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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.58 by root, Sat Apr 28 17:51:57 2007 UTC vs.
Revision 1.123 by root, Tue Nov 27 18:50:22 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
33 34
34//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
35 36
36#include <global.h> 37#include <global.h>
37#include <treasure.h> 38#include <treasure.h>
38#include <funcpoint.h> 39
39#include <loader.h> 40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
40 44
41extern char *spell_mapping[]; 45extern char *spell_mapping[];
42 46
43static treasurelist *first_treasurelist; 47static treasurelist *first_treasurelist;
44 48
45static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
46 50
47typedef std::tr1::unordered_map< 51typedef ska::flat_hash_map
52 <
48 const char *, 53 const char *,
49 treasurelist *, 54 treasurelist *,
50 str_hash, 55 str_hash,
51 str_equal, 56 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 57 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 58 > tl_map_t;
55 59
56static tl_map_t tl_map; 60static tl_map_t tl_map;
61
62//TODO: class method
63static void free_treasurestruct (treasure *t); // bleh desu
64static void
65clear (treasurelist *tl)
66{
67 if (tl->items)
68 {
69 free_treasurestruct (tl->items);
70 tl->items = 0;
71 }
72
73 tl->total_chance = 0;
74}
57 75
58/* 76/*
59 * Searches for the given treasurelist 77 * Searches for the given treasurelist
60 */ 78 */
61treasurelist * 79treasurelist *
93 } 111 }
94 112
95 return tl; 113 return tl;
96} 114}
97 115
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 116#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 117/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 118 * so that the treasure name can be printed out
114 */ 119 */
115static void 120static void
140 145
141 f.next (); 146 f.next ();
142 147
143 for (;;) 148 for (;;)
144 { 149 {
145 coroapi::cede_to_tick_every (10); 150 coroapi::cede_to_tick ();
146 151
147 switch (f.kw) 152 switch (f.kw)
148 { 153 {
149 case KW_arch: 154 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 155 t->item = archetype::find (f.get_str ());
156
157 if (!t->item)
158 {
159 f.parse_warn ("treasure references unknown archetype");
160 t->item = archetype::empty;
161 }
162
151 break; 163 break;
152 164
153 case KW_list: f.get (t->name); break; 165 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 166 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 167 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 181 t->next = read_treasure (f);
170 return t; 182 return t;
171 183
172 default: 184 default:
173 if (!f.parse_error ("treasurelist", t->name)) 185 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 186 goto error;
175 187
176 return t; 188 return t;
177 } 189 }
178 190
179 f.next (); 191 f.next ();
180 } 192 }
193
194 // not reached
195
196error:
197 delete t;
198 return 0;
181} 199}
182 200
183/* 201/*
184 * Each treasure is parsed with the help of load_treasure(). 202 * Each treasure is parsed with the help of load_treasure().
185 */ 203 */
203 { 221 {
204 for (treasure *t = tl->items; t; t = t->next) 222 for (treasure *t = tl->items; t; t = t->next)
205 { 223 {
206 if (t->next_yes || t->next_no) 224 if (t->next_yes || t->next_no)
207 { 225 {
208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
209 LOG (llevError, " the next_yes or next_no field is set\n"); 227 LOG (llevError, " the next_yes or next_no field is set\n");
210 } 228 }
211 229
212 tl->total_chance += t->chance; 230 tl->total_chance += t->chance;
213 } 231 }
244 return; 262 return;
245 } 263 }
246 264
247 op->expand_tail (); 265 op->expand_tail ();
248 266
267 if (!creator->is_on_map ()
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 268 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
250 op->destroy (); 269 op->destroy ();
251 else 270 else
252 { 271 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 272 op->flag [FLAG_OBJ_ORIGINAL] = true;
254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 273 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 } 274 }
256 } 275 }
257 else 276 else
258 { 277 {
259 op = creator->insert (op); 278 op = creator->insert (op);
260 279
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 280 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
262 monster_check_apply (creator, op); 281 monster_check_apply (creator, op);
263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
266 esrv_send_item (tmp, op);
267 } 282 }
268} 283}
269 284
270/* if there are change_xxx commands in the treasure, we include the changes 285/* if there are change_xxx commands in the treasure, we include the changes
271 * in the generated object 286 * in the generated object
300 else 315 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 316 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 } 317 }
303 else 318 else
304 { 319 {
305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 320 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
306 { 321 {
307 object *tmp = arch_to_object (t->item); 322 object *tmp = t->item->instance ();
308 323
309 if (t->nrof && tmp->nrof <= 1) 324 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1; 325 tmp->nrof = rndm (t->nrof) + 1;
311 326
312 fix_generated_item (tmp, op, difficulty, t->magic, flag); 327 fix_generated_item (tmp, op, difficulty, t->magic, flag);
357 create_treasure (tl, op, flag, difficulty, tries); 372 create_treasure (tl, op, flag, difficulty, tries);
358 } 373 }
359 else if (t->nrof) 374 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries); 375 create_one_treasure (tl, op, flag, difficulty, tries);
361 } 376 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 377 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
363 { 378 {
364 if (object *tmp = arch_to_object (t->item)) 379 if (object *tmp = t->item->instance ())
365 { 380 {
366 if (t->nrof && tmp->nrof <= 1) 381 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1; 382 tmp->nrof = rndm (t->nrof) + 1;
368 383
369 fix_generated_item (tmp, op, difficulty, t->magic, flag); 384 fix_generated_item (tmp, op, difficulty, t->magic, flag);
398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 413 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
399 return; 414 return;
400 } 415 }
401 416
402 if (op->flag [FLAG_TREASURE_ENV]) 417 if (op->flag [FLAG_TREASURE_ENV])
418 {
419 // do not generate items when there already is something above the object
420 if (op->flag [FLAG_IS_FLOOR] && op->above)
421 return;
422
403 flag |= GT_ENVIRONMENT; 423 flag |= GT_ENVIRONMENT;
424 }
404 425
405 if (tl->total_chance) 426 if (tl->total_chance)
406 create_one_treasure (tl, op, flag, difficulty, tries); 427 create_one_treasure (tl, op, flag, difficulty, tries);
407 else 428 else
408 create_all_treasures (tl->items, op, flag, difficulty, tries); 429 create_all_treasures (tl->items, op, flag, difficulty, tries);
429 450
430 if (ob->inv) 451 if (ob->inv)
431 LOG (llevError, "In generate treasure, created multiple objects.\n"); 452 LOG (llevError, "In generate treasure, created multiple objects.\n");
432 453
433 ob->destroy (); 454 ob->destroy ();
455
434 return tmp; 456 return tmp;
435} 457}
436 458
437/* 459/*
438 * This is a new way of calculating the chance for an item to have 460 * This is a new way of calculating the chance for an item to have
475 { 0, 0, 0, 3, 97}, // 29 497 { 0, 0, 0, 3, 97}, // 29
476 { 0, 0, 0, 0, 100}, // 30 498 { 0, 0, 0, 0, 100}, // 30
477 { 0, 0, 0, 0, 100}, // 31 499 { 0, 0, 0, 0, 100}, // 31
478}; 500};
479 501
480/* calculate the appropriate level for wands staves and scrolls. 502/* calculate the appropriate level for wands staves and scrolls.
