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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.53 by root, Sat Apr 21 16:56:30 2007 UTC vs.
Revision 1.115 by root, Fri Feb 3 02:04:11 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
44 42
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
57 68
58/* 69/*
59 * Searches for the given treasurelist 70 * Searches for the given treasurelist
60 */ 71 */
61treasurelist * 72treasurelist *
93 } 104 }
94 105
95 return tl; 106 return tl;
96} 107}
97 108
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
114 */ 112 */
115static void 113static void
140 138
141 f.next (); 139 f.next ();
142 140
143 for (;;) 141 for (;;)
144 { 142 {
145 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
146 144
147 switch (f.kw) 145 switch (f.kw)
148 { 146 {
149 case KW_arch: 147 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
197 208
198 /* 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.
199 * 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
200 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
201 */ 212 */
202 tl->total_chance = 0;
203
204 if (one) 213 if (one)
205 { 214 {
206 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
207 { 216 {
208 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
209 { 218 {
210 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);
211 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");
212 } 221 }
213 222
214 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
215 } 224 }
230 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
231 */ 240 */
232static void 241static void
233put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
234{ 243{
244 if (flags & GT_ENVIRONMENT)
245 {
235 /* 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
236 * 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
237 * 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
238 * by another object. 249 * by another object.
239 */ 250 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 252 if (op->type == SPELL)
242 op->deactivate_recursive (); 253 {
254 op->destroy ();
255 return;
256 }
257
243 op->expand_tail (); 258 op->expand_tail ();
244 259
260 if (!creator->is_on_map ()
245 if (ob_blocked (op, creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
246 op->destroy (); 262 op->destroy ();
247 else 263 else
248 { 264 {
249 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
250 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);
251 } 267 }
252 } 268 }
253 else 269 else
254 { 270 {
255 op = creator->insert (op); 271 op = creator->insert (op);
256 272
257 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
258 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
259
260 if (flags & GT_UPDATE_INV)
261 if (object *tmp = creator->in_player ())
262 esrv_send_item (tmp, op);
263 } 275 }
264} 276}
265 277
266/* 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
267 * in the generated object 279 * in the generated object
296 else 308 else
297 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
298 } 310 }
299 else 311 else
300 { 312 {
301 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
302 { 314 {
303 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
304 316
305 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
306 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
307 319
308 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
353 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
354 } 366 }
355 else if (t->nrof) 367 else if (t->nrof)
356 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
357 } 369 }
358 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
359 { 371 {
360 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
361 { 373 {
362 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
363 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
364 376
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 378 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
368 } 380 }
369 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
370} 388}
371 389
372/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
373 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
374 * 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
387 { 405 {
388 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
389 return; 407 return;
390 } 408 }
391 409
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
392 if (tl->total_chance) 419 if (tl->total_chance)
393 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
394 else 421 else
395 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
396} 423}
416 443
417 if (ob->inv) 444 if (ob->inv)
418 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
419 446
420 ob->destroy (); 447 ob->destroy ();
448
421 return tmp; 449 return tmp;
422} 450}
423 451
424/* 452/*
425 * 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
468 * 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)
469 * 497 *
470 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
471 * 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.
472 */ 500 */
473int 501static int
474level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
475{ 503{
476 int olevel = 0;
477
478 if (!op->inv) 504 if (!op->inv)
479 { 505 {
480 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);
481 return 0; 507 return 0;
482 } 508 }
483 509
484 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
485 511
486 if (olevel <= 0) 512 if (olevel <= 0)
487 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
488 514
489 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
490 olevel = MAXLEVEL;
491
492 return olevel;
493} 516}
494 517
495/* 518/*
496 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
497 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
500 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
501 * 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
502 * weird integer between 1-31. 525 * weird integer between 1-31.
