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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.48 by root, Tue Apr 17 18:40:31 2007 UTC vs.
Revision 1.99 by root, Tue Jan 5 12:01:43 2010 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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> 38#include <loader.h>
40 39
41extern char *spell_mapping[]; 40extern char *spell_mapping[];
42 41
43static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
48 const char *, 47 const char *,
49 treasurelist *, 48 treasurelist *,
50 str_hash, 49 str_hash,
51 str_equal, 50 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 52> tl_map_t;
55 53
56static tl_map_t tl_map; 54static tl_map_t tl_map;
55
56//TODO: class method
57static void free_treasurestruct (treasure *t); // bleh desu
58static void
59clear (treasurelist *tl)
60{
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68}
57 69
58/* 70/*
59 * Searches for the given treasurelist 71 * Searches for the given treasurelist
60 */ 72 */
61treasurelist * 73treasurelist *
93 } 105 }
94 106
95 return tl; 107 return tl;
96} 108}
97 109
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 110#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
114 */ 113 */
115static void 114static void
140 139
141 f.next (); 140 f.next ();
142 141
143 for (;;) 142 for (;;)
144 { 143 {
145 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
146 145
147 switch (f.kw) 146 switch (f.kw)
148 { 147 {
149 case KW_arch: 148 case KW_arch:
150 if (!(t->item = archetype::find (f.get_str ()))) 149 t->item = archetype::find (f.get_str ());
151 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
152 break; 157 break;
153 158
154 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
155 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
156 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
170 t->next = read_treasure (f); 175 t->next = read_treasure (f);
171 return t; 176 return t;
172 177
173 default: 178 default:
174 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
175 return 0; 180 goto error;
176 181
177 return t; 182 return t;
178 } 183 }
179 184
180 f.next (); 185 f.next ();
181 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
182} 193}
183 194
184/* 195/*
185 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
186 */ 197 */
198 209
199 /* This is a one of the many items on the list should be generated. 210 /* This is a one of the many items on the list should be generated.
200 * Add up the chance total, and check to make sure the yes & no 211 * Add up the chance total, and check to make sure the yes & no
201 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
202 */ 213 */
203 tl->total_chance = 0;
204
205 if (one) 214 if (one)
206 { 215 {
207 for (treasure *t = tl->items; t; t = t->next) 216 for (treasure *t = tl->items; t; t = t->next)
208 { 217 {
209 if (t->next_yes || t->next_no) 218 if (t->next_yes || t->next_no)
210 { 219 {
211 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
212 LOG (llevError, " the next_yes or next_no field is set\n"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
213 } 222 }
214 223
215 tl->total_chance += t->chance; 224 tl->total_chance += t->chance;
216 } 225 }
231 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
232 */ 241 */
233static void 242static void
234put_treasure (object *op, object *creator, int flags) 243put_treasure (object *op, object *creator, int flags)
235{ 244{
236 object *tmp; 245 if (flags & GT_ENVIRONMENT)
237 246 {
238 /* Bit of a hack - spells should never be put onto the map. The entire 247 /* Bit of a hack - spells should never be put onto the map. The entire
239 * treasure stuff is a problem - there is no clear idea of knowing 248 * treasure stuff is a problem - there is no clear idea of knowing
240 * this is the original object, or if this is an object that should be created 249 * this is the original object, or if this is an object that should be created
241 * by another object. 250 * by another object.
242 */ 251 */
243 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
244 { 253 if (op->type == SPELL)
254 {
255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
245 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
246 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
247 } 268 }
248 else 269 else
249 { 270 {
250 op = creator->insert (op); 271 op = creator->insert (op);
251 272
252 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
253 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
254
255 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
256 esrv_send_item (tmp, op);
257 } 275 }
258} 276}
259 277
260/* 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
261 * in the generated object 279 * in the generated object
290 else 308 else
291 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);
292 } 310 }
293 else 311 else
294 { 312 {
295 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
296 { 314 {
297 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
298 316
299 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
300 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
301 319
302 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
347 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
348 } 366 }
349 else if (t->nrof) 367 else if (t->nrof)
350 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
351 } 369 }
352 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
353 { 371 {
354 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
355 { 373 {
356 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
357 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
358 376
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 378 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
362 } 380 }
363 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
364} 388}
365 389
366/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
367 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
368 * 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
381 { 405 {
382 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
383 return; 407 return;
384 } 408 }
385 409
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
386 if (tl->total_chance) 419 if (tl->total_chance)
387 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
388 else 421 else
389 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
390} 423}
397object * 430object *
398generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
399{ 432{
400 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
401 434
402 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
403 436
404 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
405 438
406 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
407 tmp = ob->inv; 440 object *tmp = ob->inv;
408 if (tmp != NULL) 441 if (tmp)
409 tmp->remove (); 442 tmp->remove ();
410 443
411 if (ob->inv) 444 if (ob->inv)
412 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
413 446
414 ob->destroy (); 447 ob->destroy ();
448
415 return tmp; 449 return tmp;
416} 450}
417 451
418/* 452/*
419 * 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
421 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
422 * magical bonus "wanted". 456 * magical bonus "wanted".