481 * This code presumes that op has had its spell object created (in op->inv) 503 * This code presumes that op has had its spell object created (in op->inv)
482 * 504 *
483 * elmex Wed Aug 9 17:44:59 CEST 2006: 505 * elmex Wed Aug 9 17:44:59 CEST 2006:
484 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 506 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
485 */ 507 */
486int 508static int
487level_for_item (const object *op, int difficulty) 509level_for_item (const object *op, int difficulty)
488{ 510{
489 int olevel = 0;
490
491 if (!op->inv) 511 if (!op->inv)
492 { 512 {
493 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 513 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
494 return 0; 514 return 0;
495 } 515 }
496 516
497 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 517 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
498 518
499 if (olevel <= 0) 519 if (olevel <= 0)
500 olevel = rndm (1, MIN (op->inv->level, 1)); 520 olevel = rndm (1, op->inv->level);
501 521
502 if (olevel > MAXLEVEL) 522 return min (olevel, MAXLEVEL_TREASURE);
503 olevel = MAXLEVEL;
504
505 return olevel;
506} 523}
507 524
508/* 525/*
509 * Based upon the specified difficulty and upon the difftomagic_list array, 526 * Based upon the specified difficulty and upon the difftomagic_list array,
510 * a random magical bonus is returned. This is used when determine 527 * a random magical bonus is returned. This is used when determine
513 * elmex Thu Aug 10 18:45:44 CEST 2006: 530 * elmex Thu Aug 10 18:45:44 CEST 2006:
514 * Scaling difficulty by max_level, as difficulty is a level and not some 531 * Scaling difficulty by max_level, as difficulty is a level and not some
515 * weird integer between 1-31. 532 * weird integer between 1-31.
516 * 533 *
517 */ 534 */
518int 535static int
519magic_from_difficulty (int difficulty) 536magic_from_difficulty (int difficulty)
520{ 537{
521 int percent = 0, magic = 0;
522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 538 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
539 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
523 540
524 scaled_diff--;
525
526 if (scaled_diff < 0)
527 scaled_diff = 0;
528
529 if (scaled_diff >= DIFFLEVELS)
530 scaled_diff = DIFFLEVELS - 1;
531
532 percent = rndm (100); 541 int percent = rndm (100);
542 int magic;
533 543
534 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 544 for (magic = 0; magic <= MAXMAGIC; magic++)
535 { 545 {
536 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
537 547
538 if (percent < 0) 548 if (percent < 0)
539 break; 549 break;
540 } 550 }
541 551
542 if (magic == (MAXMAGIC + 1)) 552 if (magic > MAXMAGIC)
543 { 553 {
544 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
545 magic = 0; 555 magic = 0;
546 } 556 }
547 557
555 * Sets magical bonus in an object, and recalculates the effect on 565 * Sets magical bonus in an object, and recalculates the effect on
556 * the armour variable, and the effect on speed of armour. 566 * the armour variable, and the effect on speed of armour.
557 * This function doesn't work properly, should add use of archetypes 567 * This function doesn't work properly, should add use of archetypes
558 * to make it truly absolute. 568 * to make it truly absolute.
559 */ 569 */
560
561void 570void
562set_abs_magic (object *op, int magic) 571set_abs_magic (object *op, int magic)
563{ 572{
564 if (!magic) 573 if (!magic)
565 return; 574 return;
566 575
567 op->magic = magic; 576 op->magic = magic;
568 if (op->arch) 577 if (op->arch)
569 { 578 {
570 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 581
573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 583 magic = (-magic);
584
575 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 586 }
577 else 587 else
578 { 588 {
579 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 magic = (-magic); 593 magic = (-magic);
594
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 596 }
585} 597}
586 598
587/* 599/*
590 */ 602 */
591 603
592static void 604static void
593set_magic (int difficulty, object *op, int max_magic, int flags) 605set_magic (int difficulty, object *op, int max_magic, int flags)
594{ 606{
595 int i;
596
597 i = magic_from_difficulty (difficulty); 607 int i = magic_from_difficulty (difficulty);
608
598 if ((flags & GT_ONLY_GOOD) && i < 0) 609 if ((flags & GT_ONLY_GOOD) && i < 0)
599 i = -i; 610 i = -i;
611
600 if (i > max_magic) 612 i = min (i, max_magic);
601 i = max_magic; 613
602 set_abs_magic (op, i); 614 set_abs_magic (op, i);
603 if (i < 0) 615 if (i < 0)
604 SET_FLAG (op, FLAG_CURSED); 616 op->set_flag (FLAG_CURSED);
605} 617}
606 618
607/* 619/*
608 * Randomly adds one magical ability to the given object. 620 * Randomly adds one magical ability to the given object.
609 * Modified for Partial Resistance in many ways: 621 * Modified for Partial Resistance in many ways:
610 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
611 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
612 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
613 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
614 */ 626 */
615void 627static void
616set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
617{ 629{
618
619 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
620 631
621 if (op->type == AMULET) 632 if (op->type == AMULET)
622 {
623 if (!(rndm (21))) 633 if (!rndm (21))
624 r = 20 + rndm (2); 634 r = 20 + rndm (2);
635 else if (rndm (2))
636 r = 10;
625 else 637 else
626 {
627 if (rndm (2))
628 r = 10;
629 else
630 r = 11 + rndm (9); 638 r = 11 + rndm (9);
631 }
632 }
633 639
634 switch (r) 640 switch (r)
635 { 641 {
636 /* Redone by MSW 2000-11-26 to have much less code. Also, 642 /* Redone by MSW 2000-11-26 to have much less code. Also,
637 * bonuses and penalties will stack and add to existing values. 643 * bonuses and penalties will stack and add to existing values.
638 * of the item. 644 * of the item.
639 */ 645 */
640 case 0: 646 case 0:
641 case 1: 647 case 1:
642 case 2: 648 case 2:
643 case 3: 649 case 3:
644 case 4: 650 case 4:
645 case 5: 651 case 5:
646 case 6: 652 case 6:
647 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 op->stats.stat (r) += bonus;
648 break; 654 break;
649 655
650 case 7: 656 case 7:
651 op->stats.dam += bonus; 657 op->stats.dam += bonus;
652 break; 658 break;
684 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
685 * even values. 691 * even values.
