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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.54 by root, Sat Apr 21 17:34:23 2007 UTC vs.
Revision 1.125 by root, Sat Oct 8 21:54:05 2022 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 (©) 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 *
62treasurelist::find (const char *name) 80treasurelist::find (const char *name)
63{ 81{
64 if (!name) 82 if (!name)
65 return 0; 83 return 0;
66 84
67 auto (i, tl_map.find (name)); 85 auto i = tl_map.find (name);
68 86
69 if (i == tl_map.end ()) 87 if (i == tl_map.end ())
70 return 0; 88 return 0;
71 89
72 return i->second; 90 return i->second;
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 */
197 215
198 /* This is a one of the many items on the list should be generated. 216 /* 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 217 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 218 * fields of the treasures are not being used.
201 */ 219 */
202 tl->total_chance = 0;
203
204 if (one) 220 if (one)
205 { 221 {
206 for (treasure *t = tl->items; t; t = t->next) 222 for (treasure *t = tl->items; t; t = t->next)
207 { 223 {
208 if (t->next_yes || t->next_no) 224 if (t->next_yes || t->next_no)
209 { 225 {
210 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%s\n",
227 &tl->name,
228 t->item ? "item " : "",
229 t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 230 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 231 }
213 232
214 tl->total_chance += t->chance; 233 tl->total_chance += t->chance;
215 } 234 }
230 * start with equipment, but only their abilities). 249 * start with equipment, but only their abilities).
231 */ 250 */
232static void 251static void
233put_treasure (object *op, object *creator, int flags) 252put_treasure (object *op, object *creator, int flags)
234{ 253{
254 if (flags & GT_ENVIRONMENT)
255 {
235 /* Bit of a hack - spells should never be put onto the map. The entire 256 /* 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 257 * 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 258 * this is the original object, or if this is an object that should be created
238 * by another object. 259 * by another object.
239 */ 260 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 261 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 262 if (op->type == SPELL)
263 {
264 op->destroy ();
265 return;
266 }
267
242 op->expand_tail (); 268 op->expand_tail ();
243 269
270 if (!creator->is_on_map ()
244 if (ob_blocked (op, creator->map, creator->x, creator->y)) 271 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
245 op->destroy (); 272 op->destroy ();
246 else 273 else
247 { 274 {
248 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 275 op->flag [FLAG_OBJ_ORIGINAL] = true;
249 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 276 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
250 } 277 }
251 } 278 }
252 else 279 else
253 { 280 {
254 op = creator->insert (op); 281 op = creator->insert (op);
255 282
256 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 283 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
257 monster_check_apply (creator, op); 284 monster_check_apply (creator, op);
258
259 if (flags & GT_UPDATE_INV)
260 if (object *tmp = creator->in_player ())
261 esrv_send_item (tmp, op);
262 } 285 }
263} 286}
264 287
265/* if there are change_xxx commands in the treasure, we include the changes 288/* if there are change_xxx commands in the treasure, we include the changes
266 * in the generated object 289 * in the generated object
295 else 318 else
296 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 319 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
297 } 320 }
298 else 321 else
299 { 322 {
300 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 323 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
301 { 324 {
302 object *tmp = arch_to_object (t->item); 325 object *tmp = t->item->instance ();
303 326
304 if (t->nrof && tmp->nrof <= 1) 327 if (t->nrof && tmp->nrof <= 1)
305 tmp->nrof = rndm (t->nrof) + 1; 328 tmp->nrof = rndm (t->nrof) + 1;
306 329
307 fix_generated_item (tmp, op, difficulty, t->magic, flag); 330 fix_generated_item (tmp, op, difficulty, t->magic, flag);
352 create_treasure (tl, op, flag, difficulty, tries); 375 create_treasure (tl, op, flag, difficulty, tries);
353 } 376 }
354 else if (t->nrof) 377 else if (t->nrof)
355 create_one_treasure (tl, op, flag, difficulty, tries); 378 create_one_treasure (tl, op, flag, difficulty, tries);
356 } 379 }
357 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 380 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
358 { 381 {
359 if (object *tmp = arch_to_object (t->item)) 382 if (object *tmp = t->item->instance ())
360 { 383 {
361 if (t->nrof && tmp->nrof <= 1) 384 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = rndm (t->nrof) + 1; 385 tmp->nrof = rndm (t->nrof) + 1;
363 386
364 fix_generated_item (tmp, op, difficulty, t->magic, flag); 387 fix_generated_item (tmp, op, difficulty, t->magic, flag);
365 change_treasure (t, tmp); 388 change_treasure (t, tmp);
366 put_treasure (tmp, op, flag); 389 put_treasure (tmp, op, flag);
367 } 390 }
368 } 391 }
392}
393
394void
395object::create_treasure (treasurelist *tl, int flags)
396{
397 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
369} 398}
370 399
371/* This calls the appropriate treasure creation function. tries is passed 400/* This calls the appropriate treasure creation function. tries is passed
372 * to determine how many list transitions or attempts to create treasure 401 * to determine how many list transitions or attempts to create treasure
373 * have been made. It is really in place to prevent infinite loops with 402 * have been made. It is really in place to prevent infinite loops with
386 { 415 {
387 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 416 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
388 return; 417 return;
389 } 418 }
390 419
420 if (op->flag [FLAG_TREASURE_ENV])
421 {
422 // do not generate items when there already is something above the object
423 if (op->flag [FLAG_IS_FLOOR] && op->above)
424 return;
425
426 flag |= GT_ENVIRONMENT;
427 }
428
391 if (tl->total_chance) 429 if (tl->total_chance)
392 create_one_treasure (tl, op, flag, difficulty, tries); 430 create_one_treasure (tl, op, flag, difficulty, tries);
393 else 431 else
394 create_all_treasures (tl->items, op, flag, difficulty, tries); 432 create_all_treasures (tl->items, op, flag, difficulty, tries);
395} 433}
415 453
416 if (ob->inv) 454 if (ob->inv)
417 LOG (llevError, "In generate treasure, created multiple objects.\n"); 455 LOG (llevError, "In generate treasure, created multiple objects.\n");
418 456
419 ob->destroy (); 457 ob->destroy ();
458
420 return tmp; 459 return tmp;
421} 460}
422 461
423/* 462/*
424 * This is a new way of calculating the chance for an item to have 463 * This is a new way of calculating the chance for an item to have
461 { 0, 0, 0, 3, 97}, // 29 500 { 0, 0, 0, 3, 97}, // 29
462 { 0, 0, 0, 0, 100}, // 30 501 { 0, 0, 0, 0, 100}, // 30
463 { 0, 0, 0, 0, 100}, // 31 502 { 0, 0, 0, 0, 100}, // 31
464}; 503};
465 504
466/* calculate the appropriate level for wands staves and scrolls. 505/* calculate the appropriate level for wands staves and scrolls.
