item->level + 50;
797 factor /= item->inv->level + 50;
798 }
799
800 return factor;
801}
802
809#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
810#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 805
812/* 806/*
813 * fix_generated_item(): This is called after an item is generated, in 807 * fix_generated_item(): This is called after an item is generated, in
814 * order to set it up right. This produced magical bonuses, puts spells 808 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 809 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 823 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material 825 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc 826 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 827 */
834
835void 828void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 829fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 830{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 831 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 832
844 save_item_power = op->item_power; 837 save_item_power = op->item_power;
845 op->item_power = 0; 838 op->item_power = 0;
846 839
847 if (op->randomitems && op->type != SPELL) 840 if (op->randomitems && op->type != SPELL)
848 { 841 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
852
853 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
854 op->randomitems = NULL; 844 op->randomitems = 0;
855 } 845 }
856 846
857 if (difficulty < 1) 847 max_it (difficulty, 1);
858 difficulty = 1;
859 848
860 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
861 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
862 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
863 ARG_INT (flags))) 852 ARG_INT (flags)))
864 return; 853 return;
865 854
866 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
867 { 856 {
868 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
869 { 858 {
870 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
871 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
872 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
873 } 862 }
876 if (!op->magic && max_magic) 865 if (!op->magic && max_magic)
877 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
878 867
879 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
880 869
881 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
882 * used for shop_floors or treasures */ 871 || op->type == HORN
872 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
883 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
884 } 874 }
885 875
886 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
887 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
921 * again below */ 911 * again below */
922 } 912 }
923 } 913 }
924 914
925 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
926 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
927 917
928 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
929 { 919 {
930 if (op->type == POTION) 920 if (op->type == POTION)
931 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
932 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
933 { 923 {
934 object *tmp;
935
936 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
937 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
938 op->stats.sp = 0; 926 op->stats.sp = 0;
939 } 927 }
940 } 928 }
941 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
944 case WEAPON: 932 case WEAPON:
945 case ARMOUR: 933 case ARMOUR:
946 case SHIELD: 934 case SHIELD:
947 case HELMET: 935 case HELMET:
948 case CLOAK: 936 case CLOAK:
949 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
950 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
951 break; 939 break;
952 940
953 case BRACERS: 941 case BRACERS:
954 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
955 { 943 {
956 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
957 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
958 op->value *= 3; 946 op->value *= 3;
959 } 947 }
960 break; 948 break;
961 949
962 case POTION: 950 case POTION:
964 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0, is_special = 0;
965 953
966 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
967 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
968 { 956 {
969 object *tmp;
970
971 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
972 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
973 op->stats.sp = 0; 959 op->stats.sp = 0;
974 } 960 }
975 961
976 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!(is_special = special_potion (op)) && !op->inv)
984 * since the value set on those is already correct. 970 * since the value set on those is already correct.
985 */ 971 */
986 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
987 { 973 {
988 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
989 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
990 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
991 } 977 }
992 else 978 else
993 { 979 {
994 op->name = "potion"; 980 op->name = shstr_potion;
995 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
996 } 982 }
997 983
998 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
999 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
1000 break; 987 break;
1001 } 988 }
1002 989
1003 case AMULET: 990 case AMULET:
1004 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
1005 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
1006 993
1007 case RING: 994 case RING:
1008 if (op->arch == NULL)
1009 {
1010 op->destroy ();
1011 op = 0;
1012 break;
1013 }
1014
1015 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1016 break; 996 break;
1017 997
1018 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1019 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
1020 1000
1021 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1022 1002
1023 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
1024 break; 1004 break;
1025 1005
1026 if (!(rndm (4))) 1006 if (!rndm (4))
1027 { 1007 {
1028 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1029 1009
1030 if (d > 0) 1010 if (d > 0)
1031 op->value *= 3; 1011 op->value *= 3;
1032 1012
1033 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1034 1014
1035 if (!(rndm (4))) 1015 if (!rndm (4))
1036 { 1016 {
1037 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1038 1018
1039 if (d > 0) 1019 if (d > 0)
1040 op->value *= 5; 1020 op->value *= 5;
1021
1041 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
1042 } 1023 }
1043 } 1024 }
1044 1025
1045 if (GET_ANIM_ID (op)) 1026 if (op->animation_id)
1046 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1027 op->set_anim_frame (rndm (op->anim_frames ()));
1047 1028
1048 break; 1029 break;
1049 1030
1050 case BOOK: 1031 case BOOK:
1051 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
1053 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1054 */ 1035 */
1055 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
1056 { 1037 {
1057 /* set the book level properly */ 1038 /* set the book level properly */
1058 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1059 { 1040 {
1060 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1061 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1062 else 1043 else
1063 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1064 } 1045 }
1065 else 1046 else
1066 op->level = RANDOM () % creator->level; 1047 op->level = rndm (creator->level);
1067 1048
1068 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1049 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1069 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1070 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1051 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1071 /* creator related stuff */
1072
1073 /* for library, chained books. Note that some monsters have no_pick
1074 * set - we don't want to set no pick in that case.