423 */ 457 */
424 458
425static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
426
427// chance of magic difficulty 460// chance of magic difficulty
428// +0 +1 +2 +3 +4 461// +0 +1 +2 +3 +4
429 {95, 2, 2, 1, 0}, // 1 462 {95, 2, 2, 1, 0}, // 1
430 {92, 5, 2, 1, 0}, // 2 463 {92, 5, 2, 1, 0}, // 2
431 {85, 10, 4, 1, 0}, // 3 464 {85, 10, 4, 1, 0}, // 3
457 { 0, 0, 0, 3, 97}, // 29 490 { 0, 0, 0, 3, 97}, // 29
458 { 0, 0, 0, 0, 100}, // 30 491 { 0, 0, 0, 0, 100}, // 30
459 { 0, 0, 0, 0, 100}, // 31 492 { 0, 0, 0, 0, 100}, // 31
460}; 493};
461 494
462
463/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
464 * 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)
465 * 497 *
466 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
467 * 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.
468 */ 500 */
469 501static int
470int
471level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
472{ 503{
473 int olevel = 0;
474
475 if (!op->inv) 504 if (!op->inv)
476 { 505 {
477 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);
478 return 0; 507 return 0;
479 } 508 }
480 509
481 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
482 511
483 if (olevel <= 0) 512 if (olevel <= 0)
484 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
485 514
486 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
487 olevel = MAXLEVEL;
488
489 return olevel;
490} 516}
491 517
492/* 518/*
493 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
494 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
497 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
498 * 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
499 * weird integer between 1-31. 525 * weird integer between 1-31.
500 * 526 *
501 */ 527 */
502int 528static int
503magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
504{ 530{
505 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
506 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
507 533
550 576
551 op->magic = magic; 577 op->magic = magic;
552 if (op->arch) 578 if (op->arch)
553 { 579 {
554 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
556 582
557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
558 magic = (-magic); 584 magic = (-magic);
585
559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
560 } 587 }
561 else 588 else
562 { 589 {
563 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
565 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
566 magic = (-magic); 594 magic = (-magic);
595
567 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
568 } 597 }
569} 598}
570 599
571/* 600/*
594 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
595 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
596 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
597 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
598 */ 627 */
599void 628static void
600set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
601{ 630{
602
603 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
604 632
605 if (op->type == AMULET) 633 if (op->type == AMULET)
606 { 634 {
607 if (!(rndm (21))) 635 if (!(rndm (21)))
626 case 2: 654 case 2:
627 case 3: 655 case 3:
628 case 4: 656 case 4:
629 case 5: 657 case 5:
630 case 6: 658 case 6:
631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
632 break; 660 break;
633 661
634 case 7: 662 case 7:
635 op->stats.dam += bonus; 663 op->stats.dam += bonus;
636 break; 664 break;
730 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
731 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
732 * rings and amulets. 760 * rings and amulets.