686 */ 692 */
687 if (bonus < 0) 693 if (bonus < 0)
688 val = 2 * -val - rndm (b); 694 val = 2 * -val - rndm (b);
689 if (val > 35) 695
690 val = 35; /* Upper limit */ 696 val = min (35, val); /* Upper limit */
697
691 b = 0; 698 b = 0;
692 699
693 while (op->resist[resist_table[resist]] != 0 && b < 4) 700 while (op->resist[resist_table[resist]] != 0 && b < 4)
694 resist = rndm (num_resist_table); 701 resist = rndm (num_resist_table);
695 702
703 break; 710 break;
704 } 711 }
705 case 20: 712 case 20:
706 if (op->type == AMULET) 713 if (op->type == AMULET)
707 { 714 {
708 SET_FLAG (op, FLAG_REFL_SPELL); 715 op->set_flag (FLAG_REFL_SPELL);
709 op->value *= 11; 716 op->value *= 11;
710 } 717 }
711 else 718 else
712 { 719 {
713 op->stats.hp = 1; /* regenerate hit points */ 720 op->stats.hp = 1; /* regenerate hit points */
716 break; 723 break;
717 724
718 case 21: 725 case 21:
719 if (op->type == AMULET) 726 if (op->type == AMULET)
720 { 727 {
721 SET_FLAG (op, FLAG_REFL_MISSILE); 728 op->set_flag (FLAG_REFL_MISSILE);
722 op->value *= 9; 729 op->value *= 9;
723 } 730 }
724 else 731 else
725 { 732 {
726 op->stats.sp = 1; /* regenerate spell points */ 733 op->stats.sp = 1; /* regenerate spell points */
728 } 735 }
729 break; 736 break;
730 737
731 case 22: 738 case 22:
732 op->stats.exp += bonus; /* Speed! */ 739 op->stats.exp += bonus; /* Speed! */
733 op->value = (op->value * 2) / 3; 740 op->value = op->value * 2 / 3;
734 break; 741 break;
735 } 742 }
736 743
737 if (bonus > 0) 744 if (bonus > 0)
738 op->value *= 2 * bonus; 745 op->value = 2 * op->value * bonus;
739 else 746 else
740 op->value = -(op->value * 2 * bonus) / 3; 747 op->value = -2 * op->value * bonus / 3;
741} 748}
742 749
743/* 750/*
744 * get_magic(diff) will return a random number between 0 and 4. 751 * get_magic(diff) will return a random number between 0 and 4.
745 * diff can be any value above 2. The higher the diff-variable, the 752 * diff can be any value above 2. The higher the diff-variable, the
746 * higher is the chance of returning a low number. 753 * higher is the chance of returning a low number.
747 * It is only used in fix_generated_treasure() to set bonuses on 754 * It is only used in fix_generated_treasure() to set bonuses on
748 * rings and amulets. 755 * rings and amulets.
749 * Another scheme is used to calculate the magic of weapons and armours. 756 * Another scheme is used to calculate the magic of weapons and armours.
750 */ 757 */
751int 758static int
752get_magic (int diff) 759get_magic (int diff)
753{ 760{
754 int i; 761 diff = min (3, diff);
755 762
756 if (diff < 3)
757 diff = 3;
758
759 for (i = 0; i < 4; i++) 763 for (int i = 0; i < 4; i++)
760 if (rndm (diff)) 764 if (rndm (diff))
761 return i; 765 return i;
762 766
763 return 4; 767 return 4;
764} 768}
765 769
770/* special_potion() - so that old potion code is still done right. */
771static int
772special_potion (object *op)
773{
774 if (op->attacktype)
775 return 1;
776
777 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
778 return 1;
779
780 for (int i = 0; i < NROFATTACKS; i++)
781 if (op->resist[i])
782 return 1;
783
784 return 0;
785}
786
787static double
788value_factor_from_spell_item (object *spell, object *item)
789{
790 double factor =
791 pow ((spell->value > 0 ? spell->value : 1)
792 * spell->level, 1.5);
793
794 if (item) // this if for: wands/staffs/rods:
795 {
796 /* Old crossfire comment ahead:
797 * Add 50 to both level an divisor to keep prices a little more
798 * reasonable. Otherwise, a high level version of a low level
799 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
800 * 10 time multiplier). This way, the value are a bit more reasonable.
801 */
802
803 factor *= item->level + 50;
804 factor /= item->inv->level + 50;
805 }
806
807 return factor;
808}
809
766#define DICE2 (get_magic(2)==2?2:1) 810#define DICE2 (get_magic(2) == 2 ? 2 : 1)
767#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 811#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
768 812
769/* 813/*
770 * fix_generated_item(): This is called after an item is generated, in 814 * fix_generated_item(): This is called after an item is generated, in
771 * order to set it up right. This produced magical bonuses, puts spells 815 * order to set it up right. This produced magical bonuses, puts spells
772 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
773 */ 817 */
774 818
775/* 4/28/96 added creator object from which op may now inherit properties based on 819/* 4/28/96 added creator object from which op may now inherit properties based on
776 * op->type. Right now, which stuff the creator passes on is object type 820 * op->type. Right now, which stuff the creator passes on is object type
777 * dependant. I know this is a spagetti manuever, but is there a cleaner 821 * dependant. I know this is a spagetti manuever, but is there a cleaner
778 * way to do this? b.t. */ 822 * way to do this? b.t. */
779 823
780/* 824/*
781 * ! (flags & GT_ENVIRONMENT): 825 * ! (flags & GT_ENVIRONMENT):
782 * Automatically calls fix_flesh_item(). 826 * Automatically calls fix_flesh_item().
805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 849 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
806 /* So the treasure doesn't get created again */ 850 /* So the treasure doesn't get created again */
807 op->randomitems = 0; 851 op->randomitems = 0;
808 } 852 }
809 853
810 if (difficulty < 1) 854 max_it (difficulty, 1);
811 difficulty = 1;
812 855
813 if (INVOKE_OBJECT (ADD_BONUS, op, 856 if (INVOKE_OBJECT (ADD_BONUS, op,
814 ARG_OBJECT (creator != op ? creator : 0), 857 ARG_OBJECT (creator != op ? creator : 0),
815 ARG_INT (difficulty), ARG_INT (max_magic), 858 ARG_INT (difficulty), ARG_INT (max_magic),
816 ARG_INT (flags))) 859 ARG_INT (flags)))
817 return; 860 return;
818 861
819 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
820 { 863 {
821 if (op->arch == crown_arch) 864 if (IS_ARCH (op->arch, crown))
822 { 865 {
823 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
826 } 869 }
831 874
832 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
833 876
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 877 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 878 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 879 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty); 880 generate_artifact (op, difficulty);
839 } 881 }
840 882
841 /* Object was made an artifact. Calculate its item_power rating. 883 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 884 * the item_power in the object is what the artfiact adds.
