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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.13 by root, Tue Sep 5 17:58:11 2006 UTC vs.
Revision 1.30 by elmex, Wed Jan 3 02:30:51 2007 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.13 2006/09/05 17:58:11 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#define ALLOWED_COMBINATION 24#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
35 * left on 29 * left on
36 */ 30 */
37#define TREASURE_DEBUG 31#define TREASURE_DEBUG
38 32
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
40/* #define TREASURE_VERBOSE */ 35/* #define TREASURE_VERBOSE */
41 36
42#include <global.h> 37#include <global.h>
43#include <treasure.h> 38#include <treasure.h>
44#include <funcpoint.h> 39#include <funcpoint.h>
45#include <loader.h> 40#include <loader.h>
46 41
47 42
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 44extern char *spell_mapping[];
50 45
51/* 46/*
52 * Initialize global archtype pointers: 47 * Initialize global archtype pointers:
53 */ 48 */
54 49
55void 50void
56init_archetype_pointers () 51init_archetype_pointers ()
57{ 52{
58 int prev_warn = warn_archetypes; 53 int prev_warn = warn_archetypes;
54
59 warn_archetypes = 1; 55 warn_archetypes = 1;
60 if (ring_arch == NULL) 56 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 57 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 58 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 59 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 60 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 61 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 62 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 63 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 64 warn_archetypes = prev_warn;
69} 65}
70 66
71/* 67/*
72 * Allocate and return the pointer to an empty treasurelist structure. 68 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 104 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 105 {
110 (*line)++; 106 (*line)++;
111 107
112 if (*buf == '#') 108 if (*buf == '#')
113 continue; 109 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 110 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 111 *cp = '\0';
116 cp = buf; 112 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 113 while (isspace (*cp)) /* Skip blanks */
118 cp++; 114 cp++;
119 115
120 if (sscanf (cp, "arch %s", variable)) 116 if (sscanf (cp, "arch %s", variable))
121 { 117 {
122 if ((t->item = find_archetype (variable)) == NULL) 118 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 120 }
125 else if (sscanf (cp, "list %s", variable)) 121 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 122 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 123 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 124 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 125 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 126 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 127 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 128 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 129 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 130 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 131 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 132 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 133 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 134 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 135 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 136 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 137 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 138 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 139 else if (!strcmp (cp, "end"))
144 return t; 140 return t;
145 else if (!strcmp (cp, "more")) 141 else if (!strcmp (cp, "more"))
146 { 142 {
147 t->next = load_treasure (fp, line); 143 t->next = load_treasure (fp, line);
148 return t; 144 return t;
149 } 145 }
150 else 146 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 148 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 149 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 150 return t;
155} 151}
156 152
157#ifdef TREASURE_DEBUG 153#ifdef TREASURE_DEBUG
154
158/* recursived checks the linked list. Treasurelist is passed only 155/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 156 * so that the treasure name can be printed out
160 */ 157 */
161static void 158static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 159check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 160{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 161 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 162 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 163 /* find_treasurelist will print out its own error message */
169 if (t->name && *t->name) 164 if (t->name && *t->name)
170 (void) find_treasurelist (t->name); 165 find_treasurelist (t->name);
171 if (t->next) 166 if (t->next)
172 check_treasurelist (t->next, tl); 167 check_treasurelist (t->next, tl);
173 if (t->next_yes) 168 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 169 check_treasurelist (t->next_yes, tl);
175 if (t->next_no) 170 if (t->next_no)
199 } 194 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 195 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 196 {
202 line++; 197 line++;
203 if (*buf == '#') 198 if (*buf == '#')
204 continue; 199 continue;
205 200
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 201 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 202 {
208 treasurelist *tl = get_empty_treasurelist (); 203 treasurelist *tl = get_empty_treasurelist ();
204
209 tl->name = name; 205 tl->name = name;
210 if (previous == NULL) 206 if (previous == NULL)
211 first_treasurelist = tl; 207 first_treasurelist = tl;
212 else 208 else
213 previous->next = tl; 209 previous->next = tl;
214 previous = tl; 210 previous = tl;
215 tl->items = load_treasure (fp, &line); 211 tl->items = load_treasure (fp, &line);
216 212
217 /* This is a one of the many items on the list should be generated. 213 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 214 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 215 * fields of the treasures are not being used.
220 */ 216 */
221 if (!strncmp (buf, "treasureone", 11)) 217 if (!strncmp (buf, "treasureone", 11))
222 { 218 {
223 for (t = tl->items; t != NULL; t = t->next) 219 for (t = tl->items; t != NULL; t = t->next)
224 { 220 {
225#ifdef TREASURE_DEBUG 221#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 222 if (t->next_yes || t->next_no)
227 { 223 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 224 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n"); 225 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 226 }
231#endif 227#endif
232 tl->total_chance += t->chance; 228 tl->total_chance += t->chance;
233 } 229 }
234 } 230 }
235 } 231 }
236 else 232 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 233 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 234 }
239 close_and_delete (fp, comp); 235 close_and_delete (fp, comp);
240 236
241#ifdef TREASURE_DEBUG 237#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 238 /* Perform some checks on how valid the treasure data actually is.