503 * 526 *
504 */ 527 */
505int 528static int
506magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
507{ 530{
508 int percent = 0, magic = 0;
509 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);
510 533
511 scaled_diff--;
512
513 if (scaled_diff < 0)
514 scaled_diff = 0;
515
516 if (scaled_diff >= DIFFLEVELS)
517 scaled_diff = DIFFLEVELS - 1;
518
519 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
520 536
521 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
522 { 538 {
523 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
524 540
525 if (percent < 0) 541 if (percent < 0)
526 break; 542 break;
527 } 543 }
528 544
529 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
530 { 546 {
531 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);
532 magic = 0; 548 magic = 0;
533 } 549 }
534 550
542 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
543 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
544 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
545 * to make it truly absolute. 561 * to make it truly absolute.
546 */ 562 */
547
548void 563void
549set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
550{ 565{
551 if (!magic) 566 if (!magic)
552 return; 567 return;
553 568
554 op->magic = magic; 569 op->magic = magic;
555 if (op->arch) 570 if (op->arch)
556 { 571 {
557 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
558 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
559 574
560 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 */
561 magic = (-magic); 576 magic = (-magic);
577
562 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
563 } 579 }
564 else 580 else
565 { 581 {
566 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
567 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
568 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 */
569 magic = (-magic); 586 magic = (-magic);
587
570 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
571 } 589 }
572} 590}
573 591
574/* 592/*
577 */ 595 */
578 596
579static void 597static void
580set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
581{ 599{
582 int i;
583
584 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
585 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
586 i = -i; 603 i = -i;
604
587 if (i > max_magic) 605 i = min (i, max_magic);
588 i = max_magic; 606
589 set_abs_magic (op, i); 607 set_abs_magic (op, i);
590 if (i < 0) 608 if (i < 0)
591 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
592} 610}
593 611
594/* 612/*
595 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
596 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
597 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
598 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
599 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
600 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
601 */ 619 */
602void 620static void
603set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
604{ 622{
605
606 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
607 624
608 if (op->type == AMULET) 625 if (op->type == AMULET)
609 {
610 if (!(rndm (21))) 626 if (!rndm (21))
611 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
612 else 630 else
613 {
614 if (rndm (2))
615 r = 10;
616 else
617 r = 11 + rndm (9); 631 r = 11 + rndm (9);
618 }
619 }
620 632
621 switch (r) 633 switch (r)
622 { 634 {
623 /* 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,
624 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
625 * of the item. 637 * of the item.
626 */ 638 */
627 case 0: 639 case 0:
628 case 1: 640 case 1:
629 case 2: 641 case 2:
630 case 3: 642 case 3:
631 case 4: 643 case 4:
632 case 5: 644 case 5:
633 case 6: 645 case 6:
634 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
635 break; 647 break;
636 648
637 case 7: 649 case 7:
638 op->stats.dam += bonus; 650 op->stats.dam += bonus;
639 break; 651 break;
671 * 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
672 * even values. 684 * even values.
673 */ 685 */
674 if (bonus < 0) 686 if (bonus < 0)
675 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
676 if (val > 35) 688
677 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
678 b = 0; 691 b = 0;
679 692
680 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
681 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
682 695
690 break; 703 break;
691 } 704 }
692 case 20: 705 case 20:
693 if (op->type == AMULET) 706 if (op->type == AMULET)
694 { 707 {
695 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
696 op->value *= 11; 709 op->value *= 11;
697 } 710 }
698 else 711 else
699 { 712 {
700 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
703 break; 716 break;
704 717
705 case 21: 718 case 21:
706 if (op->type == AMULET) 719 if (op->type == AMULET)
707 { 720 {
708 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
709 op->value *= 9; 722 op->value *= 9;
710 } 723 }
711 else 724 else
712 { 725 {
713 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
715 } 728 }
716 break; 729 break;
717 730
718 case 22: 731 case 22:
719 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
720 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
721 break; 734 break;
722 } 735 }
723 736
724 if (bonus > 0) 737 if (bonus > 0)
725 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
726 else 739 else
727 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
728} 741}
729 742
730/* 743/*
731 * 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.
732 * 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
733 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
734 * 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
735 * rings and amulets. 748 * rings and amulets.
736 * 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.