876 * again below */ 918 * again below */
877 } 919 }
878 } 920 }
879 921
880 /* materialtype modifications. Note we allow this on artifacts. */ 922 /* materialtype modifications. Note we allow this on artifacts. */
881 set_materialname (op, difficulty, NULL); 923 select_material (op, difficulty);
882 924
883 if (flags & GT_MINIMAL) 925 if (flags & GT_MINIMAL)
884 { 926 {
885 if (op->type == POTION) 927 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 928 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 929 if (op->stats.sp && !op->randomitems)
888 { 930 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 931 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 932 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 933 op->stats.sp = 0;
894 } 934 }
895 } 935 }
896 else if (!op->title) /* Only modify object if not special */ 936 else if (!op->title) /* Only modify object if not special */
899 case WEAPON: 939 case WEAPON:
900 case ARMOUR: 940 case ARMOUR:
901 case SHIELD: 941 case SHIELD:
902 case HELMET: 942 case HELMET:
903 case CLOAK: 943 case CLOAK:
904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 944 if (op->flag [FLAG_CURSED] && !(rndm (4)))
905 set_ring_bonus (op, -DICE2); 945 set_ring_bonus (op, -DICE2);
906 break; 946 break;
907 947
908 case BRACERS: 948 case BRACERS:
909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 949 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
910 { 950 {
911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 951 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
912 if (!QUERY_FLAG (op, FLAG_CURSED)) 952 if (!op->flag [FLAG_CURSED])
913 op->value *= 3; 953 op->value *= 3;
914 } 954 }
915 break; 955 break;
916 956
917 case POTION: 957 case POTION:
918 { 958 {
919 int too_many_tries = 0, is_special = 0; 959 int too_many_tries = 0;
920 960
921 /* Handle healing and magic power potions */ 961 /* Handle healing and magic power potions */
922 if (op->stats.sp && !op->randomitems) 962 if (op->stats.sp && !op->randomitems)
923 { 963 {
924 object *tmp;
925
926 tmp = get_archetype (spell_mapping[op->stats.sp]); 964 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
927 insert_ob_in_ob (tmp, op); 965 insert_ob_in_ob (tmp, op);
928 op->stats.sp = 0; 966 op->stats.sp = 0;
929 } 967 }
930 968
931 while (!(is_special = special_potion (op)) && !op->inv) 969 while (!special_potion (op) && !op->inv)
932 { 970 {
933 generate_artifact (op, difficulty); 971 generate_artifact (op, difficulty);
934 if (too_many_tries++ > 10) 972 if (too_many_tries++ > 10)
935 break; 973 break;
936 } 974 }
939 * since the value set on those is already correct. 977 * since the value set on those is already correct.
940 */ 978 */
941 if (op->inv && op->randomitems) 979 if (op->inv && op->randomitems)
942 { 980 {
943 /* value multiplier is same as for scrolls */ 981 /* value multiplier is same as for scrolls */
944 op->value = (op->value * op->inv->value); 982 op->value *= op->inv->value;
945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 983 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
946 } 984 }
947 else 985 else
948 { 986 {
949 op->name = "potion"; 987 op->name = shstr_potion;
950 op->name_pl = "potions"; 988 op->name_pl = shstr_potions;
951 } 989 }
952 990
953 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 991 if (!(flags & GT_ONLY_GOOD) && rndm (2))
954 SET_FLAG (op, FLAG_CURSED); 992 op->set_flag (FLAG_CURSED);
993
955 break; 994 break;
956 } 995 }
957 996
958 case AMULET: 997 case AMULET:
959 if (op->arch == amulet_arch) 998 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 999 op->value *= 5; /* Since it's not just decoration */
961 1000
962 case RING: 1001 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1002 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
971 break; 1003 break;
972 1004
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1005 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 1006 op->set_flag (FLAG_CURSED);
975 1007
976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1008 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
977 1009
978 if (op->type != RING) /* Amulets have only one ability */ 1010 if (op->type != RING) /* Amulets have only one ability */
979 break; 1011 break;
980 1012
981 if (!(rndm (4))) 1013 if (!rndm (4))
982 { 1014 {
983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1015 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
984 1016
985 if (d > 0) 1017 if (d > 0)
986 op->value *= 3; 1018 op->value *= 3;
987 1019
988 set_ring_bonus (op, d); 1020 set_ring_bonus (op, d);
989 1021
990 if (!(rndm (4))) 1022 if (!rndm (4))
991 { 1023 {
992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
993 1025
994 if (d > 0) 1026 if (d > 0)
995 op->value *= 5; 1027 op->value *= 5;
1028
996 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
997 } 1030 }
998 } 1031 }
999 1032
1000 if (GET_ANIM_ID (op)) 1033 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1034 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1035
1003 break; 1036 break;
1004 1037
1005 case BOOK: 1038 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1039 /* Is it an empty book?, if yes lets make a special·
1008 * creator and/or map level we found it on. 1041 * creator and/or map level we found it on.
1009 */ 1042 */
1010 if (!op->msg && rndm (10)) 1043 if (!op->msg && rndm (10))
1011 { 1044 {
1012 /* set the book level properly */ 1045 /* set the book level properly */
1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1046 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1014 { 1047 {
1015 if (op->map && op->map->difficulty) 1048 if (op->map && op->map->difficulty)
1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1049 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1017 else 1050 else
1018 op->level = rndm (20) + 1; 1051 op->level = rndm (20) + 1;
1021 op->level = rndm (creator->level); 1054 op->level = rndm (creator->level);
1022 1055
1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024 /* books w/ info are worth more! */ 1057 /* books w/ info are worth more! */
1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035 1059
1036 /* add exp so reading it gives xp (once) */ 1060 /* add exp so reading it gives xp (once) */
1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1038 } 1062 }
1063
1064 /* creator related stuff */
1065
1066 /* for library, chained books. Note that some monsters have no_pick
1067 * set - we don't want to set no pick in that case.
1068 */
1069 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1070 op->set_flag (FLAG_NO_PICK);
1071 if (creator->slaying && !op->slaying) /* for check_inv floors */
1072 op->slaying = creator->slaying;
1039 break; 1073 break;
1040 1074
1041 case SPELLBOOK: 1075 case SPELLBOOK:
1042 op->value = op->value * op->inv->value; 1076 op->value *= value_factor_from_spell_item (op->inv, 0);
1077
1043 /* add exp so learning gives xp */ 1078 /* add exp so learning gives xp */
1044 op->level = op->inv->level; 1079 op->level = op->inv->level;
1045 op->stats.exp = op->value; 1080 op->stats.exp = op->value;
1046 break; 1081 break;
1047 1082
1051 * and reset nrof. 1086 * and reset nrof.
1052 */ 1087 */
1053 op->stats.food = op->inv->nrof; 1088 op->stats.food = op->inv->nrof;
1054 op->nrof = 1; 1089 op->nrof = 1;
1055 /* If the spell changes by level, choose a random level 1090 /* If the spell changes by level, choose a random level
1056 * for it, and adjust price. If the spell doesn't 1091 * for it.