255 */ 251 */
256 252
257treasurelist * 253treasurelist *
258find_treasurelist (const char *name) 254find_treasurelist (const char *name)
259{ 255{
260 /* Special cases - randomitems of NULL is to override default. If 256 shstr_cmp name_ (name);
261 * first_treasurelist is null, it means we are on the first pass of 257
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name) 258 if (!name_)
266 return 0; 259 return 0;
267 260
268 if (const char *tmp = shstr::find (name))
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) 261 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (tmp == tl->name) 262 if (name_ == tl->name)
271 return tl; 263 return tl;
272 264
273 if (first_treasurelist) 265 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name); 266 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275 267
276 return 0; 268 return 0;
286 * being generated. 278 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 279 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 280 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 281 * start with equipment, but only their abilities).
290 */ 282 */
291
292
293static void 283static void
294put_treasure (object * op, object * creator, int flags) 284put_treasure (object *op, object *creator, int flags)
295{ 285{
296 object *tmp; 286 object *tmp;
297 287
298 /* Bit of a hack - spells should never be put onto the map. The entire 288 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 289 * treasure stuff is a problem - there is no clear idea of knowing
300 * this is the original object, or if this is an object that should be created 290 * this is the original object, or if this is an object that should be created
301 * by another object. 291 * by another object.
302 */ 292 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 293 if (flags & GT_ENVIRONMENT && op->type != SPELL)
304 { 294 {
305 op->x = creator->x;
306 op->y = creator->y;
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 295 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 296 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
309 } 297 }
310 else 298 else
311 { 299 {
312 op = insert_ob_in_ob (op, creator); 300 op = creator->insert (op);
301
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 302 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 303 monster_check_apply (creator, op);
304
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 305 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
316 esrv_send_item (tmp, op); 306 esrv_send_item (tmp, op);
317 } 307 }
318} 308}
319 309
320/* if there are change_xxx commands in the treasure, we include the changes 310/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 311 * in the generated object
343 object *tmp; 333 object *tmp;
344 334
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 335 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
346 { 336 {
347 if (t->name) 337 if (t->name)
348 { 338 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 339 if (difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 340 {
351 } 341 treasurelist *tl = find_treasurelist (t->name);
342 if (tl)
343 create_treasure (tl, op, flag, difficulty, tries);
344 }
345 }
352 else 346 else
353 { 347 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 348 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 349 {
356 tmp = arch_to_object (t->item); 350 tmp = arch_to_object (t->item);
357 if (t->nrof && tmp->nrof <= 1) 351 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 353 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 354 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 355 put_treasure (tmp, op, flag);
362 } 356 }
363 } 357 }
364 358
365 if (t->next_yes != NULL) 359 if (t->next_yes != NULL)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 360 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 361 }
368 else if (t->next_no != NULL) 362 else if (t->next_no != NULL)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 363 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 364
371 if (t->next != NULL) 365 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 366 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 367}
374 368
375void 369void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
377{ 371{
378 int value = RANDOM () % tl->total_chance; 372 int value = RANDOM () % tl->total_chance;
379 treasure *t; 373 treasure *t;
380 374
381 if (tries++ > 100) 375 if (tries++ > 100)
387 for (t = tl->items; t != NULL; t = t->next) 381 for (t = tl->items; t != NULL; t = t->next)
388 { 382 {
389 value -= t->chance; 383 value -= t->chance;
390 384
391 if (value < 0) 385 if (value < 0)
392 break; 386 break;
393 } 387 }
394 388
395 if (!t || value >= 0) 389 if (!t || value >= 0)
396 { 390 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
399 return; 393 return;
400 } 394 }
401 395
402 if (t->name) 396 if (t->name)
403 { 397 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 398 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 399 {
400 treasurelist *tl = find_treasurelist (t->name);
401 if (tl)
402 create_treasure (tl, op, flag, difficulty, tries);
403 }
409 else if (t->nrof) 404 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 405 create_one_treasure (tl, op, flag, difficulty, tries);
411 406
412 return; 407 return;
413 } 408 }
414 409
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 410 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 411 {
417 object *tmp = arch_to_object (t->item); 412 object *tmp = arch_to_object (t->item);
418 413
419 if (!tmp) 414 if (!tmp)
420 return; 415 return;
421 416
422 if (t->nrof && tmp->nrof <= 1) 417 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 418 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424 419
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 420 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 421 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 422 put_treasure (tmp, op, flag);
428 } 423 }
434 * list transitions, or so that excessively good treasure will not be 429 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 430 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 431 * to do that.