467 * This code presumes that op has had its spell object created (in op->inv) 506 * This code presumes that op has had its spell object created (in op->inv)
468 * 507 *
469 * elmex Wed Aug 9 17:44:59 CEST 2006: 508 * elmex Wed Aug 9 17:44:59 CEST 2006:
470 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 509 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
471 */ 510 */
472int 511static int
473level_for_item (const object *op, int difficulty) 512level_for_item (const object *op, int difficulty)
474{ 513{
475 int olevel = 0;
476
477 if (!op->inv) 514 if (!op->inv)
478 { 515 {
479 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 516 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
480 return 0; 517 return 0;
481 } 518 }
482 519
483 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 520 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
484 521
485 if (olevel <= 0) 522 if (olevel <= 0)
486 olevel = rndm (1, MIN (op->inv->level, 1)); 523 olevel = rndm (1, op->inv->level);
487 524
488 if (olevel > MAXLEVEL) 525 return min (olevel, MAXLEVEL_TREASURE);
489 olevel = MAXLEVEL;
490
491 return olevel;
492} 526}
493 527
494/* 528/*
495 * Based upon the specified difficulty and upon the difftomagic_list array, 529 * Based upon the specified difficulty and upon the difftomagic_list array,
496 * a random magical bonus is returned. This is used when determine 530 * a random magical bonus is returned. This is used when determine
499 * elmex Thu Aug 10 18:45:44 CEST 2006: 533 * elmex Thu Aug 10 18:45:44 CEST 2006:
500 * Scaling difficulty by max_level, as difficulty is a level and not some 534 * Scaling difficulty by max_level, as difficulty is a level and not some
501 * weird integer between 1-31. 535 * weird integer between 1-31.
502 * 536 *
503 */ 537 */
504int 538static int
505magic_from_difficulty (int difficulty) 539magic_from_difficulty (int difficulty)
506{ 540{
507 int percent = 0, magic = 0;
508 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 541 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
542 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
509 543
510 scaled_diff--;
511
512 if (scaled_diff < 0)
513 scaled_diff = 0;
514
515 if (scaled_diff >= DIFFLEVELS)
516 scaled_diff = DIFFLEVELS - 1;
517
518 percent = rndm (100); 544 int percent = rndm (100);
545 int magic;
519 546
520 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 547 for (magic = 0; magic <= MAXMAGIC; magic++)
521 { 548 {
522 percent -= difftomagic_list[scaled_diff][magic]; 549 percent -= difftomagic_list[scaled_diff][magic];
523 550
524 if (percent < 0) 551 if (percent < 0)
525 break; 552 break;
526 } 553 }
527 554
528 if (magic == (MAXMAGIC + 1)) 555 if (magic > MAXMAGIC)
529 { 556 {
530 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 557 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
531 magic = 0; 558 magic = 0;
532 } 559 }
533 560
541 * Sets magical bonus in an object, and recalculates the effect on 568 * Sets magical bonus in an object, and recalculates the effect on
542 * the armour variable, and the effect on speed of armour. 569 * the armour variable, and the effect on speed of armour.
543 * This function doesn't work properly, should add use of archetypes 570 * This function doesn't work properly, should add use of archetypes
544 * to make it truly absolute. 571 * to make it truly absolute.
545 */ 572 */
546
547void 573void
548set_abs_magic (object *op, int magic) 574set_abs_magic (object *op, int magic)
549{ 575{
550 if (!magic) 576 if (!magic)
551 return; 577 return;
552 578
553 op->magic = magic; 579 op->magic = magic;
554 if (op->arch) 580 if (op->arch)
555 { 581 {
556 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
557 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
558 584
559 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 */
560 magic = (-magic); 586 magic = (-magic);
587
561 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
562 } 589 }
563 else 590 else
564 { 591 {
565 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
566 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
594
567 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 595 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
568 magic = (-magic); 596 magic = (-magic);
597
569 op->weight = (op->weight * (100 - magic * 10)) / 100; 598 op->weight = (op->weight * (100 - magic * 10)) / 100;
570 } 599 }
571} 600}
572 601
573/* 602/*
576 */ 605 */
577 606
578static void 607static void
579set_magic (int difficulty, object *op, int max_magic, int flags) 608set_magic (int difficulty, object *op, int max_magic, int flags)
580{ 609{
581 int i;
582
583 i = magic_from_difficulty (difficulty); 610 int i = magic_from_difficulty (difficulty);
611
584 if ((flags & GT_ONLY_GOOD) && i < 0) 612 if ((flags & GT_ONLY_GOOD) && i < 0)
585 i = -i; 613 i = -i;
614
586 if (i > max_magic) 615 i = min (i, max_magic);
587 i = max_magic; 616
588 set_abs_magic (op, i); 617 set_abs_magic (op, i);
589 if (i < 0) 618 if (i < 0)
590 SET_FLAG (op, FLAG_CURSED); 619 op->set_flag (FLAG_CURSED);
591} 620}
592 621
593/* 622/*
594 * Randomly adds one magical ability to the given object. 623 * Randomly adds one magical ability to the given object.
595 * Modified for Partial Resistance in many ways: 624 * Modified for Partial Resistance in many ways:
596 * 1) Since rings can have multiple bonuses, if the same bonus 625 * 1) Since rings can have multiple bonuses, if the same bonus
597 * is rolled again, increase it - the bonuses now stack with 626 * is rolled again, increase it - the bonuses now stack with
598 * other bonuses previously rolled and ones the item might natively have. 627 * other bonuses previously rolled and ones the item might natively have.
599 * 2) Add code to deal with new PR method. 628 * 2) Add code to deal with new PR method.
600 */ 629 */
601void 630static void
602set_ring_bonus (object *op, int bonus) 631set_ring_bonus (object *op, int bonus)
603{ 632{
604
605 int r = rndm (bonus > 0 ? 25 : 11); 633 int r = rndm (bonus > 0 ? 25 : 11);
606 634
607 if (op->type == AMULET) 635 if (op->type == AMULET)
608 {
609 if (!(rndm (21))) 636 if (!rndm (21))
610 r = 20 + rndm (2); 637 r = 20 + rndm (2);
638 else if (rndm (2))
639 r = 10;
611 else 640 else
612 {
613 if (rndm (2))
614 r = 10;
615 else
616 r = 11 + rndm (9); 641 r = 11 + rndm (9);
617 }
618 }
619 642
620 switch (r) 643 switch (r)
621 { 644 {
622 /* Redone by MSW 2000-11-26 to have much less code. Also, 645 /* Redone by MSW 2000-11-26 to have much less code. Also,
623 * bonuses and penalties will stack and add to existing values. 646 * bonuses and penalties will stack and add to existing values.
624 * of the item. 647 * of the item.
625 */ 648 */
626 case 0: 649 case 0:
627 case 1: 650 case 1:
628 case 2: 651 case 2:
629 case 3: 652 case 3:
630 case 4: 653 case 4:
631 case 5: 654 case 5:
632 case 6: 655 case 6:
633 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 656 op->stats.stat (r) += bonus;
634 break; 657 break;
635 658
636 case 7: 659 case 7:
637 op->stats.dam += bonus; 660 op->stats.dam += bonus;
638 break; 661 break;
670 * little random element in since that they don't always end up with 693 * little random element in since that they don't always end up with
671 * even values. 694 * even values.