733 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
734 */ 762 */
735int 763static int
736get_magic (int diff) 764get_magic (int diff)
737{ 765{
738 int i; 766 int i;
739 767
740 if (diff < 3) 768 if (diff < 3)
743 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
744 if (rndm (diff)) 772 if (rndm (diff))
745 return i; 773 return i;
746 774
747 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
748} 793}
749 794
750#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
751#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
752 797
784 save_item_power = op->item_power; 829 save_item_power = op->item_power;
785 op->item_power = 0; 830 op->item_power = 0;
786 831
787 if (op->randomitems && op->type != SPELL) 832 if (op->randomitems && op->type != SPELL)
788 { 833 {
789 create_treasure (op->randomitems, op, flags, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
790 if (!op->inv)
791 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
792
793 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
794 op->randomitems = 0; 836 op->randomitems = 0;
795 } 837 }
796 838
797 if (difficulty < 1) 839 max_it (difficulty, 1);
798 difficulty = 1;
799 840
800 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
801 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
802 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
803 ARG_INT (flags))) 844 ARG_INT (flags)))
804 return; 845 return;
805 846
806 if (!(flags & GT_MINIMAL)) 847 if (!(flags & GT_MINIMAL))
807 { 848 {
808 if (op->arch == crown_arch) 849 if (IS_ARCH (op->arch, crown))
809 { 850 {
810 set_magic (difficulty, op, max_magic, flags); 851 set_magic (difficulty, op, max_magic, flags);
811 num_enchantments = calc_item_power (op, 1); 852 num_enchantments = calc_item_power (op, 1);
812 generate_artifact (op, difficulty); 853 generate_artifact (op, difficulty);
813 } 854 }
818 859
819 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
820 861
821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 862 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN 863 || op->type == HORN
823 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 864 || 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); 865 generate_artifact (op, difficulty);
826 } 866 }
827 867
828 /* Object was made an artifact. Calculate its item_power rating. 868 /* Object was made an artifact. Calculate its item_power rating.
829 * the item_power in the object is what the artfiact adds. 869 * the item_power in the object is what the artfiact adds.
863 * again below */ 903 * again below */
864 } 904 }
865 } 905 }
866 906
867 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
868 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
869 909
870 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
871 { 911 {
872 if (op->type == POTION) 912 if (op->type == POTION)
873 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
874 if (op->stats.sp && !op->randomitems) 914 if (op->stats.sp && !op->randomitems)
875 { 915 {
876 object *tmp;
877
878 tmp = get_archetype (spell_mapping[op->stats.sp]); 916 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
879 insert_ob_in_ob (tmp, op); 917 insert_ob_in_ob (tmp, op);
880 op->stats.sp = 0; 918 op->stats.sp = 0;
881 } 919 }
882 } 920 }
883 else if (!op->title) /* Only modify object if not special */ 921 else if (!op->title) /* Only modify object if not special */
906 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
907 945
908 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
909 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
910 { 948 {
911 object *tmp;
912
913 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
914 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
915 op->stats.sp = 0; 951 op->stats.sp = 0;
916 } 952 }
917 953
918 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
926 * since the value set on those is already correct. 962 * since the value set on those is already correct.
927 */ 963 */
928 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
929 { 965 {
930 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
931 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
932 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
933 } 969 }
934 else 970 else
935 { 971 {
936 op->name = "potion"; 972 op->name = "potion";
937 op->name_pl = "potions"; 973 op->name_pl = "potions";
938 } 974 }
939 975
940 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
941 SET_FLAG (op, FLAG_CURSED); 977 SET_FLAG (op, FLAG_CURSED);
978
942 break; 979 break;
943 } 980 }
944 981
945 case AMULET: 982 case AMULET:
946 if (op->arch == amulet_arch) 983 if (IS_ARCH (op->arch, amulet))
947 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
948 985
949 case RING: 986 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! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
958 break; 988 break;
959 989
960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 SET_FLAG (op, FLAG_CURSED); 991 SET_FLAG (op, FLAG_CURSED);
962 992
982 op->value *= 5; 1012 op->value *= 5;
983 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
984 } 1014 }
985 } 1015 }
986 1016
987 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
988 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
989 1019
990 break; 1020 break;
991 1021
992 case BOOK: 1022 case BOOK:
993 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1008 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1009 1039
1010 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1011 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1012 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 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 1043
1023 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1024 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1025 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1054 SET_FLAG (op, FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1026 break; 1057 break;
1027 1058
1028 case SPELLBOOK: 1059 case SPELLBOOK:
1029 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1064 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1065 */ 1096 */
1066 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 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 */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1068 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1069 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1070 else 1101 else
1071 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1072 1103
1073 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1074 break; 1105 break;
1075 1106
1076 case SCROLL: 1107 case SCROLL:
1113 1144
1114/* 1145/*
1115 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1116 */ 1147 */
1117static artifactlist * 1148static artifactlist *
1118get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1119{ 1150{
1120 return salloc0 <artifactlist> (); 1151 return salloc0<artifactlist> ();
1121} 1152}
1122 1153
1123/* 1154/*
1124 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1125 */ 1156 */
1126static artifact * 1157static artifact *
1127get_empty_artifact (void) 1158get_empty_artifact ()
1128{ 1159{
1129 return salloc0 <artifact> (); 1160 return salloc0<artifact> ();
1130} 1161}
1131 1162
1132/* 1163/*
1133 * Searches the artifact lists and returns one that has the same type 1164 * Searches the artifact lists and returns one that has the same type
1134 * of objects on it. 1165 * of objects on it.