437 */ 432 */
438void 433void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 435{
441 436
442 if (tries++ > 100) 437 if (tries++ > 100)
443 { 438 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 440 return;
446 } 441 }
447 if (t->total_chance) 442 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 443 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 444 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 445 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 446}
452 447
453/* This is similar to the old generate treasure function. However, 448/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 449 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 450 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 451 * inserted into, and then return that treausre
457 */ 452 */
458object * 453object *
459generate_treasure (treasurelist * t, int difficulty) 454generate_treasure (treasurelist *tl, int difficulty)
460{ 455{
456 difficulty = clamp (difficulty, 1, settings.max_level);
457
461 object *ob = get_object (), *tmp; 458 object *ob = object::create (), *tmp;
462 459
463 create_treasure (t, ob, 0, difficulty, 0); 460 create_treasure (tl, ob, 0, difficulty, 0);
464 461
465 /* Don't want to free the object we are about to return */ 462 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 463 tmp = ob->inv;
467 if (tmp != NULL) 464 if (tmp != NULL)
468 remove_ob (tmp); 465 tmp->remove ();
466
469 if (ob->inv) 467 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 468 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 469
473 free_object (ob); 470 ob->destroy ();
474 return tmp; 471 return tmp;
475} 472}
476 473
477/* 474/*
478 * This is a new way of calculating the chance for an item to have 475 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 477 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 478 * magical bonus "wanted".
482 */ 479 */
483 480
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 481static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
482
485/*chance of magic difficulty*/ 483/*chance of magic difficulty*/
484
486/* +0 +1 +2 +3 +4 */ 485/* +0 +1 +2 +3 +4 */
487 {95, 2, 2, 1, 0}, /*1 */ 486 {95, 2, 2, 1, 0}, /*1 */
488 {92, 5, 2, 1, 0}, /*2 */ 487 {92, 5, 2, 1, 0}, /*2 */
489 {85, 10, 4, 1, 0}, /*3 */ 488 {85, 10, 4, 1, 0}, /*3 */
490 {80, 14, 4, 2, 0}, /*4 */ 489 {80, 14, 4, 2, 0}, /*4 */
491 {75, 17, 5, 2, 1}, /*5 */ 490 {75, 17, 5, 2, 1}, /*5 */
492 {70, 18, 8, 3, 1}, /*6 */ 491 {70, 18, 8, 3, 1}, /*6 */
493 {65, 21, 10, 3, 1}, /*7 */ 492 {65, 21, 10, 3, 1}, /*7 */
494 {60, 22, 12, 4, 2}, /*8 */ 493 {60, 22, 12, 4, 2}, /*8 */
495 {55, 25, 14, 4, 2}, /*9 */ 494 {55, 25, 14, 4, 2}, /*9 */
496 {50, 27, 16, 5, 2}, /*10 */ 495 {50, 27, 16, 5, 2}, /*10 */
497 {45, 28, 18, 6, 3}, /*11 */ 496 {45, 28, 18, 6, 3}, /*11 */
498 {42, 28, 20, 7, 3}, /*12 */ 497 {42, 28, 20, 7, 3}, /*12 */
499 {40, 27, 21, 8, 4}, /*13 */ 498 {40, 27, 21, 8, 4}, /*13 */
500 {38, 25, 22, 10, 5}, /*14 */ 499 {38, 25, 22, 10, 5}, /*14 */
501 {36, 23, 23, 12, 6}, /*15 */ 500 {36, 23, 23, 12, 6}, /*15 */
502 {33, 21, 24, 14, 8}, /*16 */ 501 {33, 21, 24, 14, 8}, /*16 */
503 {31, 19, 25, 16, 9}, /*17 */ 502 {31, 19, 25, 16, 9}, /*17 */
504 {27, 15, 30, 18, 10}, /*18 */ 503 {27, 15, 30, 18, 10}, /*18 */
505 {20, 12, 30, 25, 13}, /*19 */ 504 {20, 12, 30, 25, 13}, /*19 */
506 {15, 10, 28, 30, 17}, /*20 */ 505 {15, 10, 28, 30, 17}, /*20 */
507 {13, 9, 27, 28, 23}, /*21 */ 506 {13, 9, 27, 28, 23}, /*21 */
508 {10, 8, 25, 28, 29}, /*22 */ 507 {10, 8, 25, 28, 29}, /*22 */
509 {8, 7, 23, 26, 36}, /*23 */ 508 {8, 7, 23, 26, 36}, /*23 */
510 {6, 6, 20, 22, 46}, /*24 */ 509 {6, 6, 20, 22, 46}, /*24 */
511 {4, 5, 17, 18, 56}, /*25 */ 510 {4, 5, 17, 18, 56}, /*25 */
512 {2, 4, 12, 14, 68}, /*26 */ 511 {2, 4, 12, 14, 68}, /*26 */
513 {0, 3, 7, 10, 80}, /*27 */ 512 {0, 3, 7, 10, 80}, /*27 */
514 {0, 0, 3, 7, 90}, /*28 */ 513 {0, 0, 3, 7, 90}, /*28 */
515 {0, 0, 0, 3, 97}, /*29 */ 514 {0, 0, 0, 3, 97}, /*29 */
516 {0, 0, 0, 0, 100}, /*30 */ 515 {0, 0, 0, 0, 100}, /*30 */
517 {0, 0, 0, 0, 100}, /*31 */ 516 {0, 0, 0, 0, 100}, /*31 */
518}; 517};
519 518
520 519
521/* calculate the appropriate level for wands staves and scrolls. 520/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 521 * This code presumes that op has had its spell object created (in op->inv)
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 523 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 524 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 525 */
527 526
528int 527int
529level_for_item (const object * op, int difficulty) 528level_for_item (const object *op, int difficulty)
530{ 529{
531 int mult = 0, olevel = 0; 530 int olevel = 0;
532 531
533 if (!op->inv) 532 if (!op->inv)
534 { 533 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 534 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 535 return 0;
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 576 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 577 {
579 percent -= difftomagic_list[scaled_diff][magic]; 578 percent -= difftomagic_list[scaled_diff][magic];
580 579
581 if (percent < 0) 580 if (percent < 0)
582 break; 581 break;
583 } 582 }
584 583
585 if (magic == (MAXMAGIC + 1)) 584 if (magic == (MAXMAGIC + 1))
586 { 585 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 586 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
600 * This function doesn't work properly, should add use of archetypes 599 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 600 * to make it truly absolute.