672 */ 695 */
673 if (bonus < 0) 696 if (bonus < 0)
674 val = 2 * -val - rndm (b); 697 val = 2 * -val - rndm (b);
675 if (val > 35) 698
676 val = 35; /* Upper limit */ 699 val = min (35, val); /* Upper limit */
700
677 b = 0; 701 b = 0;
678 702
679 while (op->resist[resist_table[resist]] != 0 && b < 4) 703 while (op->resist[resist_table[resist]] != 0 && b < 4)
680 resist = rndm (num_resist_table); 704 resist = rndm (num_resist_table);
681 705
689 break; 713 break;
690 } 714 }
691 case 20: 715 case 20:
692 if (op->type == AMULET) 716 if (op->type == AMULET)
693 { 717 {
694 SET_FLAG (op, FLAG_REFL_SPELL); 718 op->set_flag (FLAG_REFL_SPELL);
695 op->value *= 11; 719 op->value *= 11;
696 } 720 }
697 else 721 else
698 { 722 {
699 op->stats.hp = 1; /* regenerate hit points */ 723 op->stats.hp = 1; /* regenerate hit points */
702 break; 726 break;
703 727
704 case 21: 728 case 21:
705 if (op->type == AMULET) 729 if (op->type == AMULET)
706 { 730 {
707 SET_FLAG (op, FLAG_REFL_MISSILE); 731 op->set_flag (FLAG_REFL_MISSILE);
708 op->value *= 9; 732 op->value *= 9;
709 } 733 }
710 else 734 else
711 { 735 {
712 op->stats.sp = 1; /* regenerate spell points */ 736 op->stats.sp = 1; /* regenerate spell points */
714 } 738 }
715 break; 739 break;
716 740
717 case 22: 741 case 22:
718 op->stats.exp += bonus; /* Speed! */ 742 op->stats.exp += bonus; /* Speed! */
719 op->value = (op->value * 2) / 3; 743 op->value = op->value * 2 / 3;
720 break; 744 break;
721 } 745 }
722 746
723 if (bonus > 0) 747 if (bonus > 0)
724 op->value *= 2 * bonus; 748 op->value = 2 * op->value * bonus;
725 else 749 else
726 op->value = -(op->value * 2 * bonus) / 3; 750 op->value = -2 * op->value * bonus / 3;
727} 751}
728 752
729/* 753/*
730 * get_magic(diff) will return a random number between 0 and 4. 754 * get_magic(diff) will return a random number between 0 and 4.
731 * diff can be any value above 2. The higher the diff-variable, the 755 * diff can be any value above 2. The higher the diff-variable, the
732 * higher is the chance of returning a low number. 756 * higher is the chance of returning a low number.
733 * It is only used in fix_generated_treasure() to set bonuses on 757 * It is only used in fix_generated_treasure() to set bonuses on
734 * rings and amulets. 758 * rings and amulets.
735 * Another scheme is used to calculate the magic of weapons and armours. 759 * Another scheme is used to calculate the magic of weapons and armours.
736 */ 760 */
737int 761static int
738get_magic (int diff) 762get_magic (int diff)
739{ 763{
740 int i; 764 diff = min (3, diff);
741 765
742 if (diff < 3)
743 diff = 3;
744
745 for (i = 0; i < 4; i++) 766 for (int i = 0; i < 4; i++)
746 if (rndm (diff)) 767 if (rndm (diff))
747 return i; 768 return i;
748 769
749 return 4; 770 return 4;
750} 771}
751 772
773/* special_potion() - so that old potion code is still done right. */
774static int
775special_potion (object *op)
776{
777 if (op->attacktype)
778 return 1;
779
780 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
781 return 1;
782
783 for (int i = 0; i < NROFATTACKS; i++)
784 if (op->resist[i])
785 return 1;
786
787 return 0;
788}
789
790static double
791value_factor_from_spell_item (object *spell, object *item)
792{
793 double factor =
794 pow ((spell->value > 0 ? spell->value : 1)
795 * spell->level, 1.5);
796
797 if (item) // this if for: wands/staffs/rods:
798 {
799 /* Old crossfire comment ahead:
800 * Add 50 to both level an divisor to keep prices a little more
801 * reasonable. Otherwise, a high level version of a low level
802 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
803 * 10 time multiplier). This way, the value are a bit more reasonable.
804 */
805
806 factor *= item->level + 50;
807 factor /= item->inv->level + 50;
808 }
809
810 return factor;
811}
812
752#define DICE2 (get_magic(2)==2?2:1) 813#define DICE2 (get_magic(2) == 2 ? 2 : 1)
753#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 814#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
754 815
755/* 816/*
756 * fix_generated_item(): This is called after an item is generated, in 817 * fix_generated_item(): This is called after an item is generated, in
757 * order to set it up right. This produced magical bonuses, puts spells 818 * order to set it up right. This produced magical bonuses, puts spells
758 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
759 */ 820 */
760 821
761/* 4/28/96 added creator object from which op may now inherit properties based on 822/* 4/28/96 added creator object from which op may now inherit properties based on
762 * op->type. Right now, which stuff the creator passes on is object type 823 * op->type. Right now, which stuff the creator passes on is object type
763 * dependant. I know this is a spagetti manuever, but is there a cleaner 824 * dependant. I know this is a spagetti manuever, but is there a cleaner
764 * way to do this? b.t. */ 825 * way to do this? b.t. */
765 826
766/* 827/*
767 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
768 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
791 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 852 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
792 /* So the treasure doesn't get created again */ 853 /* So the treasure doesn't get created again */
793 op->randomitems = 0; 854 op->randomitems = 0;
794 } 855 }
795 856
796 if (difficulty < 1) 857 max_it (difficulty, 1);
797 difficulty = 1;
798 858
799 if (INVOKE_OBJECT (ADD_BONUS, op, 859 if (INVOKE_OBJECT (ADD_BONUS, op,
800 ARG_OBJECT (creator != op ? creator : 0), 860 ARG_OBJECT (creator != op ? creator : 0),
801 ARG_INT (difficulty), ARG_INT (max_magic), 861 ARG_INT (difficulty), ARG_INT (max_magic),
802 ARG_INT (flags))) 862 ARG_INT (flags)))
803 return; 863 return;
804 864
805 if (!(flags & GT_MINIMAL)) 865 if (!(flags & GT_MINIMAL))
806 { 866 {
807 if (op->arch == crown_arch) 867 if (IS_ARCH (op->arch, crown))
808 { 868 {
809 set_magic (difficulty, op, max_magic, flags); 869 set_magic (difficulty, op, max_magic, flags);
810 num_enchantments = calc_item_power (op, 1); 870 num_enchantments = calc_item_power (op, 1);
811 generate_artifact (op, difficulty); 871 generate_artifact (op, difficulty);
812 } 872 }
817 877
818 num_enchantments = calc_item_power (op, 1); 878 num_enchantments = calc_item_power (op, 1);
819 879
820 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 880 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
821 || op->type == HORN 881 || op->type == HORN
822 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
823 * used for shop_floors or treasures */
824 generate_artifact (op, difficulty); 883 generate_artifact (op, difficulty);
825 } 884 }
826 885
827 /* Object was made an artifact. Calculate its item_power rating. 886 /* Object was made an artifact. Calculate its item_power rating.