1142 1173
1143 return 0; 1174 return 0;
1144} 1175}
1145 1176
1146/* 1177/*
1147 * For debugging purposes. Dumps all tables. 1178 * Builds up the lists of artifacts from the file in the libdir.
1148 */ 1179 */
1149void 1180void
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) 1181init_artifacts ()
1273{ 1182{
1274 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1275 char filename[MAX_BUF]; 1184 char filename[MAX_BUF];
1276 artifact *art = NULL; 1185 artifact *art = NULL;
1277 artifactlist *al; 1186 artifactlist *al;
1285 object_thawer f (filename); 1194 object_thawer f (filename);
1286 1195
1287 if (!f) 1196 if (!f)
1288 return; 1197 return;
1289 1198
1290 f.next ();
1291
1292 for (;;) 1199 for (;;)
1293 { 1200 {
1294 switch (f.kw) 1201 switch (f.kw)
1295 { 1202 {
1296 case KW_allowed: 1203 case KW_allowed:
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;
1327 break; 1234 break;
1328 1235
1329 case KW_object: 1236 case KW_object:
1330 { 1237 {
1331 art->item = object::create (); 1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1332 1241
1333 if (!art->item->parse_kv (f)) 1242 if (!art->item->parse_kv (f))
1334 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1335 1244
1336 al = find_artifactlist (art->item->type); 1245 al = find_artifactlist (art->item->type);
1397#endif 1306#endif
1398 op->face = change->face; 1307 op->face = change->face;
1399 } 1308 }
1400 1309
1401 for (i = 0; i < NUM_STATS; i++) 1310 for (i = 0; i < NUM_STATS; i++)
1402 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1311 change_attr_value (&(op->stats), i, change->stats.stat (i));
1403 1312
1404 op->attacktype |= change->attacktype; 1313 op->attacktype |= change->attacktype;
1405 op->path_attuned |= change->path_attuned; 1314 op->path_attuned |= change->path_attuned;
1406 op->path_repelled |= change->path_repelled; 1315 op->path_repelled |= change->path_repelled;
1407 op->path_denied |= change->path_denied; 1316 op->path_denied |= change->path_denied;
1455 * to cast. So convert that to into a spell and put it into 1364 * to cast. So convert that to into a spell and put it into
1456 * this object. 1365 * this object.