602 */ 601 */
603 602
604void 603void
605set_abs_magic (object * op, int magic) 604set_abs_magic (object *op, int magic)
606{ 605{
607 if (!magic) 606 if (!magic)
608 return; 607 return;
609 608
610 op->magic = magic; 609 op->magic = magic;
611 if (op->arch) 610 if (op->arch)
612 { 611 {
613 if (op->type == ARMOUR) 612 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 613 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 614
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
617 magic = (-magic); 616 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 617 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 618 }
620 else 619 else
621 { 620 {
622 if (op->type == ARMOUR) 621 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 622 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 623 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
625 magic = (-magic); 624 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 625 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 626 }
628} 627}
629 628
630/* 629/*
631 * Sets a random magical bonus in the given object based upon 630 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 631 * the given difficulty, and the given max possible bonus.
633 */ 632 */
634 633
635static void 634static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 635set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 636{
638 int i; 637 int i;
638
639 i = magic_from_difficulty (difficulty); 639 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 640 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 641 i = -i;
642 if (i > max_magic) 642 if (i > max_magic)
643 i = max_magic; 643 i = max_magic;
654 * other bonuses previously rolled and ones the item might natively have. 654 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 655 * 2) Add code to deal with new PR method.
656 */ 656 */
657 657
658void 658void
659set_ring_bonus (object * op, int bonus) 659set_ring_bonus (object *op, int bonus)
660{ 660{
661 661
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 662 int r = RANDOM () % (bonus > 0 ? 25 : 11);
663 663
664 if (op->type == AMULET) 664 if (op->type == AMULET)
665 { 665 {
666 if (!(RANDOM () % 21)) 666 if (!(RANDOM () % 21))
667 r = 20 + RANDOM () % 2; 667 r = 20 + RANDOM () % 2;
668 else 668 else
669 { 669 {
670 if (RANDOM () & 2) 670 if (RANDOM () & 2)
671 r = 10; 671 r = 10;
672 else 672 else
673 r = 11 + RANDOM () % 9; 673 r = 11 + RANDOM () % 9;
674 } 674 }
675 } 675 }
676 676
677 switch (r) 677 switch (r)
678 { 678 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 679 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 680 * bonuses and penalties will stack and add to existing values.
681 * of the item. 681 * of the item.
682 */ 682 */
683 case 0: 683 case 0:
684 case 1: 684 case 1:
685 case 2: 685 case 2:
686 case 3: 686 case 3:
687 case 4: 687 case 4:
688 case 5: 688 case 5:
689 case 6: 689 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break; 691 break;
692 692
693 case 7: 693 case 7:
694 op->stats.dam += bonus; 694 op->stats.dam += bonus;
695 break; 695 break;
696 696
697 case 8: 697 case 8:
698 op->stats.wc += bonus; 698 op->stats.wc += bonus;
699 break; 699 break;
700 700
701 case 9: 701 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 702 op->stats.food += bonus; /* hunger/sustenance */
703 break; 703 break;
704 704
705 case 10: 705 case 10:
706 op->stats.ac += bonus; 706 op->stats.ac += bonus;
707 break; 707 break;
708 708
709 /* Item that gives protections/vulnerabilities */ 709 /* Item that gives protections/vulnerabilities */
710 case 11: 710 case 11:
711 case 12: 711 case 12:
712 case 13: 712 case 13:
713 case 14: 713 case 14:
714 case 15: 714 case 15:
715 case 16: 715 case 16:
716 case 17: 716 case 17:
717 case 18: 717 case 18:
718 case 19: 718 case 19:
719 { 719 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
721 721
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
724 724
725 /* Cursed items need to have higher negative values to equal out with 725 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 726 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 727 * little random element in since that they don't always end up with
728 * even values. 728 * even values.
729 */ 729 */
730 if (bonus < 0) 730 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 731 val = 2 * -val - RANDOM () % b;
732 if (val > 35) 732 if (val > 35)
733 val = 35; /* Upper limit */ 733 val = 35; /* Upper limit */
734 b = 0; 734 b = 0;
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 735 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 736 {
737 resist = RANDOM () % num_resist_table; 737 resist = RANDOM () % num_resist_table;
738 } 738 }
739 if (b == 4) 739 if (b == 4)
740 return; /* Not able to find a free resistance */ 740 return; /* Not able to find a free resistance */
741 op->resist[resist_table[resist]] = val; 741 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 742 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 743 * based on how good a resistance we gave.