1075 */
1076 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1077 SET_FLAG (op, FLAG_NO_PICK);
1078 if (creator->slaying && !op->slaying) /* for check_inv floors */
1079 op->slaying = creator->slaying;
1080 1052
1081 /* add exp so reading it gives xp (once) */ 1053 /* add exp so reading it gives xp (once) */
1082 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1054 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1083 } 1055 }
1056
1057 /* creator related stuff */
1058
1059 /* for library, chained books. Note that some monsters have no_pick
1060 * set - we don't want to set no pick in that case.
1061 */
1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1063 op->set_flag (FLAG_NO_PICK);
1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1065 op->slaying = creator->slaying;
1084 break; 1066 break;
1085 1067
1086 case SPELLBOOK: 1068 case SPELLBOOK:
1087 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1088 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1089 op->level = op->inv->level; 1072 op->level = op->inv->level;
1090 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1091 break; 1074 break;
1092 1075
1096 * and reset nrof. 1079 * and reset nrof.
1097 */ 1080 */
1098 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1099 op->nrof = 1; 1082 op->nrof = 1;
1100 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1101 * for it, and adjust price. If the spell doesn't 1084 * for it.
1102 * change by level, just set the wand to the level of
1103 * the spell, and value calculation is simpler.
1104 */ 1085 */
1105 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1106 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1107 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1108 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1109 }
1110 else 1090 else
1111 {
1112 op->level = op->inv->level; 1091 op->level = op->inv->level;
1113 op->value = op->value * op->inv->value; 1092
1114 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1115 break; 1094 break;
1116 1095
1117 case ROD: 1096 case ROD:
1118 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1119 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1120 * reasonable. Otherwise, a high level version of a low level 1099
1121 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1122 * 10 time multiplier). This way, the value are a bit more reasonable.
1123 */
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1126 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1127 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1128 else 1103 else
1129 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1130 1105
1131 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1132 break; 1107 break;
1133 1108
1134 case SCROLL: 1109 case SCROLL:
1135 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1136 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1111 op->value *= value_factor_from_spell_item (op->inv, op);
1137 1112
1138 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1139 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1140 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1141 break; 1116 break;
1149 break; 1124 break;
1150 } /* switch type */ 1125 } /* switch type */
1151 1126
1152 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1153 { 1128 {
1154 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1155 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1156 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1157 op->value = 0; 1132 op->value = 0;
1158 } 1133 }
1159 1134
1160 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1170 */ 1145 */
1171 1146
1172/* 1147/*
1173 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1174 */ 1149 */
1175
1176static artifactlist * 1150static artifactlist *
1177get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1178{ 1152{
1179 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1153 return salloc0<artifactlist> ();
1180
1181 if (al == NULL)
1182 fatal (OUT_OF_MEMORY);
1183 al->next = NULL;
1184 al->items = NULL;
1185 al->total_chance = 0;
1186 return al;
1187} 1154}
1188 1155
1189/* 1156/*
1190 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1191 */ 1158 */
1192
1193static artifact * 1159static artifact *
1194get_empty_artifact (void) 1160get_empty_artifact ()
1195{ 1161{
1196 artifact *a = (artifact *) malloc (sizeof (artifact)); 1162 return salloc0<artifact> ();
1197
1198 if (a == NULL)
1199 fatal (OUT_OF_MEMORY);
1200 a->item = NULL;
1201 a->next = NULL;
1202 a->chance = 0;
1203 a->difficulty = 0;
1204 a->allowed = NULL;
1205 return a;
1206} 1163}
1207 1164
1208/* 1165/*
1209 * Searches the artifact lists and returns one that has the same type 1166 * Searches the artifact lists and returns one that has the same type
1210 * of objects on it. 1167 * of objects on it.