1057 * change by level, just set the wand to the level of
1058 * the spell, and value calculation is simpler.
1059 */ 1092 */
1060 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1093 if (op->inv->duration_modifier
1061 { 1094 || op->inv->dam_modifier
1095 || op->inv->range_modifier)
1062 op->level = level_for_item (op, difficulty); 1096 op->level = level_for_item (op, difficulty);
1063 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1064 }
1065 else 1097 else
1066 {
1067 op->level = op->inv->level; 1098 op->level = op->inv->level;
1068 op->value = op->value * op->inv->value; 1099
1069 } 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1070 break; 1101 break;
1071 1102
1072 case ROD: 1103 case ROD:
1073 op->level = level_for_item (op, difficulty); 1104 op->level = level_for_item (op, difficulty);
1074 /* Add 50 to both level an divisor to keep prices a little more 1105 op->value *= value_factor_from_spell_item (op->inv, op);
1075 * reasonable. Otherwise, a high level version of a low level 1106
1076 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1077 * 10 time multiplier). This way, the value are a bit more reasonable.
1078 */
1079 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1080 /* maxhp is used to denote how many 'charges' the rod holds before */ 1107 /* maxhp is used to denote how many 'charges' the rod holds before */
1081 if (op->stats.maxhp) 1108 if (op->stats.maxhp)
1082 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1109 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1083 else 1110 else
1084 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1111 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1085 1112
1086 op->stats.hp = op->stats.maxhp; 1113 op->stats.hp = op->stats.maxhp;
1087 break; 1114 break;
1088 1115
1089 case SCROLL: 1116 case SCROLL:
1090 op->level = level_for_item (op, difficulty); 1117 op->level = level_for_item (op, difficulty);
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1118 op->value *= value_factor_from_spell_item (op->inv, op);
1092 1119
1093 /* add exp so reading them properly gives xp */ 1120 /* add exp so reading them properly gives xp */
1094 op->stats.exp = op->value / 5; 1121 op->stats.exp = op->value / 5;
1095 op->nrof = op->inv->nrof; 1122 op->nrof = op->inv->nrof;
1096 break; 1123 break;
1104 break; 1131 break;
1105 } /* switch type */ 1132 } /* switch type */
1106 1133
1107 if (flags & GT_STARTEQUIP) 1134 if (flags & GT_STARTEQUIP)
1108 { 1135 {
1109 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1136 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1110 SET_FLAG (op, FLAG_STARTEQUIP); 1137 op->set_flag (FLAG_STARTEQUIP);
1111 else if (op->type != MONEY) 1138 else if (op->type != MONEY)
1112 op->value = 0; 1139 op->value = 0;
1113 } 1140 }
1114 1141
1115 if (!(flags & GT_ENVIRONMENT)) 1142 if (!(flags & GT_ENVIRONMENT))
1126 1153
1127/* 1154/*
1128 * Allocate and return the pointer to an empty artifactlist structure. 1155 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1156 */
1130static artifactlist * 1157static artifactlist *
1131get_empty_artifactlist (void) 1158get_empty_artifactlist ()
1132{ 1159{
1133 return salloc0 <artifactlist> (); 1160 return salloc0<artifactlist> ();
1134} 1161}
1135 1162
1136/* 1163/*
1137 * Allocate and return the pointer to an empty artifact structure. 1164 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1165 */
1139static artifact * 1166static artifact *
1140get_empty_artifact (void) 1167get_empty_artifact ()
1141{ 1168{
1142 return salloc0 <artifact> (); 1169 return salloc0<artifact> ();
1143} 1170}
1144 1171
1145/* 1172/*
1146 * Searches the artifact lists and returns one that has the same type 1173 * Searches the artifact lists and returns one that has the same type
1147 * of objects on it. 1174 * of objects on it.
1155 1182
1156 return 0; 1183 return 0;
1157} 1184}
1158 1185
1159/* 1186/*
1160 * For debugging purposes. Dumps all tables. 1187 * Builds up the lists of artifacts from the file in the libdir.
1161 */ 1188 */
1162void 1189void
1163dump_artifacts (void)
1164{
1165 artifactlist *al;
1166 artifact *art;
1167 linked_char *next;
1168
1169 fprintf (logfile, "\n");
1170 for (al = first_artifactlist; al != NULL; al = al->next)
1171 {
1172 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1173 for (art = al->items; art != NULL; art = art->next)
1174 {
1175 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1176 if (art->allowed != NULL)
1177 {
1178 fprintf (logfile, "\tallowed combinations:");
1179 for (next = art->allowed; next != NULL; next = next->next)
1180 fprintf (logfile, "%s,", &next->name);
1181 fprintf (logfile, "\n");
1182 }
1183 }
1184 }
1185 fprintf (logfile, "\n");
1186}
1187
1188/*
1189 * For debugging purposes. Dumps all treasures recursively (see below).
1190 */
1191void
1192dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1193{
1194 treasurelist *tl;
1195 int i;
1196
1197 if (depth > 100)
1198 return;
1199
1200 while (t)
1201 {
1202 if (t->name)
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206
1207 fprintf (logfile, "{ (list: %s)\n", &t->name);
1208
1209 tl = treasurelist::find (t->name);
1210 if (tl)
1211 dump_monster_treasure_rec (name, tl->items, depth + 2);
1212
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1217 }
1218 else
1219 {
1220 for (i = 0; i < depth; i++)
1221 fprintf (logfile, " ");
1222
1223 if (t->item && t->item->clone.type == FLESH)
1224 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1225 else
1226 fprintf (logfile, "%s\n", &t->item->clone.name);
1227 }
1228
1229 if (t->next_yes)
1230 {
1231 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " ");
1233
1234 fprintf (logfile, " (if yes)\n");
1235 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1236 }
1237
1238 if (t->next_no)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if no)\n");
1244 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1245 }
1246
1247 t = t->next;
1248 }
1249}
1250
1251/*
1252 * For debugging purposes. Dumps all treasures for a given monster.
1253 * Created originally by Raphael Quinet for debugging the alchemy code.
1254 */
1255void
1256dump_monster_treasure (const char *name)
1257{
1258 archetype *at;
1259 int found;
1260
1261 found = 0;
1262 fprintf (logfile, "\n");
1263
1264 for (at = first_archetype; at != NULL; at = at->next)
1265 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1266 {
1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1268 if (at->clone.randomitems != NULL)
1269 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1270 else
1271 fprintf (logfile, "(nothing)\n");
1272
1273 fprintf (logfile, "\n");
1274 found++;
1275 }
1276
1277 if (found == 0)
1278 fprintf (logfile, "No objects have the name %s!\n\n", name);
1279}
1280
1281/*
1282 * Builds up the lists of artifacts from the file in the libdir.