744 */ 744 */
745 break; 745 break;
746 } 746 }
747 case 20: 747 case 20:
748 if (op->type == AMULET) 748 if (op->type == AMULET)
749 { 749 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 750 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 751 op->value *= 11;
752 } 752 }
753 else 753 else
754 { 754 {
755 op->stats.hp = 1; /* regenerate hit points */ 755 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 756 op->value *= 4;
757 } 757 }
758 break; 758 break;
759 759
760 case 21: 760 case 21:
761 if (op->type == AMULET) 761 if (op->type == AMULET)
762 { 762 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 763 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 764 op->value *= 9;
765 } 765 }
766 else 766 else
767 { 767 {
768 op->stats.sp = 1; /* regenerate spell points */ 768 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 769 op->value *= 3;
770 } 770 }
771 break; 771 break;
772 772
773 case 22: 773 case 22:
774 op->stats.exp += bonus; /* Speed! */ 774 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 775 op->value = (op->value * 2) / 3;
776 break; 776 break;
777 } 777 }
778 if (bonus > 0) 778 if (bonus > 0)
779 op->value *= 2 * bonus; 779 op->value *= 2 * bonus;
780 else 780 else
781 op->value = -(op->value * 2 * bonus) / 3; 781 op->value = -(op->value * 2 * bonus) / 3;
792 792
793int 793int
794get_magic (int diff) 794get_magic (int diff)
795{ 795{
796 int i; 796 int i;
797
797 if (diff < 3) 798 if (diff < 3)
798 diff = 3; 799 diff = 3;
799 for (i = 0; i < 4; i++) 800 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 801 if (RANDOM () % diff)
801 return i; 802 return i;
808/* 809/*
809 * fix_generated_item(): This is called after an item is generated, in 810 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 811 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 812 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 813 */
814
813/* 4/28/96 added creator object from which op may now inherit properties based on 815/* 4/28/96 added creator object from which op may now inherit properties based on
814 * op->type. Right now, which stuff the creator passes on is object type 816 * op->type. Right now, which stuff the creator passes on is object type
815 * dependant. I know this is a spagetti manuever, but is there a cleaner 817 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 818 * way to do this? b.t. */
819
817/* 820/*
818 * ! (flags & GT_ENVIRONMENT): 821 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 822 * Automatically calls fix_flesh_item().
820 * 823 *
821 * flags: 824 * flags:
825 * a working object - don't change magic, value, etc, but set it material 828 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 829 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 830 */
828 831
829void 832void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 833fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 834{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 835 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 836
834 if (!creator || creator->type == op->type) 837 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 838 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 839
837 /* If we make an artifact, this information will be destroyed */ 840 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 841 save_item_power = op->item_power;
839 op->item_power = 0; 842 op->item_power = 0;
840 843
841 if (op->randomitems && op->type != SPELL) 844 if (op->randomitems && op->type != SPELL)
842 { 845 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 846 create_treasure (op->randomitems, op, flags, difficulty, 0);
844 if (!op->inv) 847 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 848 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846 849
847 /* So the treasure doesn't get created again */ 850 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 851 op->randomitems = NULL;
849 } 852 }
850 853
851 if (difficulty < 1) 854 if (difficulty < 1)
852 difficulty = 1; 855 difficulty = 1;
853 856
857 if (INVOKE_OBJECT (ADD_BONUS, op,
858 ARG_OBJECT (creator != op ? creator : 0),
859 ARG_INT (difficulty), ARG_INT (max_magic),
860 ARG_INT (flags)))
861 return;
862
854 if (!(flags & GT_MINIMAL)) 863 if (!(flags & GT_MINIMAL))
855 { 864 {
856 if (op->arch == crown_arch) 865 if (op->arch == crown_arch)
857 { 866 {
858 set_magic (difficulty, op, max_magic, flags); 867 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 869 generate_artifact (op, difficulty);
861 } 870 }
862 else 871 else
863 { 872 {
864 if (!op->magic && max_magic) 873 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 874 set_magic (difficulty, op, max_magic, flags);
866 875
867 num_enchantments = calc_item_power (op, 1); 876 num_enchantments = calc_item_power (op, 1);
868 877
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 878 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
870 * used for shop_floors or treasures */ 879 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 880 generate_artifact (op, difficulty);
872 } 881 }
873 882
874 /* Object was made an artifact. Calculate its item_power rating. 883 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 884 * the item_power in the object is what the artfiact adds.