828 * the item_power in the object is what the artfiact adds. 887 * the item_power in the object is what the artfiact adds.
862 * again below */ 921 * again below */
863 } 922 }
864 } 923 }
865 924
866 /* materialtype modifications. Note we allow this on artifacts. */ 925 /* materialtype modifications. Note we allow this on artifacts. */
867 set_materialname (op, difficulty, NULL); 926 select_material (op, difficulty);
868 927
869 if (flags & GT_MINIMAL) 928 if (flags & GT_MINIMAL)
870 { 929 {
871 if (op->type == POTION) 930 if (op->type == POTION)
872 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
873 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
874 { 933 {
875 object *tmp;
876
877 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
878 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
879 op->stats.sp = 0; 936 op->stats.sp = 0;
880 } 937 }
881 } 938 }
882 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
885 case WEAPON: 942 case WEAPON:
886 case ARMOUR: 943 case ARMOUR:
887 case SHIELD: 944 case SHIELD:
888 case HELMET: 945 case HELMET:
889 case CLOAK: 946 case CLOAK:
890 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 947 if (op->flag [FLAG_CURSED] && !(rndm (4)))
891 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
892 break; 949 break;
893 950
894 case BRACERS: 951 case BRACERS:
895 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 952 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
896 { 953 {
897 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 954 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
898 if (!QUERY_FLAG (op, FLAG_CURSED)) 955 if (!op->flag [FLAG_CURSED])
899 op->value *= 3; 956 op->value *= 3;
900 } 957 }
901 break; 958 break;
902 959
903 case POTION: 960 case POTION:
904 { 961 {
905 int too_many_tries = 0, is_special = 0; 962 int too_many_tries = 0;
906 963
907 /* Handle healing and magic power potions */ 964 /* Handle healing and magic power potions */
908 if (op->stats.sp && !op->randomitems) 965 if (op->stats.sp && !op->randomitems)
909 { 966 {
910 object *tmp;
911
912 tmp = get_archetype (spell_mapping[op->stats.sp]); 967 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
913 insert_ob_in_ob (tmp, op); 968 insert_ob_in_ob (tmp, op);
914 op->stats.sp = 0; 969 op->stats.sp = 0;
915 } 970 }
916 971
917 while (!(is_special = special_potion (op)) && !op->inv) 972 while (!special_potion (op) && !op->inv)
918 { 973 {
919 generate_artifact (op, difficulty); 974 generate_artifact (op, difficulty);
920 if (too_many_tries++ > 10) 975 if (too_many_tries++ > 10)
921 break; 976 break;
922 } 977 }
925 * since the value set on those is already correct. 980 * since the value set on those is already correct.
926 */ 981 */
927 if (op->inv && op->randomitems) 982 if (op->inv && op->randomitems)
928 { 983 {
929 /* value multiplier is same as for scrolls */ 984 /* value multiplier is same as for scrolls */
930 op->value = (op->value * op->inv->value); 985 op->value *= op->inv->value;
931 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 986 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
932 } 987 }
933 else 988 else
934 { 989 {
935 op->name = "potion"; 990 op->name = shstr_potion;
936 op->name_pl = "potions"; 991 op->name_pl = shstr_potions;
937 } 992 }
938 993
939 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 994 if (!(flags & GT_ONLY_GOOD) && rndm (2))
940 SET_FLAG (op, FLAG_CURSED); 995 op->set_flag (FLAG_CURSED);
996
941 break; 997 break;
942 } 998 }
943 999
944 case AMULET: 1000 case AMULET:
945 if (op->arch == amulet_arch) 1001 if (IS_ARCH (op->arch, amulet))
946 op->value *= 5; /* Since it's not just decoration */ 1002 op->value *= 5; /* Since it's not just decoration */
947 1003
948 case RING: 1004 case RING:
949 if (op->arch == NULL)
950 {
951 op->destroy ();
952 op = 0;
953 break;
954 }
955
956 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1005 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
957 break; 1006 break;
958 1007
959 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1008 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
960 SET_FLAG (op, FLAG_CURSED); 1009 op->set_flag (FLAG_CURSED);
961 1010
962 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1011 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
963 1012
964 if (op->type != RING) /* Amulets have only one ability */ 1013 if (op->type != RING) /* Amulets have only one ability */
965 break; 1014 break;
966 1015
967 if (!(rndm (4))) 1016 if (!rndm (4))
968 { 1017 {
969 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1018 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
970 1019
971 if (d > 0) 1020 if (d > 0)
972 op->value *= 3; 1021 op->value *= 3;
973 1022
974 set_ring_bonus (op, d); 1023 set_ring_bonus (op, d);
975 1024
976 if (!(rndm (4))) 1025 if (!rndm (4))
977 { 1026 {
978 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1027 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
979 1028
980 if (d > 0) 1029 if (d > 0)
981 op->value *= 5; 1030 op->value *= 5;
1031
982 set_ring_bonus (op, d); 1032 set_ring_bonus (op, d);
983 } 1033 }
984 } 1034 }
985 1035
986 if (GET_ANIM_ID (op)) 1036 if (op->animation_id)
987 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1037 op->set_anim_frame (rndm (op->anim_frames ()));
988 1038
989 break; 1039 break;
990 1040
991 case BOOK: 1041 case BOOK:
992 /* Is it an empty book?, if yes lets make a special· 1042 /* Is it an empty book?, if yes lets make a special·
994 * creator and/or map level we found it on. 1044 * creator and/or map level we found it on.
995 */ 1045 */
996 if (!op->msg && rndm (10)) 1046 if (!op->msg && rndm (10))
997 { 1047 {
998 /* set the book level properly */ 1048 /* set the book level properly */
999 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1049 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1000 { 1050 {
1001 if (op->map && op->map->difficulty) 1051 if (op->map && op->map->difficulty)
1002 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1052 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1003 else 1053 else
1004 op->level = rndm (20) + 1; 1054 op->level = rndm (20) + 1;
1007 op->level = rndm (creator->level); 1057 op->level = rndm (creator->level);
1008 1058
1009 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1059 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1010 /* books w/ info are worth more! */ 1060 /* books w/ info are worth more! */
1011 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1061 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1012 /* creator related stuff */
1013
1014 /* for library, chained books. Note that some monsters have no_pick
1015 * set - we don't want to set no pick in that case.
1016 */
1017 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = creator->slaying;
1021 1062
1022 /* add exp so reading it gives xp (once) */ 1063 /* add exp so reading it gives xp (once) */
1023 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1064 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1024 } 1065 }
1066
1067 /* creator related stuff */
1068
1069 /* for library, chained books. Note that some monsters have no_pick
1070 * set - we don't want to set no pick in that case.