1211 */ 1168 */
1212
1213artifactlist * 1169artifactlist *
1214find_artifactlist (int type) 1170find_artifactlist (int type)
1215{ 1171{
1216 artifactlist *al;
1217
1218 for (al = first_artifactlist; al != NULL; al = al->next) 1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1219 if (al->type == type) 1173 if (al->type == type)
1220 return al; 1174 return al;
1175
1221 return NULL; 1176 return 0;
1222} 1177}
1223 1178
1224/* 1179/*
1225 * For debugging purposes. Dumps all tables. 1180 * Builds up the lists of artifacts from the file in the libdir.
1226 */ 1181 */
1227
1228void 1182void
1229dump_artifacts (void)
1230{
1231 artifactlist *al;
1232 artifact *art;
1233 linked_char *next;
1234
1235 fprintf (logfile, "\n");
1236 for (al = first_artifactlist; al != NULL; al = al->next)
1237 {
1238 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1239 for (art = al->items; art != NULL; art = art->next)
1240 {
1241 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1242 if (art->allowed != NULL)
1243 {
1244 fprintf (logfile, "\tAllowed combinations:");
1245 for (next = art->allowed; next != NULL; next = next->next)
1246 fprintf (logfile, "%s,", &next->name);
1247 fprintf (logfile, "\n");
1248 }
1249 }
1250 }
1251 fprintf (logfile, "\n");
1252}
1253
1254/*
1255 * For debugging purposes. Dumps all treasures recursively (see below).
1256 */
1257void
1258dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1259{
1260 treasurelist *tl;
1261 int i;
1262
1263 if (depth > 100)
1264 return;
1265 while (t)
1266 {
1267 if (t->name)
1268 {
1269 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " ");
1271 fprintf (logfile, "{ (list: %s)\n", &t->name);
1272 tl = find_treasurelist (t->name);
1273 if (tl)
1274 dump_monster_treasure_rec (name, tl->items, depth + 2);
1275 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " ");
1277 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1278 }
1279 else
1280 {
1281 for (i = 0; i < depth; i++)
1282 fprintf (logfile, " ");
1283 if (t->item && t->item->clone.type == FLESH)
1284 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1285 else
1286 fprintf (logfile, "%s\n", &t->item->clone.name);
1287 }
1288
1289 if (t->next_yes)
1290 {
1291 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " ");
1293 fprintf (logfile, " (if yes)\n");
1294 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1295 }
1296
1297 if (t->next_no)
1298 {
1299 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " ");
1301 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 }
1304
1305 t = t->next;
1306 }
1307}
1308
1309/*
1310 * For debugging purposes. Dumps all treasures for a given monster.
1311 * Created originally by Raphael Quinet for debugging the alchemy code.
1312 */
1313
1314void
1315dump_monster_treasure (const char *name)
1316{
1317 archetype *at;
1318 int found;
1319
1320 found = 0;
1321 fprintf (logfile, "\n");
1322 for (at = first_archetype; at != NULL; at = at->next)
1323 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1324 {
1325 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1326 if (at->clone.randomitems != NULL)
1327 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1328 else
1329 fprintf (logfile, "(nothing)\n");
1330 fprintf (logfile, "\n");
1331 found++;
1332 }
1333 if (found == 0)
1334 fprintf (logfile, "No objects have the name %s!\n\n", name);
1335}
1336
1337/*
1338 * Builds up the lists of artifacts from the file in the libdir.