1283 */
1284void
1285init_artifacts (void) 1190init_artifacts ()
1286{ 1191{
1287 static int has_been_inited = 0; 1192 static int has_been_inited = 0;
1288 char filename[MAX_BUF];
1289 artifact *art = NULL; 1193 artifact *art = NULL;
1290 artifactlist *al; 1194 artifactlist *al;
1291 1195
1292 if (has_been_inited) 1196 if (has_been_inited)
1293 return; 1197 return;
1294 else 1198 else
1295 has_been_inited = 1; 1199 has_been_inited = 1;
1296 1200
1297 sprintf (filename, "%s/artifacts", settings.datadir); 1201 object_thawer f (settings.datadir, "artifacts");
1298 object_thawer f (filename);
1299 1202
1300 if (!f) 1203 if (!f)
1301 return; 1204 return;
1302
1303 f.next ();
1304 1205
1305 for (;;) 1206 for (;;)
1306 { 1207 {
1307 switch (f.kw) 1208 switch (f.kw)
1308 { 1209 {
1312 1213
1313 { 1214 {
1314 if (!strcmp (f.get_str (), "all")) 1215 if (!strcmp (f.get_str (), "all"))
1315 break; 1216 break;
1316 1217
1317 char *next, *cp = f.get_str (); 1218 const char *cp = f.get_str ();
1318 1219 char *next;
1319 do 1220 do
1320 { 1221 {
1321 if ((next = strchr (cp, ','))) 1222 if ((next = (char *)strchr (cp, ',')))
1322 *next++ = '\0'; 1223 *next++ = '\0';
1323 1224
1324 linked_char *tmp = new linked_char; 1225 linked_char *tmp = new linked_char;
1325 1226
1326 tmp->name = cp; 1227 tmp->name = cp;
1390 } 1291 }
1391#if 0 1292#if 0
1392 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1293 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1393#endif 1294#endif
1394 } 1295 }
1395
1396 LOG (llevDebug, "done.\n");
1397} 1296}
1398 1297
1399/* 1298/*
1400 * Used in artifact generation. The bonuses of the first object 1299 * Used in artifact generation. The bonuses of the first object
1401 * is modified by the bonuses of the second object. 1300 * is modified by the bonuses of the second object.
1402 */ 1301 */
1403void 1302void
1404add_abilities (object *op, object *change) 1303add_abilities (object *op, object *change)
1405{ 1304{
1406 int i, tmp;
1407
1408 if (change->face != blank_face) 1305 if (change->face != blank_face)
1409 {
1410#ifdef TREASURE_VERBOSE
1411 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1412#endif
1413 op->face = change->face; 1306 op->face = change->face;
1414 }
1415 1307
1416 for (i = 0; i < NUM_STATS; i++) 1308 for (int i = 0; i < NUM_STATS; i++)
1417 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1309 change_attr_value (&(op->stats), i, change->stats.stat (i));
1418 1310
1419 op->attacktype |= change->attacktype; 1311 op->attacktype |= change->attacktype;
1420 op->path_attuned |= change->path_attuned; 1312 op->path_attuned |= change->path_attuned;
1421 op->path_repelled |= change->path_repelled; 1313 op->path_repelled |= change->path_repelled;
1422 op->path_denied |= change->path_denied; 1314 op->path_denied |= change->path_denied;
1423 op->move_type |= change->move_type; 1315 op->move_type |= change->move_type;
1424 op->stats.luck += change->stats.luck; 1316 op->stats.luck += change->stats.luck;
1425 1317
1426 if (QUERY_FLAG (change, FLAG_CURSED)) 1318 static const struct copyflags : object::flags_t
1427 SET_FLAG (op, FLAG_CURSED); 1319 {
1428 if (QUERY_FLAG (change, FLAG_DAMNED)) 1320 copyflags ()
1429 SET_FLAG (op, FLAG_DAMNED); 1321 {
1430 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1322 set (FLAG_CURSED);
1323 set (FLAG_DAMNED);
1324 set (FLAG_LIFESAVE);
1325 set (FLAG_REFL_SPELL);
1326 set (FLAG_STEALTH);
1327 set (FLAG_XRAYS);
1328 set (FLAG_BLIND);
1329 set (FLAG_SEE_IN_DARK);
1330 set (FLAG_REFL_MISSILE);
1331 set (FLAG_MAKE_INVIS);
1332 }
1333 } copyflags;
1334
1335 // we might want to just copy, but or'ing is what the original code did
1336 op->flag |= change->flag & copyflags;
1337
1338 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1431 set_abs_magic (op, -op->magic); 1339 set_abs_magic (op, -op->magic);
1432 1340
1433 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1341 if (change->flag [FLAG_STAND_STILL])
1434 SET_FLAG (op, FLAG_LIFESAVE);
1435 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1436 SET_FLAG (op, FLAG_REFL_SPELL);
1437 if (QUERY_FLAG (change, FLAG_STEALTH))
1438 SET_FLAG (op, FLAG_STEALTH);
1439 if (QUERY_FLAG (change, FLAG_XRAYS))
1440 SET_FLAG (op, FLAG_XRAYS);
1441 if (QUERY_FLAG (change, FLAG_BLIND))
1442 SET_FLAG (op, FLAG_BLIND);
1443 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1444 SET_FLAG (op, FLAG_SEE_IN_DARK);
1445 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1446 SET_FLAG (op, FLAG_REFL_MISSILE);
1447 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1448 SET_FLAG (op, FLAG_MAKE_INVIS);
1449
1450 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1451 { 1342 {
1452 CLEAR_FLAG (op, FLAG_ANIMATE); 1343 op->clr_flag (FLAG_ANIMATE);
1344
1453 /* so artifacts will join */ 1345 /* so artifacts will join */
1454 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1346 if (!op->flag [FLAG_ALIVE])
1455 op->speed = 0.0; 1347 op->speed = 0.;
1456 1348
1457 op->set_speed (op->speed); 1349 op->set_speed (op->speed);
1458 } 1350 }
1459 1351
1460 if (change->nrof) 1352 if (change->nrof)
1461 op->nrof = rndm (change->nrof) + 1; 1353 op->nrof = rndm (change->nrof) + 1;
1462 1354
1463 op->stats.exp += change->stats.exp; /* Speed modifier */ 1355 op->stats.exp += change->stats.exp; /* Speed modifier */
1464 op->stats.wc += change->stats.wc; 1356 op->stats.wc += change->stats.wc;
1465 op->stats.ac += change->stats.ac; 1357 op->stats.ac += change->stats.ac;
1466 1358
1467 if (change->other_arch) 1359 if (change->other_arch)
1468 { 1360 {
1469 /* Basically, for horns & potions, the other_arch field is the spell 1361 /* Basically, for horns & potions, the other_arch field is the spell
1470 * to cast. So convert that to into a spell and put it into 1362 * to cast. So convert that to into a spell and put it into
1471 * this object. 1363 * this object.