1071 */
1072 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1073 op->set_flag (FLAG_NO_PICK);
1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1075 op->slaying = creator->slaying;
1025 break; 1076 break;
1026 1077
1027 case SPELLBOOK: 1078 case SPELLBOOK:
1028 op->value = op->value * op->inv->value; 1079 op->value *= value_factor_from_spell_item (op->inv, 0);
1080
1029 /* add exp so learning gives xp */ 1081 /* add exp so learning gives xp */
1030 op->level = op->inv->level; 1082 op->level = op->inv->level;
1031 op->stats.exp = op->value; 1083 op->stats.exp = op->value;
1032 break; 1084 break;
1033 1085
1037 * and reset nrof. 1089 * and reset nrof.
1038 */ 1090 */
1039 op->stats.food = op->inv->nrof; 1091 op->stats.food = op->inv->nrof;
1040 op->nrof = 1; 1092 op->nrof = 1;
1041 /* If the spell changes by level, choose a random level 1093 /* If the spell changes by level, choose a random level
1042 * for it, and adjust price. If the spell doesn't 1094 * for it.
1043 * change by level, just set the wand to the level of
1044 * the spell, and value calculation is simpler.
1045 */ 1095 */
1046 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1096 if (op->inv->duration_modifier
1047 { 1097 || op->inv->dam_modifier
1098 || op->inv->range_modifier)
1048 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1049 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1050 }
1051 else 1100 else
1052 {
1053 op->level = op->inv->level; 1101 op->level = op->inv->level;
1054 op->value = op->value * op->inv->value; 1102
1055 } 1103 op->value *= value_factor_from_spell_item (op->inv, op);
1056 break; 1104 break;
1057 1105
1058 case ROD: 1106 case ROD:
1059 op->level = level_for_item (op, difficulty); 1107 op->level = level_for_item (op, difficulty);
1060 /* Add 50 to both level an divisor to keep prices a little more 1108 op->value *= value_factor_from_spell_item (op->inv, op);
1061 * reasonable. Otherwise, a high level version of a low level 1109
1062 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1063 * 10 time multiplier). This way, the value are a bit more reasonable.
1064 */
1065 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1066 /* maxhp is used to denote how many 'charges' the rod holds before */ 1110 /* maxhp is used to denote how many 'charges' the rod holds before */
1067 if (op->stats.maxhp) 1111 if (op->stats.maxhp)
1068 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1112 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1069 else 1113 else
1070 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1114 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1071 1115
1072 op->stats.hp = op->stats.maxhp; 1116 op->stats.hp = op->stats.maxhp;
1073 break; 1117 break;
1074 1118
1075 case SCROLL: 1119 case SCROLL:
1076 op->level = level_for_item (op, difficulty); 1120 op->level = level_for_item (op, difficulty);
1077 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1121 op->value *= value_factor_from_spell_item (op->inv, op);
1078 1122
1079 /* add exp so reading them properly gives xp */ 1123 /* add exp so reading them properly gives xp */
1080 op->stats.exp = op->value / 5; 1124 op->stats.exp = op->value / 5;
1081 op->nrof = op->inv->nrof; 1125 op->nrof = op->inv->nrof;
1082 break; 1126 break;
1090 break; 1134 break;
1091 } /* switch type */ 1135 } /* switch type */
1092 1136
1093 if (flags & GT_STARTEQUIP) 1137 if (flags & GT_STARTEQUIP)
1094 { 1138 {
1095 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1139 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1096 SET_FLAG (op, FLAG_STARTEQUIP); 1140 op->set_flag (FLAG_STARTEQUIP);
1097 else if (op->type != MONEY) 1141 else if (op->type != MONEY)
1098 op->value = 0; 1142 op->value = 0;
1099 } 1143 }
1100 1144
1101 if (!(flags & GT_ENVIRONMENT)) 1145 if (!(flags & GT_ENVIRONMENT))
1112 1156
1113/* 1157/*
1114 * Allocate and return the pointer to an empty artifactlist structure. 1158 * Allocate and return the pointer to an empty artifactlist structure.
1115 */ 1159 */
1116static artifactlist * 1160static artifactlist *
1117get_empty_artifactlist (void) 1161get_empty_artifactlist ()
1118{ 1162{
1119 return salloc0 <artifactlist> (); 1163 return salloc0<artifactlist> ();
1120} 1164}
1121 1165
1122/* 1166/*
1123 * Allocate and return the pointer to an empty artifact structure. 1167 * Allocate and return the pointer to an empty artifact structure.
1124 */ 1168 */
1125static artifact * 1169static artifact *
1126get_empty_artifact (void) 1170get_empty_artifact ()
1127{ 1171{
1128 return salloc0 <artifact> (); 1172 return salloc0<artifact> ();
1129} 1173}
1130 1174
1131/* 1175/*
1132 * Searches the artifact lists and returns one that has the same type 1176 * Searches the artifact lists and returns one that has the same type
1133 * of objects on it. 1177 * of objects on it.
1141 1185
1142 return 0; 1186 return 0;
1143} 1187}
1144 1188
1145/* 1189/*
1146 * For debugging purposes. Dumps all tables. 1190 * Builds up the lists of artifacts from the file in the libdir.
1147 */ 1191 */
1148void 1192void
1149dump_artifacts (void)
1150{
1151 artifactlist *al;
1152 artifact *art;
1153 linked_char *next;
1154
1155 fprintf (logfile, "\n");
1156 for (al = first_artifactlist; al != NULL; al = al->next)
1157 {
1158 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1159 for (art = al->items; art != NULL; art = art->next)
1160 {
1161 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1162 if (art->allowed != NULL)
1163 {
1164 fprintf (logfile, "\tallowed combinations:");
1165 for (next = art->allowed; next != NULL; next = next->next)
1166 fprintf (logfile, "%s,", &next->name);
1167 fprintf (logfile, "\n");
1168 }
1169 }
1170 }
1171 fprintf (logfile, "\n");
1172}
1173
1174/*
1175 * For debugging purposes. Dumps all treasures recursively (see below).
1176 */
1177void
1178dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1179{
1180 treasurelist *tl;
1181 int i;
1182
1183 if (depth > 100)
1184 return;
1185
1186 while (t)
1187 {
1188 if (t->name)
1189 {
1190 for (i = 0; i < depth; i++)
1191 fprintf (logfile, " ");
1192
1193 fprintf (logfile, "{ (list: %s)\n", &t->name);
1194
1195 tl = treasurelist::find (t->name);
1196 if (tl)
1197 dump_monster_treasure_rec (name, tl->items, depth + 2);
1198
1199 for (i = 0; i < depth; i++)
1200 fprintf (logfile, " ");
1201
1202 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1203 }
1204 else
1205 {
1206 for (i = 0; i < depth; i++)
1207 fprintf (logfile, " ");
1208
1209 if (t->item && t->item->clone.type == FLESH)
1210 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1211 else
1212 fprintf (logfile, "%s\n", &t->item->clone.name);
1213 }
1214
1215 if (t->next_yes)
1216 {
1217 for (i = 0; i < depth; i++)
1218 fprintf (logfile, " ");
1219
1220 fprintf (logfile, " (if yes)\n");
1221 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1222 }
1223
1224 if (t->next_no)
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 fprintf (logfile, " (if no)\n");
1230 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1231 }
1232
1233 t = t->next;
1234 }
1235}
1236
1237/*
1238 * For debugging purposes. Dumps all treasures for a given monster.