1339 */
1340
1341void
1342init_artifacts (void) 1183init_artifacts ()
1343{ 1184{
1344 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1345 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1346 artifact *art = NULL; 1186 artifact *art = NULL;
1347 linked_char *tmp;
1348 int value;
1349 artifactlist *al; 1187 artifactlist *al;
1350 1188
1351 if (has_been_inited) 1189 if (has_been_inited)
1352 return; 1190 return;
1353 else 1191 else
1354 has_been_inited = 1; 1192 has_been_inited = 1;
1355 1193
1356 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1357 object_thawer thawer (filename);
1358 1195
1359 if (!thawer) 1196 if (!f)
1360 return; 1197 return;
1361 1198
1362 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1199 for (;;)
1363 { 1200 {
1364 if (*buf == '#') 1201 switch (f.kw)
1365 continue;
1366 if ((cp = strchr (buf, '\n')) != NULL)
1367 *cp = '\0';
1368 cp = buf;
1369 while (*cp == ' ') /* Skip blanks */
1370 cp++;
1371 if (*cp == '\0')
1372 continue;
1373
1374 if (!strncmp (cp, "Allowed", 7))
1375 { 1202 {
1203 case KW_allowed:
1376 if (art == NULL) 1204 if (!art)
1205 art = get_empty_artifact ();
1206
1377 { 1207 {
1378 art = get_empty_artifact (); 1208 if (!strcmp (f.get_str (), "all"))
1379 nrofartifacts++; 1209 break;
1210
1211 const char *cp = f.get_str ();
1212 char *next;
1213 do
1214 {
1215 if ((next = (char *)strchr (cp, ',')))
1216 *next++ = '\0';
1217
1218 linked_char *tmp = new linked_char;
1219
1220 tmp->name = cp;
1221 tmp->next = art->allowed;
1222 art->allowed = tmp;
1223 }
1224 while ((cp = next));
1380 } 1225 }
1381 cp = strchr (cp, ' ') + 1; 1226 break;
1382 if (!strcmp (cp, "all")) 1227
1228 case KW_chance:
1229 f.get (art->chance);
1230 break;
1231
1232 case KW_difficulty:
1233 f.get (art->difficulty);
1234 break;
1235
1236 case KW_object:
1237 {
1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1241
1242 if (!art->item->parse_kv (f))
1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1244
1245 al = find_artifactlist (art->item->type);
1246
1247 if (!al)
1248 {
1249 al = get_empty_artifactlist ();
1250 al->type = art->item->type;
1251 al->next = first_artifactlist;
1252 first_artifactlist = al;
1253 }
1254
1255 art->next = al->items;
1256 al->items = art;
1257 art = 0;
1258 }
1383 continue; 1259 continue;
1384 1260
1385 do 1261 case KW_EOF:
1262 goto done;
1263
1264 default:
1265 if (!f.parse_error ("artifacts file"))
1266 cleanup ("artifacts file required");
1386 { 1267 break;
1387 nrofallowedstr++;
1388 if ((next = strchr (cp, ',')) != NULL)
1389 *(next++) = '\0';
1390 tmp = new linked_char;
1391
1392 tmp->name = cp;
1393 tmp->next = art->allowed;
1394 art->allowed = tmp;
1395 }
1396 while ((cp = next) != NULL);
1397 }
1398 else if (sscanf (cp, "chance %d", &value))
1399 art->chance = (uint16) value;
1400 else if (sscanf (cp, "difficulty %d", &value))
1401 art->difficulty = (uint8) value;
1402 else if (!strncmp (cp, "Object", 6))
1403 { 1268 }
1404 art->item = object::create ();
1405 1269
1406 if (!load_object (thawer, art->item, 0)) 1270 f.next ();
1407 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1408
1409 art->item->name = strchr (cp, ' ') + 1;
1410 al = find_artifactlist (art->item->type);
1411 if (al == NULL)
1412 {
1413 al = get_empty_artifactlist ();
1414 al->type = art->item->type;
1415 al->next = first_artifactlist;
1416 first_artifactlist = al;
1417 }
1418 art->next = al->items;
1419 al->items = art;
1420 art = NULL;
1421 }
1422 else
1423 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1424 } 1271 }
1425 1272
1273done:
1426 for (al = first_artifactlist; al != NULL; al = al->next) 1274 for (al = first_artifactlist; al; al = al->next)
1427 { 1275 {
1276 al->total_chance = 0;
1277
1428 for (art = al->items; art != NULL; art = art->next) 1278 for (art = al->items; art; art = art->next)
1429 { 1279 {
1430 if (!art->chance) 1280 if (!art->chance)