876 */ 885 */
877 if (op->title) 886 if (op->title)
878 { 887 {
879 /* if save_item_power is set, then most likely we started with an 888 /* if save_item_power is set, then most likely we started with an
880 * artifact and have added new abilities to it - this is rare, but 889 * artifact and have added new abilities to it - this is rare, but
881 * but I have seen things like 'strange rings of fire'. So just figure 890 * but I have seen things like 'strange rings of fire'. So just figure
882 * out the power from the base power plus what this one adds. Note 891 * out the power from the base power plus what this one adds. Note
883 * that since item_power is not quite linear, this actually ends up 892 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 893 * being somewhat of a bonus
885 */ 894 */
886 if (save_item_power) 895 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 896 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 897 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 898 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 899 }
891 else if (save_item_power) 900 else if (save_item_power)
892 { 901 {
893 /* restore the item_power field to the object if we haven't changed it. 902 /* restore the item_power field to the object if we haven't changed it.
894 * we don't care about num_enchantments - that will basically just 903 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 904 * have calculated some value from the base attributes of the archetype.
896 */ 905 */
897 op->item_power = save_item_power; 906 op->item_power = save_item_power;
898 } 907 }
899 else 908 else
900 { 909 {
901 /* item_power was zero. This is suspicious, as it may be because it 910 /* item_power was zero. This is suspicious, as it may be because it
902 * was never previously calculated. Let's compute a value and see if 911 * was never previously calculated. Let's compute a value and see if
903 * it is non-zero. If it indeed is, then assign it as the new 912 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 913 * item_power value.
905 * - gros, 21th of July 2006. 914 * - gros, 21th of July 2006.
906 */ 915 */
907 op->item_power = calc_item_power (op, 0); 916 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 917 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 918 * again below */
910 } 919 }
911 } 920 }
912 921
913 /* materialtype modifications. Note we allow this on artifacts. */ 922 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 923 set_materialname (op, difficulty, NULL);
915 924
916 if (flags & GT_MINIMAL) 925 if (flags & GT_MINIMAL)
917 { 926 {
918 if (op->type == POTION) 927 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 928 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 929 if (op->stats.sp && !op->randomitems)
921 { 930 {
922 object *tmp; 931 object *tmp;
923 932
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 933 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 934 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 935 op->stats.sp = 0;
927 } 936 }
928 } 937 }
929 else if (!op->title) /* Only modify object if not special */ 938 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 939 switch (op->type)
931 { 940 {
932 case WEAPON: 941 case WEAPON:
933 case ARMOUR: 942 case ARMOUR:
934 case SHIELD: 943 case SHIELD:
935 case HELMET: 944 case HELMET:
936 case CLOAK: 945 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 946 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
938 set_ring_bonus (op, -DICE2); 947 set_ring_bonus (op, -DICE2);
939 break; 948 break;
940 949
941 case BRACERS: 950 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 951 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
943 { 952 {
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954 if (!QUERY_FLAG (op, FLAG_CURSED))
955 op->value *= 3;
956 }
957 break;
958
959 case POTION:
960 {
961 int too_many_tries = 0, is_special = 0;
962
963 /* Handle healing and magic power potions */
964 if (op->stats.sp && !op->randomitems)
965 {
966 object *tmp;
967
968 tmp = get_archetype (spell_mapping[op->stats.sp]);
969 insert_ob_in_ob (tmp, op);
970 op->stats.sp = 0;
971 }
972
973 while (!(is_special = special_potion (op)) && !op->inv)
974 {
975 generate_artifact (op, difficulty);
976 if (too_many_tries++ > 10)
977 break;
978 }
979
980 /* don't want to change value for healing/magic power potions,
981 * since the value set on those is already correct.
982 */
983 if (op->inv && op->randomitems)
984 {
985 /* value multiplier is same as for scrolls */
986 op->value = (op->value * op->inv->value);
987 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
988 }
989 else
990 {
991 op->name = "potion";
992 op->name_pl = "potions";
993 }
994
995 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
996 SET_FLAG (op, FLAG_CURSED);
997 break;
998 }
999
1000 case AMULET:
1001 if (op->arch == amulet_arch)
1002 op->value *= 5; /* Since it's not just decoration */
1003
1004 case RING:
1005 if (op->arch == NULL)
1006 {
1007 op->destroy ();
1008 op = 0;
1009 break;
1010 }
1011
1012 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1013 break;
1014
1015 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1016 SET_FLAG (op, FLAG_CURSED);
1017
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1018 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3;
947 }
948 break;
949 1019
950 case POTION:
951 {
952 int too_many_tries = 0, is_special = 0;
953
954 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems)
956 {
957 object *tmp;
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]);
960 insert_ob_in_ob (tmp, op);
961 op->stats.sp = 0;
962 }
963
964 while (!(is_special = special_potion (op)) && !op->inv)
965 {
966 generate_artifact (op, difficulty);
967 if (too_many_tries++ > 10)
968 break;
969 }
970
971 /* don't want to change value for healing/magic power potions,
972 * since the value set on those is already correct.