737 */ 750 */
738int 751static int
739get_magic (int diff) 752get_magic (int diff)
740{ 753{
741 int i; 754 diff = min (3, diff);
742 755
743 if (diff < 3)
744 diff = 3;
745
746 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
747 if (rndm (diff)) 757 if (rndm (diff))
748 return i; 758 return i;
749 759
750 return 4; 760 return 4;
751} 761}
752 762
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
753#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
754#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
755 805
756/* 806/*
757 * 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
758 * 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
792 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
793 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
794 op->randomitems = 0; 844 op->randomitems = 0;
795 } 845 }
796 846
797 if (difficulty < 1) 847 max_it (difficulty, 1);
798 difficulty = 1;
799 848
800 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
801 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
802 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
803 ARG_INT (flags))) 852 ARG_INT (flags)))
804 return; 853 return;
805 854
806 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
807 { 856 {
808 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
809 { 858 {
810 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
811 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
812 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
813 } 862 }
818 867
819 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
820 869
821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN 871 || op->type == HORN
823 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 872 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
824 * used for shop_floors or treasures */
825 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
826 } 874 }
827 875
828 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
829 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
863 * again below */ 911 * again below */
864 } 912 }
865 } 913 }
866 914
867 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
868 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
869 917
870 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
871 { 919 {
872 if (op->type == POTION) 920 if (op->type == POTION)
873 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
874 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
875 { 923 {
876 object *tmp;
877
878 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
879 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
880 op->stats.sp = 0; 926 op->stats.sp = 0;
881 } 927 }
882 } 928 }
883 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
886 case WEAPON: 932 case WEAPON:
887 case ARMOUR: 933 case ARMOUR:
888 case SHIELD: 934 case SHIELD:
889 case HELMET: 935 case HELMET:
890 case CLOAK: 936 case CLOAK:
891 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
892 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
893 break; 939 break;
894 940
895 case BRACERS: 941 case BRACERS:
896 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
897 { 943 {
898 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
899 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
900 op->value *= 3; 946 op->value *= 3;
901 } 947 }
902 break; 948 break;
903 949
904 case POTION: 950 case POTION:
905 { 951 {
906 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0;
907 953
908 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
909 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
910 { 956 {
911 object *tmp;
912
913 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
914 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
915 op->stats.sp = 0; 959 op->stats.sp = 0;
916 } 960 }
917 961
918 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!special_potion (op) && !op->inv)
919 { 963 {
920 generate_artifact (op, difficulty); 964 generate_artifact (op, difficulty);
921 if (too_many_tries++ > 10) 965 if (too_many_tries++ > 10)
922 break; 966 break;
923 } 967 }
926 * since the value set on those is already correct. 970 * since the value set on those is already correct.
927 */ 971 */
928 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
929 { 973 {
930 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
931 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
932 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
933 } 977 }
934 else 978 else
935 { 979 {
936 op->name = "potion"; 980 op->name = shstr_potion;
937 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
938 } 982 }
939 983
940 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
941 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
942 break; 987 break;
943 } 988 }
944 989
945 case AMULET: 990 case AMULET:
946 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
947 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
948 993
949 case RING: 994 case RING:
950 if (op->arch == NULL)
951 {
952 op->destroy ();
953 op = 0;
954 break;
955 }
956
957 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! */
958 break; 996 break;
959 997
960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
962 1000
963 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
964 1002
965 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
966 break; 1004 break;
967 1005
968 if (!(rndm (4))) 1006 if (!rndm (4))
969 { 1007 {
970 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
971 1009
972 if (d > 0) 1010 if (d > 0)
973 op->value *= 3; 1011 op->value *= 3;
974 1012
975 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
976 1014
977 if (!(rndm (4))) 1015 if (!rndm (4))
978 { 1016 {
979 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
980 1018
981 if (d > 0) 1019 if (d > 0)
982 op->value *= 5; 1020 op->value *= 5;
1021
983 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
984 } 1023 }
985 } 1024 }
986 1025
987 if (GET_ANIM_ID (op)) 1026 if (op->animation_id)
988 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1027 op->set_anim_frame (rndm (op->anim_frames ()));
989 1028
990 break; 1029 break;
991 1030
992 case BOOK: 1031 case BOOK:
993 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
995 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
996 */ 1035 */
997 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
998 { 1037 {
999 /* set the book level properly */ 1038 /* set the book level properly */
1000 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1001 { 1040 {
1002 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1003 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1004 else 1043 else
1005 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1008 op->level = rndm (creator->level); 1047 op->level = rndm (creator->level);
1009 1048
1010 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);
1011 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1012 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));
1013 /* creator related stuff */
1014
1015 /* for library, chained books. Note that some monsters have no_pick
1016 * set - we don't want to set no pick in that case.