1431 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1281 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1432 else 1282 else
1433 al->total_chance += art->chance; 1283 al->total_chance += art->chance;
1434 } 1284 }
1435#if 0 1285#if 0
1436 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1437#endif 1287#endif
1438 } 1288 }
1439
1440 LOG (llevDebug, "done.\n");
1441} 1289}
1442
1443 1290
1444/* 1291/*
1445 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1446 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1447 */ 1294 */
1448
1449void 1295void
1450add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1451{ 1297{
1452 int i, tmp;
1453
1454 if (change->face != blank_face) 1298 if (change->face != blank_face)
1455 {
1456#ifdef TREASURE_VERBOSE
1457 LOG (llevDebug, "FACE: %d\n", change->face->number);
1458#endif
1459 op->face = change->face; 1299 op->face = change->face;
1460 }
1461 1300
1462 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1463 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1464 1303
1465 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1466 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1467 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1468 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1469 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1470 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1471 1310
1472 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1473 SET_FLAG (op, FLAG_CURSED); 1312 {
1474 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1475 SET_FLAG (op, FLAG_DAMNED); 1314 {
1476 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1315 set (FLAG_CURSED);
1316 set (FLAG_DAMNED);
1317 set (FLAG_LIFESAVE);
1318 set (FLAG_REFL_SPELL);
1319 set (FLAG_STEALTH);
1320 set (FLAG_XRAYS);
1321 set (FLAG_BLIND);
1322 set (FLAG_SEE_IN_DARK);
1323 set (FLAG_REFL_MISSILE);
1324 set (FLAG_MAKE_INVIS);
1325 }
1326 } copyflags;
1327
1328 // we might want to just copy, but or'ing is what the original code did
1329 op->flag |= change->flag & copyflags;
1330
1331 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1477 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1478 1333
1479 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1480 SET_FLAG (op, FLAG_LIFESAVE);
1481 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1482 SET_FLAG (op, FLAG_REFL_SPELL);
1483 if (QUERY_FLAG (change, FLAG_STEALTH))
1484 SET_FLAG (op, FLAG_STEALTH);
1485 if (QUERY_FLAG (change, FLAG_XRAYS))
1486 SET_FLAG (op, FLAG_XRAYS);
1487 if (QUERY_FLAG (change, FLAG_BLIND))
1488 SET_FLAG (op, FLAG_BLIND);
1489 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1490 SET_FLAG (op, FLAG_SEE_IN_DARK);
1491 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1492 SET_FLAG (op, FLAG_REFL_MISSILE);
1493 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1494 SET_FLAG (op, FLAG_MAKE_INVIS);
1495
1496 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1497 { 1335 {
1498 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1499 /* so artifacts will join */ 1338 /* so artifacts will join */
1500 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1501 op->speed = 0.0; 1340 op->speed = 0.;
1502 1341
1503 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1504 } 1343 }
1505 1344
1506 if (change->nrof) 1345 if (change->nrof)
1507 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1508 1347
1509 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1510 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1511 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1512 1351
1513 if (change->other_arch) 1352 if (change->other_arch)
1514 { 1353 {
1515 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1516 * to cast. So convert that to into a spell and put it into 1355 * to cast. So convert that to into a spell and put it into
1517 * this object. 1356 * this object.