973 */
974 if (op->inv && op->randomitems)
975 {
976 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
979 }
980 else
981 {
982 op->name = "potion";
983 op->name_pl = "potions";
984 }
985
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
987 SET_FLAG (op, FLAG_CURSED);
988 break;
989 }
990
991 case AMULET:
992 if (op->arch == amulet_arch)
993 op->value *= 5; /* Since it's not just decoration */
994
995 case RING:
996 if (op->arch == NULL)
997 {
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005 break;
1006
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1008 SET_FLAG (op, FLAG_CURSED);
1009
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011
1012 if (op->type != RING) /* Amulets have only one ability */ 1020 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1021 break;
1014 1022
1015 if (!(RANDOM () % 4)) 1023 if (!(RANDOM () % 4))
1016 { 1024 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1025 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1026
1019 if (d > 0) 1027 if (d > 0)
1020 op->value *= 3; 1028 op->value *= 3;
1021 1029
1022 set_ring_bonus (op, d); 1030 set_ring_bonus (op, d);
1023 1031
1024 if (!(RANDOM () % 4)) 1032 if (!(RANDOM () % 4))
1025 { 1033 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1034 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 if (d > 0)
1028 op->value *= 5;
1029 set_ring_bonus (op, d);
1030 }
1031 }
1032 1035
1036 if (d > 0)
1037 op->value *= 5;
1038 set_ring_bonus (op, d);
1039 }
1040 }
1041
1033 if (GET_ANIM_ID (op)) 1042 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1043 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1035 1044
1036 break; 1045 break;
1037 1046
1038 case BOOK: 1047 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1048 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1049 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1050 * creator and/or map level we found it on.
1042 */ 1051 */
1043 if (!op->msg && RANDOM () % 10) 1052 if (!op->msg && RANDOM () % 10)
1044 { 1053 {
1045 /* set the book level properly */ 1054 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1055 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1056 {
1048 if (op->map && op->map->difficulty) 1057 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1058 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1050 else 1059 else
1051 op->level = RANDOM () % 20 + 1; 1060 op->level = RANDOM () % 20 + 1;
1052 } 1061 }
1053 else 1062 else
1054 op->level = RANDOM () % creator->level; 1063 op->level = RANDOM () % creator->level;
1055 1064
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1065 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1066 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1067 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1068 /* creator related stuff */
1060 1069
1061 /* for library, chained books. Note that some monsters have no_pick 1070 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1071 * set - we don't want to set no pick in that case.
1063 */ 1072 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1073 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1074 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1075 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1076 op->slaying = creator->slaying;
1068 1077
1069 /* add exp so reading it gives xp (once) */ 1078 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1079 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1080 }
1072 break; 1081 break;
1073 1082
1074 case SPELLBOOK: 1083 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1084 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1085 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1086 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1087 op->stats.exp = op->value;
1079 break; 1088 break;
1080 1089
1081 case WAND: 1090 case WAND:
1082 /* nrof in the treasure list is number of charges, 1091 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1092 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1093 * and reset nrof.
1085 */ 1094 */
1086 op->stats.food = op->inv->nrof; 1095 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1096 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1097 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1098 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1099 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1100 * the spell, and value calculation is simpler.
1092 */ 1101 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1102 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1103 {
1104 op->level = level_for_item (op, difficulty);
1105 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1106 }
1107 else
1108 {
1109 op->level = op->inv->level;
1110 op->value = op->value * op->inv->value;
1111 }
1112 break;
1113
1114 case ROD:
1095 op->level = level_for_item (op, difficulty); 1115 op->level = level_for_item (op, difficulty);
1116 /* Add 50 to both level an divisor to keep prices a little more
1117 * reasonable. Otherwise, a high level version of a low level
1118 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1119 * 10 time multiplier). This way, the value are a bit more reasonable.
1120 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1121 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1122 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1123 if (op->stats.maxhp)
1099 { 1124 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1125 else
1101 op->value = op->value * op->inv->value; 1126 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1127
1128 op->stats.hp = op->stats.maxhp;
1129 break;
1130
1105 case ROD: 1131 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1132 op->level = level_for_item (op, difficulty);
1107 /* Add 50 to both level an divisor to keep prices a little more
1108 * reasonable. Otherwise, a high level version of a low level
1109 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1110 * 10 time multiplier). This way, the value are a bit more reasonable.
1111 */
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1133 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 /* maxhp is used to denote how many 'charges' the rod holds before */
1114 if (op->stats.maxhp)
1115 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1116 else
1117 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1118 1134
1119 op->stats.hp = op->stats.maxhp;
1120 break;
1121
1122 case SCROLL:
1123 op->level = level_for_item (op, difficulty);
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125
1126 /* add exp so reading them properly gives xp */ 1135 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1136 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1137 op->nrof = op->inv->nrof;
1129 break; 1138 break;
1130 1139
1131 case RUNE: 1140 case RUNE:
1132 trap_adjust (op, difficulty); 1141 trap_adjust (op, difficulty);
1133 break; 1142 break;
1134 1143
1135 case TRAP: 1144 case TRAP:
1136 trap_adjust (op, difficulty); 1145 trap_adjust (op, difficulty);
1137 break; 1146 break;
1138 } /* switch type */ 1147 } /* switch type */
1139 1148
1140 if (flags & GT_STARTEQUIP) 1149 if (flags & GT_STARTEQUIP)
1141 { 1150 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1151 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1152 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1153 else if (op->type != MONEY)
1145 op->value = 0; 1154 op->value = 0;
1146 } 1155 }
1147 1156
1148 if (!(flags & GT_ENVIRONMENT)) 1157 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1158 fix_flesh_item (op, creator);
1150} 1159}
1162 */ 1171 */
1163 1172
1164static artifactlist * 1173static artifactlist *
1165get_empty_artifactlist (void) 1174get_empty_artifactlist (void)
1166{ 1175{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1176 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1177
1168 if (tl == NULL) 1178 if (al == NULL)
1169 fatal (OUT_OF_MEMORY); 1179 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL; 1180 al->next = NULL;
1171 tl->items = NULL; 1181 al->items = NULL;
1172 tl->total_chance = 0; 1182 al->total_chance = 0;
1173 return tl; 1183 return al;
1174} 1184}
1175 1185
1176/* 1186/*
1177 * Allocate and return the pointer to an empty artifact structure. 1187 * Allocate and return the pointer to an empty artifact structure.