1239 * Created originally by Raphael Quinet for debugging the alchemy code.
1240 */
1241void
1242dump_monster_treasure (const char *name)
1243{
1244 archetype *at;
1245 int found;
1246
1247 found = 0;
1248 fprintf (logfile, "\n");
1249
1250 for (at = first_archetype; at != NULL; at = at->next)
1251 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1252 {
1253 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1254 if (at->clone.randomitems != NULL)
1255 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1256 else
1257 fprintf (logfile, "(nothing)\n");
1258
1259 fprintf (logfile, "\n");
1260 found++;
1261 }
1262
1263 if (found == 0)
1264 fprintf (logfile, "No objects have the name %s!\n\n", name);
1265}
1266
1267/*
1268 * Builds up the lists of artifacts from the file in the libdir.
1269 */
1270void
1271init_artifacts (void) 1193init_artifacts ()
1272{ 1194{
1273 static int has_been_inited = 0; 1195 static int has_been_inited = 0;
1274 char filename[MAX_BUF];
1275 artifact *art = NULL; 1196 artifact *art = NULL;
1276 artifactlist *al; 1197 artifactlist *al;
1277 1198
1278 if (has_been_inited) 1199 if (has_been_inited)
1279 return; 1200 return;
1280 else 1201 else
1281 has_been_inited = 1; 1202 has_been_inited = 1;
1282 1203
1283 sprintf (filename, "%s/artifacts", settings.datadir); 1204 object_thawer f (settings.datadir, "artifacts");
1284 object_thawer f (filename);
1285 1205
1286 if (!f) 1206 if (!f)
1287 return; 1207 return;
1288
1289 f.next ();
1290 1208
1291 for (;;) 1209 for (;;)
1292 { 1210 {
1293 switch (f.kw) 1211 switch (f.kw)
1294 { 1212 {
1298 1216
1299 { 1217 {
1300 if (!strcmp (f.get_str (), "all")) 1218 if (!strcmp (f.get_str (), "all"))
1301 break; 1219 break;
1302 1220
1303 char *next, *cp = f.get_str (); 1221 const char *cp = f.get_str ();
1304 1222 char *next;
1305 do 1223 do
1306 { 1224 {
1307 if ((next = strchr (cp, ','))) 1225 if ((next = (char *)strchr (cp, ',')))
1308 *next++ = '\0'; 1226 *next++ = '\0';
1309 1227
1310 linked_char *tmp = new linked_char; 1228 linked_char *tmp = new linked_char;
1311 1229
1312 tmp->name = cp; 1230 tmp->name = cp;
1376 } 1294 }
1377#if 0 1295#if 0
1378 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1296 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1379#endif 1297#endif
1380 } 1298 }
1381
1382 LOG (llevDebug, "done.\n");
1383} 1299}
1384 1300
1385/* 1301/*
1386 * Used in artifact generation. The bonuses of the first object 1302 * Used in artifact generation. The bonuses of the first object
1387 * is modified by the bonuses of the second object. 1303 * is modified by the bonuses of the second object.
1388 */ 1304 */
1389void 1305void
1390add_abilities (object *op, object *change) 1306add_abilities (object *op, object *change)
1391{ 1307{
1392 int i, tmp;
1393
1394 if (change->face != blank_face) 1308 if (change->face != blank_face)
1395 {
1396#ifdef TREASURE_VERBOSE
1397 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1398#endif
1399 op->face = change->face; 1309 op->face = change->face;
1400 }
1401 1310
1402 for (i = 0; i < NUM_STATS; i++) 1311 for (int i = 0; i < NUM_STATS; i++)
1403 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1312 change_attr_value (&(op->stats), i, change->stats.stat (i));
1404 1313
1405 op->attacktype |= change->attacktype; 1314 op->attacktype |= change->attacktype;
1406 op->path_attuned |= change->path_attuned; 1315 op->path_attuned |= change->path_attuned;
1407 op->path_repelled |= change->path_repelled; 1316 op->path_repelled |= change->path_repelled;
1408 op->path_denied |= change->path_denied; 1317 op->path_denied |= change->path_denied;
1409 op->move_type |= change->move_type; 1318 op->move_type |= change->move_type;
1410 op->stats.luck += change->stats.luck; 1319 op->stats.luck += change->stats.luck;
1411 1320
1412 if (QUERY_FLAG (change, FLAG_CURSED)) 1321 static const struct copyflags : object::flags_t
1413 SET_FLAG (op, FLAG_CURSED); 1322 {
1414 if (QUERY_FLAG (change, FLAG_DAMNED)) 1323 copyflags ()
1415 SET_FLAG (op, FLAG_DAMNED); 1324 {
1416 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1325 set (FLAG_CURSED);
1326 set (FLAG_DAMNED);
1327 set (FLAG_LIFESAVE);
1328 set (FLAG_REFL_SPELL);
1329 set (FLAG_STEALTH);
1330 set (FLAG_XRAYS);
1331 set (FLAG_BLIND);
1332 set (FLAG_SEE_IN_DARK);
1333 set (FLAG_REFL_MISSILE);
1334 set (FLAG_MAKE_INVIS);
1335 }
1336 } copyflags;
1337
1338 // we might want to just copy, but or'ing is what the original code did
1339 op->flag |= change->flag & copyflags;
1340
1341 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1417 set_abs_magic (op, -op->magic); 1342 set_abs_magic (op, -op->magic);
1418 1343
1419 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1344 if (change->flag [FLAG_STAND_STILL])
1420 SET_FLAG (op, FLAG_LIFESAVE);
1421 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1422 SET_FLAG (op, FLAG_REFL_SPELL);
1423 if (QUERY_FLAG (change, FLAG_STEALTH))
1424 SET_FLAG (op, FLAG_STEALTH);
1425 if (QUERY_FLAG (change, FLAG_XRAYS))
1426 SET_FLAG (op, FLAG_XRAYS);
1427 if (QUERY_FLAG (change, FLAG_BLIND))
1428 SET_FLAG (op, FLAG_BLIND);
1429 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1430 SET_FLAG (op, FLAG_SEE_IN_DARK);
1431 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1432 SET_FLAG (op, FLAG_REFL_MISSILE);
1433 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1434 SET_FLAG (op, FLAG_MAKE_INVIS);
1435
1436 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1437 { 1345 {
1438 CLEAR_FLAG (op, FLAG_ANIMATE); 1346 op->clr_flag (FLAG_ANIMATE);
1347
1439 /* so artifacts will join */ 1348 /* so artifacts will join */
1440 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1349 if (!op->flag [FLAG_ALIVE])
1441 op->speed = 0.0; 1350 op->speed = 0.;
1442 1351
1443 op->set_speed (op->speed); 1352 op->set_speed (op->speed);
1444 } 1353 }
1445 1354
1446 if (change->nrof) 1355 if (change->nrof)
1447 op->nrof = rndm (change->nrof) + 1; 1356 op->nrof = rndm (change->nrof) + 1;
1448 1357
1449 op->stats.exp += change->stats.exp; /* Speed modifier */ 1358 op->stats.exp += change->stats.exp; /* Speed modifier */
1450 op->stats.wc += change->stats.wc; 1359 op->stats.wc += change->stats.wc;
1451 op->stats.ac += change->stats.ac; 1360 op->stats.ac += change->stats.ac;
1452 1361
1453 if (change->other_arch) 1362 if (change->other_arch)
1454 { 1363 {
1455 /* Basically, for horns & potions, the other_arch field is the spell 1364 /* Basically, for horns & potions, the other_arch field is the spell
1456 * to cast. So convert that to into a spell and put it into 1365 * to cast. So convert that to into a spell and put it into
1457 * this object. 1366 * this object.