1457 */ 1366 */
1458 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1459 { 1368 {
1460 object *tmp_obj;
1461
1462 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1463 while (op->inv)
1464 op->inv->destroy (); 1370 op->destroy_inv (false);
1465 1371
1466 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = change->other_arch->instance ();
1467 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1468 } 1374 }
1469 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1470 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1471 } 1377 }
1472 1378
1557 op->value *= change->value; 1463 op->value *= change->value;
1558 1464
1559 if (change->materials) 1465 if (change->materials)
1560 op->materials = change->materials; 1466 op->materials = change->materials;
1561 1467
1562 if (change->materialname) 1468 if (change->material != MATERIAL_NULL)
1563 op->materialname = change->materialname; 1469 op->material = change->material;
1564 1470
1565 if (change->slaying) 1471 if (change->slaying)
1566 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1567 1473
1568 if (change->race) 1474 if (change->race)
1571 if (change->msg) 1477 if (change->msg)
1572 op->msg = change->msg; 1478 op->msg = change->msg;
1573} 1479}
1574 1480
1575static int 1481static int
1576legal_artifact_combination (object *op, artifact * art) 1482legal_artifact_combination (object *op, artifact *art)
1577{ 1483{
1578 int neg, success = 0; 1484 int neg, success = 0;
1579 linked_char *tmp; 1485 linked_char *tmp;
1580 const char *name; 1486 const char *name;
1581 1487
1582 if (art->allowed == (linked_char *) NULL) 1488 if (!art->allowed)
1583 return 1; /* Ie, "all" */ 1489 return 1; /* Ie, "all" */
1490
1584 for (tmp = art->allowed; tmp; tmp = tmp->next) 1491 for (tmp = art->allowed; tmp; tmp = tmp->next)
1585 { 1492 {
1586#ifdef TREASURE_VERBOSE 1493#ifdef TREASURE_VERBOSE
1587 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1494 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1588#endif 1495#endif
1590 name = tmp->name + 1, neg = 1; 1497 name = tmp->name + 1, neg = 1;
1591 else 1498 else
1592 name = tmp->name, neg = 0; 1499 name = tmp->name, neg = 0;
1593 1500
1594 /* If we match name, then return the opposite of 'neg' */ 1501 /* If we match name, then return the opposite of 'neg' */
1595 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1502 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1596 return !neg; 1503 return !neg;
1597 1504
1598 /* Set success as true, since if the match was an inverse, it means 1505 /* Set success as true, since if the match was an inverse, it means
1599 * everything is allowed except what we match 1506 * everything is allowed except what we match
1600 */ 1507 */
1601 else if (neg) 1508 else if (neg)
1602 success = 1; 1509 success = 1;
1603 } 1510 }
1511
1604 return success; 1512 return success;
1605} 1513}
1606 1514
1607/* 1515/*
1608 * Fixes the given object, giving it the abilities and titles 1516 * Fixes the given object, giving it the abilities and titles
1675#if 1 1583#if 1
1676 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1584 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1677#endif 1585#endif
1678 return; 1586 return;
1679 } 1587 }
1680 if (!strcmp (art->item->name, "NONE")) 1588
1589 if (art->item->name == shstr_NONE)
1681 return; 1590 return;
1591
1682 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1683 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1684 1594
1685 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1686 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1687 continue; 1597 continue;
1738 item->level = donor->level; 1648 item->level = donor->level;
1739 1649
1740 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1741 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1742 item->type = POISON; 1652 item->type = POISON;
1653
1743 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1744 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1745 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1746 } 1658 }
1747} 1659}
1748 1660
1749/* special_potion() - so that old potion code is still done right. */ 1661static void
1750int
1751special_potion (object *op)
1752{
1753 if (op->attacktype)
1754 return 1;
1755
1756 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1757 return 1;
1758
1759 for (int i = 0; i < NROFATTACKS; i++)
1760 if (op->resist[i])
1761 return 1;
1762
1763 return 0;
1764}
1765
1766void
1767free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1768{ 1663{
1769 if (t->next) free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1770 if (t->next_yes) free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1771 if (t->next_no) free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1772 1667
1773 delete t; 1668 delete t;
1774} 1669}
1775 1670
1776void 1671static void
1777free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1778{ 1673{
1779 if (lc->next) 1674 if (lc->next)
1780 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1781 1676
1782 delete lc; 1677 delete lc;
1783} 1678}
1784 1679
1785void 1680static void
1786free_artifact (artifact *at) 1681free_artifact (artifact *at)
1787{ 1682{
1788 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1789 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1790 1685
1791 at->item->destroy (1); 1686 at->item->destroy ();
1792 1687
1793 sfree (at); 1688 sfree (at);
1794} 1689}
1795 1690
1796void
1797free_artifactlist (artifactlist *al)
1798{
1799 artifactlist *nextal;
1800
1801 for (al = first_artifactlist; al; al = nextal)
1802 {
1803 nextal = al->next;
1804
1805 if (al->items)
1806 free_artifact (al->items);
1807
1808 sfree (al);
1809 }
1810}
1811
1812void
1813free_all_treasures (void)
1814{
1815 treasurelist *tl, *next;
1816
1817 for (tl = first_treasurelist; tl; tl = next)
1818 {
1819 clear (tl);
1820
1821 next = tl->next;
1822 delete tl;
1823 }
1824
1825 free_artifactlist (first_artifactlist);
1826}

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