1017 */
1018 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1019 SET_FLAG (op, FLAG_NO_PICK);
1020 if (creator->slaying && !op->slaying) /* for check_inv floors */
1021 op->slaying = creator->slaying;
1022 1052
1023 /* add exp so reading it gives xp (once) */ 1053 /* add exp so reading it gives xp (once) */
1024 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;
1025 } 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;
1026 break; 1066 break;
1027 1067
1028 case SPELLBOOK: 1068 case SPELLBOOK:
1029 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1030 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1031 op->level = op->inv->level; 1072 op->level = op->inv->level;
1032 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1033 break; 1074 break;
1034 1075
1038 * and reset nrof. 1079 * and reset nrof.
1039 */ 1080 */
1040 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1041 op->nrof = 1; 1082 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't 1084 * for it.
1044 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler.
1046 */ 1085 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1048 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1049 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1050 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1051 }
1052 else 1090 else
1053 {
1054 op->level = op->inv->level; 1091 op->level = op->inv->level;
1055 op->value = op->value * op->inv->value; 1092
1056 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1057 break; 1094 break;
1058 1095
1059 case ROD: 1096 case ROD:
1060 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1061 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1062 * reasonable. Otherwise, a high level version of a low level 1099
1063 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1064 * 10 time multiplier). This way, the value are a bit more reasonable.
1065 */
1066 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1067 /* 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 */
1068 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1069 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);
1070 else 1103 else
1071 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);
1072 1105
1073 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1074 break; 1107 break;
1075 1108
1076 case SCROLL: 1109 case SCROLL:
1077 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1078 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);
1079 1112
1080 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1081 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1082 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1083 break; 1116 break;
1091 break; 1124 break;
1092 } /* switch type */ 1125 } /* switch type */
1093 1126
1094 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1095 { 1128 {
1096 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])
1097 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1098 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1099 op->value = 0; 1132 op->value = 0;
1100 } 1133 }
1101 1134
1102 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1113 1146
1114/* 1147/*
1115 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1116 */ 1149 */
1117static artifactlist * 1150static artifactlist *
1118get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1119{ 1152{
1120 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1121} 1154}
1122 1155
1123/* 1156/*
1124 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1125 */ 1158 */
1126static artifact * 1159static artifact *
1127get_empty_artifact (void) 1160get_empty_artifact ()
1128{ 1161{
1129 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1130} 1163}
1131 1164
1132/* 1165/*
1133 * 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
1134 * of objects on it. 1167 * of objects on it.
1142 1175
1143 return 0; 1176 return 0;
1144} 1177}
1145 1178
1146/* 1179/*
1147 * For debugging purposes. Dumps all tables. 1180 * Builds up the lists of artifacts from the file in the libdir.
1148 */ 1181 */
1149void 1182void
1150dump_artifacts (void)
1151{
1152 artifactlist *al;
1153 artifact *art;
1154 linked_char *next;
1155
1156 fprintf (logfile, "\n");
1157 for (al = first_artifactlist; al != NULL; al = al->next)
1158 {
1159 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1160 for (art = al->items; art != NULL; art = art->next)
1161 {
1162 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1163 if (art->allowed != NULL)
1164 {
1165 fprintf (logfile, "\tallowed combinations:");
1166 for (next = art->allowed; next != NULL; next = next->next)
1167 fprintf (logfile, "%s,", &next->name);
1168 fprintf (logfile, "\n");
1169 }
1170 }
1171 }
1172 fprintf (logfile, "\n");
1173}
1174
1175/*
1176 * For debugging purposes. Dumps all treasures recursively (see below).