1472 */ 1364 */
1473 if (op->type == HORN || op->type == POTION) 1365 if (op->type == HORN || op->type == POTION)
1474 { 1366 {
1475 object *tmp_obj;
1476
1477 /* Remove any spells this object currently has in it */ 1367 /* Remove any spells this object currently has in it */
1478 while (op->inv)
1479 op->inv->destroy (); 1368 op->destroy_inv (false);
1480 1369
1481 tmp_obj = arch_to_object (change->other_arch); 1370 object *tmp = change->other_arch->instance ();
1482 insert_ob_in_ob (tmp_obj, op); 1371 insert_ob_in_ob (tmp, op);
1483 } 1372 }
1373
1484 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1485 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1486 } 1376 }
1487 1377
1488 if (change->stats.hp < 0) 1378 if (change->stats.hp < 0)
1504 op->stats.maxsp = -change->stats.maxsp; 1394 op->stats.maxsp = -change->stats.maxsp;
1505 else 1395 else
1506 op->stats.maxsp += change->stats.maxsp; 1396 op->stats.maxsp += change->stats.maxsp;
1507 1397
1508 if (change->stats.food < 0) 1398 if (change->stats.food < 0)
1509 op->stats.food = -(change->stats.food); 1399 op->stats.food = -change->stats.food;
1510 else 1400 else
1511 op->stats.food += change->stats.food; 1401 op->stats.food += change->stats.food;
1512 1402
1513 if (change->level < 0) 1403 if (change->level < 0)
1514 op->level = -(change->level); 1404 op->level = -change->level;
1515 else 1405 else
1516 op->level += change->level; 1406 op->level += change->level;
1517 1407
1518 if (change->gen_sp_armour < 0) 1408 if (change->gen_sp_armour < 0)
1519 op->gen_sp_armour = -(change->gen_sp_armour); 1409 op->gen_sp_armour = -change->gen_sp_armour;
1520 else 1410 else
1521 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1411 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1522 1412
1523 op->item_power = change->item_power; 1413 op->item_power = change->item_power;
1524 1414
1525 for (i = 0; i < NROFATTACKS; i++) 1415 for (int i = 0; i < NROFATTACKS; i++)
1526 if (change->resist[i])
1527 op->resist[i] += change->resist[i]; 1416 op->resist[i] += change->resist[i];
1528 1417
1529 if (change->stats.dam) 1418 if (change->stats.dam)
1530 { 1419 {
1531 if (change->stats.dam < 0) 1420 if (change->stats.dam < 0)
1532 op->stats.dam = (-change->stats.dam); 1421 op->stats.dam = -change->stats.dam;
1533 else if (op->stats.dam) 1422 else if (op->stats.dam)
1534 { 1423 {
1535 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1424 int tmp = op->stats.dam * change->stats.dam / 10;
1425
1536 if (tmp == op->stats.dam) 1426 if (tmp == op->stats.dam)
1537 { 1427 {
1538 if (change->stats.dam < 10) 1428 if (change->stats.dam < 10)
1539 op->stats.dam--; 1429 op->stats.dam--;
1540 else 1430 else
1546 } 1436 }
1547 1437
1548 if (change->weight) 1438 if (change->weight)
1549 { 1439 {
1550 if (change->weight < 0) 1440 if (change->weight < 0)
1551 op->weight = (-change->weight); 1441 op->weight = -change->weight;
1552 else 1442 else
1553 op->weight = (op->weight * (change->weight)) / 100; 1443 op->weight = op->weight * change->weight / 100;
1554 } 1444 }
1555 1445
1556 if (change->last_sp) 1446 if (change->last_sp)
1557 { 1447 {
1558 if (change->last_sp < 0) 1448 if (change->last_sp < 0)
1559 op->last_sp = (-change->last_sp); 1449 op->last_sp = -change->last_sp;
1560 else 1450 else
1561 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1451 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1562 } 1452 }
1563 1453
1564 if (change->gen_sp_armour) 1454 if (change->gen_sp_armour)
1565 { 1455 {
1566 if (change->gen_sp_armour < 0) 1456 if (change->gen_sp_armour < 0)
1567 op->gen_sp_armour = (-change->gen_sp_armour); 1457 op->gen_sp_armour = -change->gen_sp_armour;
1568 else 1458 else
1569 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1459 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1570 } 1460 }
1571 1461
1572 op->value *= change->value; 1462 op->value *= change->value;
1573 1463
1574 if (change->materials) 1464 if (change->materials)
1575 op->materials = change->materials; 1465 op->materials = change->materials;
1576 1466
1577 if (change->materialname) 1467 if (change->material != MATERIAL_NULL)
1578 op->materialname = change->materialname; 1468 op->material = change->material;
1579 1469
1580 if (change->slaying) 1470 if (change->slaying)
1581 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1582 1472
1583 if (change->race) 1473 if (change->race)
1606 name = tmp->name + 1, neg = 1; 1496 name = tmp->name + 1, neg = 1;
1607 else 1497 else
1608 name = tmp->name, neg = 0; 1498 name = tmp->name, neg = 0;
1609 1499
1610 /* If we match name, then return the opposite of 'neg' */ 1500 /* If we match name, then return the opposite of 'neg' */
1611 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1501 if (!strcmp (name, op->arch->archname))
1612 return !neg; 1502 return !neg;
1613 1503
1614 /* Set success as true, since if the match was an inverse, it means 1504 /* Set success as true, since if the match was an inverse, it means
1615 * everything is allowed except what we match 1505 * everything is allowed except what we match
1616 */ 1506 */
1627 */ 1517 */
1628 1518
1629void 1519void
1630give_artifact_abilities (object *op, object *artifct) 1520give_artifact_abilities (object *op, object *artifct)
1631{ 1521{
1632 char new_name[MAX_BUF]; 1522 op->title = format ("of %s", &artifct->name);
1633 1523
1634 sprintf (new_name, "of %s", &artifct->name);
1635 op->title = new_name;
1636 add_abilities (op, artifct); /* Give out the bonuses */ 1524 add_abilities (op, artifct); /* Give out the bonuses */
1637 1525
1638#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1526#if 0 /* Bit verbose, but keep it here until next time I need it... */
1639 { 1527 {
1640 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1528 char identified = op->flag [FLAG_IDENTIFIED];
1641 1529
1642 SET_FLAG (op, FLAG_IDENTIFIED); 1530 op->set_flag (FLAG_IDENTIFIED);
1643 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1531 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1644 if (!identified) 1532 if (!identified)
1645 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1533 op->clr_flag (FLAG_IDENTIFIED);
1646 } 1534 }
1647#endif 1535#endif