1518 */ 1357 */
1519 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1520 { 1359 {
1521 object *tmp_obj;
1522
1523 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1524 while (op->inv)
1525 op->inv->destroy (); 1361 op->destroy_inv (false);
1526 1362
1527 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1528 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1529 } 1365 }
1366
1530 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1531 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1532 } 1369 }
1533 1370
1534 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1550 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1551 else 1388 else
1552 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1553 1390
1554 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1555 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1556 else 1393 else
1557 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1558 1395
1559 if (change->level < 0) 1396 if (change->level < 0)
1560 op->level = -(change->level); 1397 op->level = -change->level;
1561 else 1398 else
1562 op->level += change->level; 1399 op->level += change->level;
1563 1400
1564 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1565 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1566 else 1403 else
1567 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1404 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1568 1405
1569 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1570 1407
1571 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1572 if (change->resist[i])
1573 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1574 1410
1575 if (change->stats.dam) 1411 if (change->stats.dam)
1576 { 1412 {
1577 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1578 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1579 else if (op->stats.dam) 1415 else if (op->stats.dam)
1580 { 1416 {
1581 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1582 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1583 { 1420 {
1584 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1585 op->stats.dam--; 1422 op->stats.dam--;
1586 else 1423 else
1592 } 1429 }
1593 1430
1594 if (change->weight) 1431 if (change->weight)
1595 { 1432 {
1596 if (change->weight < 0) 1433 if (change->weight < 0)
1597 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1598 else 1435 else
1599 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1600 } 1437 }
1601 1438
1602 if (change->last_sp) 1439 if (change->last_sp)
1603 { 1440 {
1604 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1605 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1606 else 1443 else
1607 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1444 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1608 } 1445 }
1609 1446
1610 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1611 { 1448 {
1612 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1613 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1614 else 1451 else
1615 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1452 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1616 } 1453 }
1617 1454
1618 op->value *= change->value; 1455 op->value *= change->value;
1619 1456
1620 if (change->material) 1457 if (change->materials)
1458 op->materials = change->materials;
1459
1460 if (change->material != MATERIAL_NULL)
1621 op->material = change->material; 1461 op->material = change->material;
1622
1623 if (change->materialname)
1624 op->materialname = change->materialname;
1625 1462
1626 if (change->slaying) 1463 if (change->slaying)
1627 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1628 1465
1629 if (change->race) 1466 if (change->race)
1632 if (change->msg) 1469 if (change->msg)
1633 op->msg = change->msg; 1470 op->msg = change->msg;
1634} 1471}
1635 1472
1636static int 1473static int
1637legal_artifact_combination (object *op, artifact * art) 1474legal_artifact_combination (object *op, artifact *art)
1638{ 1475{
1639 int neg, success = 0; 1476 int neg, success = 0;
1640 linked_char *tmp; 1477 linked_char *tmp;
1641 const char *name; 1478 const char *name;
1642 1479
1643 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1644 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1645 for (tmp = art->allowed; tmp; tmp = tmp->next) 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1646 { 1484 {
1647#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1648 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1649#endif 1487#endif
1650 if (*tmp->name == '!') 1488 if (*tmp->name == '!')
1651 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1652 else 1490 else
1653 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1654 1492
1655 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1656 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->arch->archname))
1657 return !neg; 1495 return !neg;
1658 1496
1659 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1660 * everything is allowed except what we match 1498 * everything is allowed except what we match
1661 */ 1499 */
1662 else if (neg) 1500 else if (neg)
1663 success = 1; 1501 success = 1;
1664 } 1502 }
1503
1665 return success; 1504 return success;
1666} 1505}
1667 1506
1668/* 1507/*
1669 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1671 */ 1510 */
1672 1511
1673void 1512void
1674give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1675{ 1514{
1676 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1677 1516
1678 sprintf (new_name, "of %s", &artifct->name);
1679 op->title = new_name;
1680 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1681 1518
1682#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1519#if 0 /* Bit verbose, but keep it here until next time I need it... */
1683 { 1520 {
1684 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1685 1522
1686 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1687 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1688 if (!identified) 1525 if (!identified)