1177 */
1178void
1179dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1180{
1181 treasurelist *tl;
1182 int i;
1183
1184 if (depth > 100)
1185 return;
1186
1187 while (t)
1188 {
1189 if (t->name)
1190 {
1191 for (i = 0; i < depth; i++)
1192 fprintf (logfile, " ");
1193
1194 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195
1196 tl = treasurelist::find (t->name);
1197 if (tl)
1198 dump_monster_treasure_rec (name, tl->items, depth + 2);
1199
1200 for (i = 0; i < depth; i++)
1201 fprintf (logfile, " ");
1202
1203 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1204 }
1205 else
1206 {
1207 for (i = 0; i < depth; i++)
1208 fprintf (logfile, " ");
1209
1210 if (t->item && t->item->clone.type == FLESH)
1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1212 else
1213 fprintf (logfile, "%s\n", &t->item->clone.name);
1214 }
1215
1216 if (t->next_yes)
1217 {
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, " (if yes)\n");
1222 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1223 }
1224
1225 if (t->next_no)
1226 {
1227 for (i = 0; i < depth; i++)
1228 fprintf (logfile, " ");
1229
1230 fprintf (logfile, " (if no)\n");
1231 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1232 }
1233
1234 t = t->next;
1235 }
1236}
1237
1238/*
1239 * For debugging purposes. Dumps all treasures for a given monster.
1240 * Created originally by Raphael Quinet for debugging the alchemy code.
1241 */
1242void
1243dump_monster_treasure (const char *name)
1244{
1245 archetype *at;
1246 int found;
1247
1248 found = 0;
1249 fprintf (logfile, "\n");
1250
1251 for (at = first_archetype; at != NULL; at = at->next)
1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1253 {
1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1255 if (at->clone.randomitems != NULL)
1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1257 else
1258 fprintf (logfile, "(nothing)\n");
1259
1260 fprintf (logfile, "\n");
1261 found++;
1262 }
1263
1264 if (found == 0)
1265 fprintf (logfile, "No objects have the name %s!\n\n", name);
1266}
1267
1268/*
1269 * Builds up the lists of artifacts from the file in the libdir.
1270 */
1271void
1272init_artifacts (void) 1183init_artifacts ()
1273{ 1184{
1274 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1275 char filename[MAX_BUF];
1276 artifact *art = NULL; 1186 artifact *art = NULL;
1277 artifactlist *al; 1187 artifactlist *al;
1278 1188
1279 if (has_been_inited) 1189 if (has_been_inited)
1280 return; 1190 return;
1281 else 1191 else
1282 has_been_inited = 1; 1192 has_been_inited = 1;
1283 1193
1284 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1285 object_thawer f (filename);
1286 1195
1287 if (!f) 1196 if (!f)
1288 return; 1197 return;
1289
1290 f.next ();
1291 1198
1292 for (;;) 1199 for (;;)
1293 { 1200 {
1294 switch (f.kw) 1201 switch (f.kw)
1295 { 1202 {
1299 1206
1300 { 1207 {
1301 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1302 break; 1209 break;
1303 1210
1304 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1305 1212 char *next;
1306 do 1213 do
1307 { 1214 {
1308 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1309 *next++ = '\0'; 1216 *next++ = '\0';
1310 1217
1311 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1312 1219
1313 tmp->name = cp; 1220 tmp->name = cp;
1377 } 1284 }
1378#if 0 1285#if 0
1379 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);
1380#endif 1287#endif
1381 } 1288 }
1382
1383 LOG (llevDebug, "done.\n");
1384} 1289}
1385 1290
1386/* 1291/*
1387 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1388 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1389 */ 1294 */
1390void 1295void
1391add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1392{ 1297{
1393 int i, tmp;
1394
1395 if (change->face != blank_face) 1298 if (change->face != blank_face)
1396 {
1397#ifdef TREASURE_VERBOSE
1398 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1399#endif
1400 op->face = change->face; 1299 op->face = change->face;
1401 }
1402 1300
1403 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1404 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1405 1303
1406 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1407 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1408 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1409 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1410 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1411 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1412 1310
1413 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1414 SET_FLAG (op, FLAG_CURSED); 1312 {
1415 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1416 SET_FLAG (op, FLAG_DAMNED); 1314 {
1417 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)
1418 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1419 1333
1420 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1421 SET_FLAG (op, FLAG_LIFESAVE);
1422 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1423 SET_FLAG (op, FLAG_REFL_SPELL);
1424 if (QUERY_FLAG (change, FLAG_STEALTH))
1425 SET_FLAG (op, FLAG_STEALTH);
1426 if (QUERY_FLAG (change, FLAG_XRAYS))
1427 SET_FLAG (op, FLAG_XRAYS);
1428 if (QUERY_FLAG (change, FLAG_BLIND))
1429 SET_FLAG (op, FLAG_BLIND);
1430 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1431 SET_FLAG (op, FLAG_SEE_IN_DARK);
1432 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1433 SET_FLAG (op, FLAG_REFL_MISSILE);