1648 return; 1536 return;
1649} 1537}
1650 1538
1660#define ARTIFACT_TRIES 2 1548#define ARTIFACT_TRIES 2
1661 1549
1662void 1550void
1663generate_artifact (object *op, int difficulty) 1551generate_artifact (object *op, int difficulty)
1664{ 1552{
1665 artifactlist *al;
1666 artifact *art; 1553 artifact *art;
1667 int i;
1668 1554
1669 al = find_artifactlist (op->type); 1555 artifactlist *al = find_artifactlist (op->type);
1670 1556
1671 if (al == NULL) 1557 if (al == NULL)
1672 { 1558 {
1673#if 0 /* This is too verbose, usually */ 1559#if 0 /* This is too verbose, usually */
1674 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1675#endif 1561#endif
1676 return; 1562 return;
1677 } 1563 }
1678 1564
1679 for (i = 0; i < ARTIFACT_TRIES; i++) 1565 for (int i = 0; i < ARTIFACT_TRIES; i++)
1680 { 1566 {
1681 int roll = rndm (al->total_chance); 1567 int roll = rndm (al->total_chance);
1682 1568
1683 for (art = al->items; art; art = art->next) 1569 for (art = al->items; art; art = art->next)
1684 { 1570 {
1692#if 1 1578#if 1
1693 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1694#endif 1580#endif
1695 return; 1581 return;
1696 } 1582 }
1697 if (!strcmp (art->item->name, "NONE")) 1583
1584 if (art->item->name == shstr_NONE)
1698 return; 1585 return;
1586
1699 if (FABS (op->magic) < art->item->magic) 1587 if (fabs (op->magic) < art->item->magic)
1700 continue; /* Not magic enough to be this item */ 1588 continue; /* Not magic enough to be this item */
1701 1589
1702 /* Map difficulty not high enough */ 1590 /* Map difficulty not high enough */
1703 if (difficulty < art->difficulty) 1591 if (difficulty < art->difficulty)
1704 continue; 1592 continue;
1722 */ 1610 */
1723 1611
1724void 1612void
1725fix_flesh_item (object *item, object *donor) 1613fix_flesh_item (object *item, object *donor)
1726{ 1614{
1727 char tmpbuf[MAX_BUF];
1728 int i;
1729
1730 if (item->type == FLESH && donor) 1615 if (item->type == FLESH && donor)
1731 { 1616 {
1732 /* change the name */ 1617 /* change the name */
1733 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1618 item->name = format ("%s's %s", &donor->name, &item->name);
1734 item->name = tmpbuf;
1735 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1619 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1736 item->name_pl = tmpbuf;
1737 1620
1738 /* weight is FLESH weight/100 * donor */ 1621 /* weight is FLESH weight/100 * donor */
1739 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1622 item->weight = max (1, item->weight * donor->weight / 100);
1740 item->weight = 1;
1741 1623
1742 /* value is multiplied by level of donor */ 1624 /* value is multiplied by level of donor */
1743 item->value *= isqrt (donor->level * 2); 1625 item->value *= isqrt (donor->level * 2);
1744 1626
1745 /* food value */ 1627 /* food value */
1746 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1628 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1747 1629
1748 /* flesh items inherit some abilities of donor, but not 1630 /* flesh items inherit some abilities of donor, but not
1749 * full effect. 1631 * full effect.
1750 */ 1632 */
1751 for (i = 0; i < NROFATTACKS; i++) 1633 for (int i = 0; i < NROFATTACKS; i++)
1752 item->resist[i] = donor->resist[i] / 2; 1634 item->resist[i] = donor->resist[i] / 2;
1753 1635
1754 /* item inherits donor's level (important for quezals) */ 1636 /* item inherits donor's level (important for quezals) */
1755 item->level = donor->level; 1637 item->level = donor->level;
1756 1638
1757 /* if donor has some attacktypes, the flesh is poisonous */ 1639 /* if donor has some attacktypes, the flesh is poisonous */
1758 if (donor->attacktype & AT_POISON) 1640 if (donor->attacktype & AT_POISON)
1759 item->type = POISON; 1641 item->type = POISON;
1642
1760 if (donor->attacktype & AT_ACID) 1643 if (donor->attacktype & AT_ACID)
1761 item->stats.hp = -1 * item->stats.food; 1644 item->stats.hp = -item->stats.food;
1762 SET_FLAG (item, FLAG_NO_STEAL);
1763 }
1764}
1765 1645
1766/* special_potion() - so that old potion code is still done right. */ 1646 item->set_flag (FLAG_NO_STEAL);
1767int 1647 }
1768special_potion (object *op)
1769{
1770 if (op->attacktype)
1771 return 1;
1772
1773 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1774 return 1;
1775
1776 for (int i = 0; i < NROFATTACKS; i++)
1777 if (op->resist[i])
1778 return 1;
1779
1780 return 0;
1781} 1648}
1782 1649
1783void 1650static void
1784free_treasurestruct (treasure *t) 1651free_treasurestruct (treasure *t)
1785{ 1652{
1786 if (t->next) free_treasurestruct (t->next); 1653 if (t->next) free_treasurestruct (t->next);
1787 if (t->next_yes) free_treasurestruct (t->next_yes); 1654 if (t->next_yes) free_treasurestruct (t->next_yes);
1788 if (t->next_no) free_treasurestruct (t->next_no); 1655 if (t->next_no) free_treasurestruct (t->next_no);
1789 1656
1790 delete t; 1657 delete t;
1791} 1658}
1792 1659
1793void 1660static void
1794free_charlinks (linked_char *lc) 1661free_charlinks (linked_char *lc)
1795{ 1662{
1796 if (lc->next) 1663 if (lc->next)
1797 free_charlinks (lc->next); 1664 free_charlinks (lc->next);
1798 1665
1799 delete lc; 1666 delete lc;
1800} 1667}
1801 1668
1802void 1669static void
1803free_artifact (artifact *at) 1670free_artifact (artifact *at)
1804{ 1671{
1805 if (at->next) free_artifact (at->next); 1672 if (at->next) free_artifact (at->next);
1806 if (at->allowed) free_charlinks (at->allowed); 1673 if (at->allowed) free_charlinks (at->allowed);
1807 1674
1808 at->item->destroy (1); 1675 at->item->destroy ();
1809 1676
1810 sfree (at); 1677 sfree (at);
1811} 1678}
1812 1679
1813void
1814free_artifactlist (artifactlist *al)
1815{
1816 artifactlist *nextal;
1817
1818 for (al = first_artifactlist; al; al = nextal)
1819 {
1820 nextal = al->next;
1821
1822 if (al->items)
1823 free_artifact (al->items);
1824
1825 sfree (al);
1826 }
1827}
1828
1829void
1830free_all_treasures (void)
1831{
1832 treasurelist *tl, *next;
1833
1834 for (tl = first_treasurelist; tl; tl = next)
1835 {
1836 clear (tl);
1837
1838 next = tl->next;
1839 delete tl;
1840 }
1841
1842 free_artifactlist (first_artifactlist);
1843}

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