1689 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1690 } 1527 }
1691#endif 1528#endif
1692 return; 1529 return;
1693} 1530}
1694 1531
1704#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1705 1542
1706void 1543void
1707generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1708{ 1545{
1709 artifactlist *al;
1710 artifact *art; 1546 artifact *art;
1711 int i;
1712 1547
1713 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1714 1549
1715 if (al == NULL) 1550 if (al == NULL)
1716 { 1551 {
1717#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1718 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1553 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1719#endif 1554#endif
1720 return; 1555 return;
1721 } 1556 }
1722 1557
1723 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1724 { 1559 {
1725 int roll = RANDOM () % al->total_chance; 1560 int roll = rndm (al->total_chance);
1726 1561
1727 for (art = al->items; art != NULL; art = art->next) 1562 for (art = al->items; art; art = art->next)
1728 { 1563 {
1729 roll -= art->chance; 1564 roll -= art->chance;
1730 if (roll < 0) 1565 if (roll < 0)
1731 break; 1566 break;
1732 } 1567 }
1736#if 1 1571#if 1
1737 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1572 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1738#endif 1573#endif
1739 return; 1574 return;
1740 } 1575 }
1741 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1742 return; 1578 return;
1579
1743 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1744 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1745 1582
1746 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1747 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1748 continue; 1585 continue;
1749 1586
1750 if (!legal_artifact_combination (op, art)) 1587 if (!legal_artifact_combination (op, art))
1751 { 1588 {
1752#ifdef TREASURE_VERBOSE 1589#ifdef TREASURE_VERBOSE
1753 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1590 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1754#endif 1591#endif
1755 continue; 1592 continue;
1756 } 1593 }
1594
1757 give_artifact_abilities (op, art->item); 1595 give_artifact_abilities (op, art->item);
1758 return; 1596 return;
1759 } 1597 }
1760} 1598}
1761 1599
1765 */ 1603 */
1766 1604
1767void 1605void
1768fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1769{ 1607{
1770 char tmpbuf[MAX_BUF];
1771 int i;
1772
1773 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1774 { 1609 {
1775 /* change the name */ 1610 /* change the name */
1776 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1777 item->name = tmpbuf;
1778 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1779 item->name_pl = tmpbuf;
1780 1613
1781 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1782 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1615 item->weight = max (1, item->weight * donor->weight / 100);
1783 item->weight = 1;
1784 1616
1785 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1786 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1787 1619
1788 /* food value */ 1620 /* food value */
1789 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1790 1622
1791 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1792 * full effect. 1624 * full effect.
1793 */ 1625 */
1794 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1795 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1796 1628
1797 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1798 item->level = donor->level; 1630 item->level = donor->level;
1799 1631
1800 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1801 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1802 item->type = POISON; 1634 item->type = POISON;
1635
1803 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1804 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1805 SET_FLAG (item, FLAG_NO_STEAL);
1806 }
1807}
1808 1638
1809/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1810 1640 }
1811int
1812special_potion (object *op)
1813{
1814 if (op->attacktype)
1815 return 1;
1816
1817 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1818 return 1;
1819
1820 for (int i = 0; i < NROFATTACKS; i++)
1821 if (op->resist[i])
1822 return 1;
1823
1824 return 0;
1825} 1641}
1826 1642
1827void 1643static void
1828free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1829{ 1645{
1830 if (t->next)
1831 free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1832 if (t->next_yes)
1833 free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1834 if (t->next_no)
1835 free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1836 1649
1837 delete t; 1650 delete t;
1838} 1651}
1839 1652
1840void 1653static void
1841free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1842{ 1655{
1843 if (lc->next) 1656 if (lc->next)
1844 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1845 1658
1846 delete lc; 1659 delete lc;
1847} 1660}
1848 1661
1849void 1662static void
1850free_artifact (artifact * at) 1663free_artifact (artifact *at)
1851{ 1664{
1852 if (at->next)
1853 free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1854
1855 if (at->allowed)
1856 free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1857 1667
1858 at->item->destroy (1); 1668 at->item->destroy ();
1859 1669
1860 delete at;
1861}
1862
1863void
1864free_artifactlist (artifactlist * al)
1865{
1866 artifactlist *nextal;
1867
1868 for (al = first_artifactlist; al; al = nextal)
1869 {
1870 nextal = al->next;
1871
1872 if (al->items)
1873 free_artifact (al->items);
1874
1875 free (al); 1670 sfree (at);
1876 }
1877} 1671}
1878 1672
1879void
1880free_all_treasures (void)
1881{
1882 treasurelist *tl, *next;
1883
1884
1885 for (tl = first_treasurelist; tl != NULL; tl = next)
1886 {
1887 next = tl->next;
1888 if (tl->items)
1889 free_treasurestruct (tl->items);
1890 delete tl;
1891 }
1892 free_artifactlist (first_artifactlist);
1893}

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