1434 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1435 SET_FLAG (op, FLAG_MAKE_INVIS);
1436
1437 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1438 { 1335 {
1439 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1440 /* so artifacts will join */ 1338 /* so artifacts will join */
1441 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1442 op->speed = 0.0; 1340 op->speed = 0.;
1443 1341
1444 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1445 } 1343 }
1446 1344
1447 if (change->nrof) 1345 if (change->nrof)
1448 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1449 1347
1450 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1451 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1452 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1453 1351
1454 if (change->other_arch) 1352 if (change->other_arch)
1455 { 1353 {
1456 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1457 * 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
1458 * this object. 1356 * this object.
1459 */ 1357 */
1460 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1461 { 1359 {
1462 object *tmp_obj;
1463
1464 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1465 while (op->inv)
1466 op->inv->destroy (); 1361 op->destroy_inv (false);
1467 1362
1468 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1469 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1470 } 1365 }
1366
1471 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1472 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1473 } 1369 }
1474 1370
1475 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1491 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1492 else 1388 else
1493 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1494 1390
1495 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1496 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1497 else 1393 else
1498 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1499 1395
1500 if (change->level < 0) 1396 if (change->level < 0)
1501 op->level = -(change->level); 1397 op->level = -change->level;
1502 else 1398 else
1503 op->level += change->level; 1399 op->level += change->level;
1504 1400
1505 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1506 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1507 else 1403 else
1508 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;
1509 1405
1510 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1511 1407
1512 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1513 if (change->resist[i])
1514 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1515 1410
1516 if (change->stats.dam) 1411 if (change->stats.dam)
1517 { 1412 {
1518 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1519 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1520 else if (op->stats.dam) 1415 else if (op->stats.dam)
1521 { 1416 {
1522 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1523 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1524 { 1420 {
1525 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1526 op->stats.dam--; 1422 op->stats.dam--;
1527 else 1423 else
1533 } 1429 }
1534 1430
1535 if (change->weight) 1431 if (change->weight)
1536 { 1432 {
1537 if (change->weight < 0) 1433 if (change->weight < 0)
1538 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1539 else 1435 else
1540 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1541 } 1437 }
1542 1438
1543 if (change->last_sp) 1439 if (change->last_sp)
1544 { 1440 {
1545 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1546 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1547 else 1443 else
1548 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;
1549 } 1445 }
1550 1446
1551 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1552 { 1448 {
1553 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1554 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1555 else 1451 else
1556 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;
1557 } 1453 }
1558 1454
1559 op->value *= change->value; 1455 op->value *= change->value;
1560 1456
1561 if (change->materials) 1457 if (change->materials)
1562 op->materials = change->materials; 1458 op->materials = change->materials;
1563 1459
1564 if (change->materialname) 1460 if (change->material != MATERIAL_NULL)
1565 op->materialname = change->materialname; 1461 op->material = change->material;
1566 1462
1567 if (change->slaying) 1463 if (change->slaying)
1568 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1569 1465
1570 if (change->race) 1466 if (change->race)
1593 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1594 else 1490 else
1595 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1596 1492
1597 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1598 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->arch->archname))
1599 return !neg; 1495 return !neg;
1600 1496
1601 /* 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
1602 * everything is allowed except what we match 1498 * everything is allowed except what we match
1603 */ 1499 */
1614 */ 1510 */
1615 1511
1616void 1512void
1617give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1618{ 1514{
1619 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1620 1516
1621 sprintf (new_name, "of %s", &artifct->name);
1622 op->title = new_name;