1458 */ 1367 */
1459 if (op->type == HORN || op->type == POTION) 1368 if (op->type == HORN || op->type == POTION)
1460 { 1369 {
1461 object *tmp_obj;
1462
1463 /* Remove any spells this object currently has in it */ 1370 /* Remove any spells this object currently has in it */
1464 while (op->inv)
1465 op->inv->destroy (); 1371 op->destroy_inv (false);
1466 1372
1467 tmp_obj = arch_to_object (change->other_arch); 1373 object *tmp = change->other_arch->instance ();
1468 insert_ob_in_ob (tmp_obj, op); 1374 insert_ob_in_ob (tmp, op);
1469 } 1375 }
1376
1470 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1471 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1472 } 1379 }
1473 1380
1474 if (change->stats.hp < 0) 1381 if (change->stats.hp < 0)
1490 op->stats.maxsp = -change->stats.maxsp; 1397 op->stats.maxsp = -change->stats.maxsp;
1491 else 1398 else
1492 op->stats.maxsp += change->stats.maxsp; 1399 op->stats.maxsp += change->stats.maxsp;
1493 1400
1494 if (change->stats.food < 0) 1401 if (change->stats.food < 0)
1495 op->stats.food = -(change->stats.food); 1402 op->stats.food = -change->stats.food;
1496 else 1403 else
1497 op->stats.food += change->stats.food; 1404 op->stats.food += change->stats.food;
1498 1405
1499 if (change->level < 0) 1406 if (change->level < 0)
1500 op->level = -(change->level); 1407 op->level = -change->level;
1501 else 1408 else
1502 op->level += change->level; 1409 op->level += change->level;
1503 1410
1504 if (change->gen_sp_armour < 0) 1411 if (change->gen_sp_armour < 0)
1505 op->gen_sp_armour = -(change->gen_sp_armour); 1412 op->gen_sp_armour = -change->gen_sp_armour;
1506 else 1413 else
1507 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1414 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1508 1415
1509 op->item_power = change->item_power; 1416 op->item_power = change->item_power;
1510 1417
1511 for (i = 0; i < NROFATTACKS; i++) 1418 for (int i = 0; i < NROFATTACKS; i++)
1512 if (change->resist[i])
1513 op->resist[i] += change->resist[i]; 1419 op->resist[i] += change->resist[i];
1514 1420
1515 if (change->stats.dam) 1421 if (change->stats.dam)
1516 { 1422 {
1517 if (change->stats.dam < 0) 1423 if (change->stats.dam < 0)
1518 op->stats.dam = (-change->stats.dam); 1424 op->stats.dam = -change->stats.dam;
1519 else if (op->stats.dam) 1425 else if (op->stats.dam)
1520 { 1426 {
1521 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1427 int tmp = op->stats.dam * change->stats.dam / 10;
1428
1522 if (tmp == op->stats.dam) 1429 if (tmp == op->stats.dam)
1523 { 1430 {
1524 if (change->stats.dam < 10) 1431 if (change->stats.dam < 10)
1525 op->stats.dam--; 1432 op->stats.dam--;
1526 else 1433 else
1532 } 1439 }
1533 1440
1534 if (change->weight) 1441 if (change->weight)
1535 { 1442 {
1536 if (change->weight < 0) 1443 if (change->weight < 0)
1537 op->weight = (-change->weight); 1444 op->weight = -change->weight;
1538 else 1445 else
1539 op->weight = (op->weight * (change->weight)) / 100; 1446 op->weight = op->weight * change->weight / 100;
1540 } 1447 }
1541 1448
1542 if (change->last_sp) 1449 if (change->last_sp)
1543 { 1450 {
1544 if (change->last_sp < 0) 1451 if (change->last_sp < 0)
1545 op->last_sp = (-change->last_sp); 1452 op->last_sp = -change->last_sp;
1546 else 1453 else
1547 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1454 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1548 } 1455 }
1549 1456
1550 if (change->gen_sp_armour) 1457 if (change->gen_sp_armour)
1551 { 1458 {
1552 if (change->gen_sp_armour < 0) 1459 if (change->gen_sp_armour < 0)
1553 op->gen_sp_armour = (-change->gen_sp_armour); 1460 op->gen_sp_armour = -change->gen_sp_armour;
1554 else 1461 else
1555 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1462 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1556 } 1463 }
1557 1464
1558 op->value *= change->value; 1465 op->value *= change->value;
1559 1466
1560 if (change->materials) 1467 if (change->materials)
1561 op->materials = change->materials; 1468 op->materials = change->materials;
1562 1469
1563 if (change->materialname) 1470 if (change->material != MATERIAL_NULL)
1564 op->materialname = change->materialname; 1471 op->material = change->material;
1565 1472
1566 if (change->slaying) 1473 if (change->slaying)
1567 op->slaying = change->slaying; 1474 op->slaying = change->slaying;
1568 1475
1569 if (change->race) 1476 if (change->race)
1592 name = tmp->name + 1, neg = 1; 1499 name = tmp->name + 1, neg = 1;
1593 else 1500 else
1594 name = tmp->name, neg = 0; 1501 name = tmp->name, neg = 0;
1595 1502
1596 /* If we match name, then return the opposite of 'neg' */ 1503 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1504 if (!strcmp (name, op->arch->archname))
1598 return !neg; 1505 return !neg;
1599 1506
1600 /* Set success as true, since if the match was an inverse, it means 1507 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match 1508 * everything is allowed except what we match
1602 */ 1509 */
1613 */ 1520 */
1614 1521
1615void 1522void
1616give_artifact_abilities (object *op, object *artifct) 1523give_artifact_abilities (object *op, object *artifct)
1617{ 1524{
1618 char new_name[MAX_BUF]; 1525 op->title = format ("of %s", &artifct->name);
1619 1526
1620 sprintf (new_name, "of %s", &artifct->name);
1621 op->title = new_name;
1622 add_abilities (op, artifct); /* Give out the bonuses */ 1527 add_abilities (op, artifct); /* Give out the bonuses */
1623 1528
1624#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1529#if 0 /* Bit verbose, but keep it here until next time I need it... */
1625 { 1530 {
1626 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1531 char identified = op->flag [FLAG_IDENTIFIED];
1627 1532
1628 SET_FLAG (op, FLAG_IDENTIFIED); 1533 op->set_flag (FLAG_IDENTIFIED);
1629 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1534 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1630 if (!identified) 1535 if (!identified)
1631 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1536 op->clr_flag (FLAG_IDENTIFIED);
1632 } 1537 }
1633#endif 1538#endif
1634 return; 1539 return;
1635} 1540}
1636 1541
1646#define ARTIFACT_TRIES 2 1551#define ARTIFACT_TRIES 2
1647 1552