1623 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1624 1518
1625#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... */
1626 { 1520 {
1627 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1628 1522
1629 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1630 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));
1631 if (!identified) 1525 if (!identified)
1632 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1633 } 1527 }
1634#endif 1528#endif
1635 return; 1529 return;
1636} 1530}
1637 1531
1647#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1648 1542
1649void 1543void
1650generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1651{ 1545{
1652 artifactlist *al;
1653 artifact *art; 1546 artifact *art;
1654 int i;
1655 1547
1656 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1657 1549
1658 if (al == NULL) 1550 if (al == NULL)
1659 { 1551 {
1660#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1661 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);
1662#endif 1554#endif
1663 return; 1555 return;
1664 } 1556 }
1665 1557
1666 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1667 { 1559 {
1668 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1669 1561
1670 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1671 { 1563 {
1679#if 1 1571#if 1
1680 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);
1681#endif 1573#endif
1682 return; 1574 return;
1683 } 1575 }
1684 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1685 return; 1578 return;
1579
1686 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1687 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1688 1582
1689 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1690 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1691 continue; 1585 continue;
1709 */ 1603 */
1710 1604
1711void 1605void
1712fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1713{ 1607{
1714 char tmpbuf[MAX_BUF];
1715 int i;
1716
1717 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1718 { 1609 {
1719 /* change the name */ 1610 /* change the name */
1720 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1721 item->name = tmpbuf;
1722 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1723 item->name_pl = tmpbuf;
1724 1613
1725 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1726 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);
1727 item->weight = 1;
1728 1616
1729 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1730 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1731 1619
1732 /* food value */ 1620 /* food value */
1733 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1734 1622
1735 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1736 * full effect. 1624 * full effect.
1737 */ 1625 */
1738 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1739 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1740 1628
1741 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1742 item->level = donor->level; 1630 item->level = donor->level;
1743 1631
1744 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1745 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1746 item->type = POISON; 1634 item->type = POISON;
1635
1747 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1748 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1749 SET_FLAG (item, FLAG_NO_STEAL);
1750 }
1751}
1752 1638
1753/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1754int 1640 }
1755special_potion (object *op)
1756{
1757 if (op->attacktype)
1758 return 1;
1759
1760 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1761 return 1;
1762
1763 for (int i = 0; i < NROFATTACKS; i++)
1764 if (op->resist[i])
1765 return 1;
1766
1767 return 0;
1768} 1641}
1769 1642
1770void 1643static void
1771free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1772{ 1645{
1773 if (t->next) free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1774 if (t->next_yes) free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1775 if (t->next_no) free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1776 1649
1777 delete t; 1650 delete t;
1778} 1651}
1779 1652
1780void 1653static void
1781free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1782{ 1655{
1783 if (lc->next) 1656 if (lc->next)
1784 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1785 1658
1786 delete lc; 1659 delete lc;
1787} 1660}
1788 1661
1789void 1662static void
1790free_artifact (artifact *at) 1663free_artifact (artifact *at)
1791{ 1664{
1792 if (at->next) free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1793 if (at->allowed) free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1794 1667
1795 at->item->destroy (1); 1668 at->item->destroy ();
1796 1669
1797 sfree (at); 1670 sfree (at);
1798} 1671}
1799 1672
1800void
1801free_artifactlist (artifactlist *al)
1802{
1803 artifactlist *nextal;
1804
1805 for (al = first_artifactlist; al; al = nextal)
1806 {
1807 nextal = al->next;
1808
1809 if (al->items)
1810 free_artifact (al->items);
1811
1812 sfree (al);
1813 }
1814}
1815
1816void
1817free_all_treasures (void)
1818{
1819 treasurelist *tl, *next;
1820
1821 for (tl = first_treasurelist; tl; tl = next)
1822 {
1823 clear (tl);
1824
1825 next = tl->next;
1826 delete tl;
1827 }
1828
1829 free_artifactlist (first_artifactlist);
1830}

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