1648void 1553void
1649generate_artifact (object *op, int difficulty) 1554generate_artifact (object *op, int difficulty)
1650{ 1555{
1651 artifactlist *al;
1652 artifact *art; 1556 artifact *art;
1653 int i;
1654 1557
1655 al = find_artifactlist (op->type); 1558 artifactlist *al = find_artifactlist (op->type);
1656 1559
1657 if (al == NULL) 1560 if (al == NULL)
1658 { 1561 {
1659#if 0 /* This is too verbose, usually */ 1562#if 0 /* This is too verbose, usually */
1660 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1563 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1661#endif 1564#endif
1662 return; 1565 return;
1663 } 1566 }
1664 1567
1665 for (i = 0; i < ARTIFACT_TRIES; i++) 1568 for (int i = 0; i < ARTIFACT_TRIES; i++)
1666 { 1569 {
1667 int roll = rndm (al->total_chance); 1570 int roll = rndm (al->total_chance);
1668 1571
1669 for (art = al->items; art; art = art->next) 1572 for (art = al->items; art; art = art->next)
1670 { 1573 {
1678#if 1 1581#if 1
1679 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1582 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1680#endif 1583#endif
1681 return; 1584 return;
1682 } 1585 }
1683 if (!strcmp (art->item->name, "NONE")) 1586
1587 if (art->item->name == shstr_NONE)
1684 return; 1588 return;
1589
1685 if (FABS (op->magic) < art->item->magic) 1590 if (fabs (op->magic) < art->item->magic)
1686 continue; /* Not magic enough to be this item */ 1591 continue; /* Not magic enough to be this item */
1687 1592
1688 /* Map difficulty not high enough */ 1593 /* Map difficulty not high enough */
1689 if (difficulty < art->difficulty) 1594 if (difficulty < art->difficulty)
1690 continue; 1595 continue;
1708 */ 1613 */
1709 1614
1710void 1615void
1711fix_flesh_item (object *item, object *donor) 1616fix_flesh_item (object *item, object *donor)
1712{ 1617{
1713 char tmpbuf[MAX_BUF];
1714 int i;
1715
1716 if (item->type == FLESH && donor) 1618 if (item->type == FLESH && donor)
1717 { 1619 {
1718 /* change the name */ 1620 /* change the name */
1719 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1621 item->name = format ("%s's %s", &donor->name, &item->name);
1720 item->name = tmpbuf;
1721 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1622 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1722 item->name_pl = tmpbuf;
1723 1623
1724 /* weight is FLESH weight/100 * donor */ 1624 /* weight is FLESH weight/100 * donor */
1725 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1625 item->weight = max (1, item->weight * donor->weight / 100);
1726 item->weight = 1;
1727 1626
1728 /* value is multiplied by level of donor */ 1627 /* value is multiplied by level of donor */
1729 item->value *= isqrt (donor->level * 2); 1628 item->value *= isqrt (donor->level * 2);
1730 1629
1731 /* food value */ 1630 /* food value */
1732 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1631 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1733 1632
1734 /* flesh items inherit some abilities of donor, but not 1633 /* flesh items inherit some abilities of donor, but not
1735 * full effect. 1634 * full effect.
1736 */ 1635 */
1737 for (i = 0; i < NROFATTACKS; i++) 1636 for (int i = 0; i < NROFATTACKS; i++)
1738 item->resist[i] = donor->resist[i] / 2; 1637 item->resist[i] = donor->resist[i] / 2;
1739 1638
1740 /* item inherits donor's level (important for quezals) */ 1639 /* item inherits donor's level (important for quezals) */
1741 item->level = donor->level; 1640 item->level = donor->level;
1742 1641
1743 /* if donor has some attacktypes, the flesh is poisonous */ 1642 /* if donor has some attacktypes, the flesh is poisonous */
1744 if (donor->attacktype & AT_POISON) 1643 if (donor->attacktype & AT_POISON)
1745 item->type = POISON; 1644 item->type = POISON;
1645
1746 if (donor->attacktype & AT_ACID) 1646 if (donor->attacktype & AT_ACID)
1747 item->stats.hp = -1 * item->stats.food; 1647 item->stats.hp = -item->stats.food;
1748 SET_FLAG (item, FLAG_NO_STEAL);
1749 }
1750}
1751 1648
1752/* special_potion() - so that old potion code is still done right. */ 1649 item->set_flag (FLAG_NO_STEAL);
1753int 1650 }
1754special_potion (object *op)
1755{
1756 if (op->attacktype)
1757 return 1;
1758
1759 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1760 return 1;
1761
1762 for (int i = 0; i < NROFATTACKS; i++)
1763 if (op->resist[i])
1764 return 1;
1765
1766 return 0;
1767} 1651}
1768 1652
1769void 1653static void
1770free_treasurestruct (treasure *t) 1654free_treasurestruct (treasure *t)
1771{ 1655{
1772 if (t->next) free_treasurestruct (t->next); 1656 if (t->next) free_treasurestruct (t->next);
1773 if (t->next_yes) free_treasurestruct (t->next_yes); 1657 if (t->next_yes) free_treasurestruct (t->next_yes);
1774 if (t->next_no) free_treasurestruct (t->next_no); 1658 if (t->next_no) free_treasurestruct (t->next_no);
1775 1659
1776 delete t; 1660 delete t;
1777} 1661}
1778 1662
1779void 1663static void
1780free_charlinks (linked_char *lc) 1664free_charlinks (linked_char *lc)
1781{ 1665{
1782 if (lc->next) 1666 if (lc->next)
1783 free_charlinks (lc->next); 1667 free_charlinks (lc->next);
1784 1668
1785 delete lc; 1669 delete lc;
1786} 1670}
1787 1671
1788void 1672static void
1789free_artifact (artifact *at) 1673free_artifact (artifact *at)
1790{ 1674{
1791 if (at->next) free_artifact (at->next); 1675 if (at->next) free_artifact (at->next);
1792 if (at->allowed) free_charlinks (at->allowed); 1676 if (at->allowed) free_charlinks (at->allowed);
1793 1677
1794 at->item->destroy (1); 1678 at->item->destroy ();
1795 1679
1796 sfree (at); 1680 sfree (at);
1797} 1681}
1798 1682
1799void
1800free_artifactlist (artifactlist *al)
1801{
1802 artifactlist *nextal;
1803
1804 for (al = first_artifactlist; al; al = nextal)
1805 {
1806 nextal = al->next;
1807
1808 if (al->items)
1809 free_artifact (al->items);
1810
1811 sfree (al);
1812 }
1813}
1814
1815void
1816free_all_treasures (void)
1817{
1818 treasurelist *tl, *next;
1819
1820 for (tl = first_treasurelist; tl; tl = next)
1821 {
1822 clear (tl);
1823
1824 next = tl->next;
1825 delete tl;
1826 }
1827
1828 free_artifactlist (first_artifactlist);
1829}

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