1178 */ 1188 */
1179 1189
1180static artifact * 1190static artifact *
1181get_empty_artifact (void) 1191get_empty_artifact (void)
1182{ 1192{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1193 artifact *a = (artifact *) malloc (sizeof (artifact));
1194
1184 if (t == NULL) 1195 if (a == NULL)
1185 fatal (OUT_OF_MEMORY); 1196 fatal (OUT_OF_MEMORY);
1186 t->item = NULL; 1197 a->item = NULL;
1187 t->next = NULL; 1198 a->next = NULL;
1188 t->chance = 0; 1199 a->chance = 0;
1189 t->difficulty = 0; 1200 a->difficulty = 0;
1190 t->allowed = NULL; 1201 a->allowed = NULL;
1191 return t; 1202 return a;
1192} 1203}
1193 1204
1194/* 1205/*
1195 * Searches the artifact lists and returns one that has the same type 1206 * Searches the artifact lists and returns one that has the same type
1196 * of objects on it. 1207 * of objects on it.
1221 fprintf (logfile, "\n"); 1232 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1233 for (al = first_artifactlist; al != NULL; al = al->next)
1223 { 1234 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1235 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225 for (art = al->items; art != NULL; art = art->next) 1236 for (art = al->items; art != NULL; art = art->next)
1226 { 1237 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1238 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL) 1239 if (art->allowed != NULL)
1229 { 1240 {
1230 fprintf (logfile, "\tAllowed combinations:"); 1241 fprintf (logfile, "\tAllowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next) 1242 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name); 1243 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n"); 1244 fprintf (logfile, "\n");
1234 } 1245 }
1235 } 1246 }
1236 } 1247 }
1237 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1238} 1249}
1239 1250
1240/* 1251/*
1241 * For debugging purposes. Dumps all treasures recursively (see below). 1252 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */ 1253 */
1243void 1254void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1255dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1245{ 1256{
1246 treasurelist *tl; 1257 treasurelist *tl;
1247 int i; 1258 int i;
1248 1259
1249 if (depth > 100) 1260 if (depth > 100)
1250 return; 1261 return;
1251 while (t != NULL) 1262 while (t)
1252 { 1263 {
1253 if (t->name != NULL) 1264 if (t->name)
1254 { 1265 {
1255 for (i = 0; i < depth; i++) 1266 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1267 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name); 1268 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name); 1269 tl = find_treasurelist (t->name);
1270 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2); 1271 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++) 1272 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " "); 1273 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1274 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 } 1275 }
1264 else 1276 else
1265 { 1277 {
1266 for (i = 0; i < depth; i++) 1278 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1279 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH) 1280 if (t->item && t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1281 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else 1282 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name); 1283 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 } 1284 }
1285
1273 if (t->next_yes != NULL) 1286 if (t->next_yes)
1274 { 1287 {
1275 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n"); 1290 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 } 1292 }
1293
1280 if (t->next_no != NULL) 1294 if (t->next_no)
1281 { 1295 {
1282 for (i = 0; i < depth; i++) 1296 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1297 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n"); 1298 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1299 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 } 1300 }
1301
1287 t = t->next; 1302 t = t->next;
1288 } 1303 }
1289} 1304}
1290 1305
1291/* 1306/*
1302 found = 0; 1317 found = 0;
1303 fprintf (logfile, "\n"); 1318 fprintf (logfile, "\n");
1304 for (at = first_archetype; at != NULL; at = at->next) 1319 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1320 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 { 1321 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1322 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL) 1323 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1324 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else 1325 else
1311 fprintf (logfile, "(nothing)\n"); 1326 fprintf (logfile, "(nothing)\n");
1312 fprintf (logfile, "\n"); 1327 fprintf (logfile, "\n");
1313 found++; 1328 found++;
1314 } 1329 }
1315 if (found == 0) 1330 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name); 1331 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1332}
1318 1333
1325{ 1340{
1326 static int has_been_inited = 0; 1341 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1342 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1328 artifact *art = NULL; 1343 artifact *art = NULL;
1329 linked_char *tmp; 1344 linked_char *tmp;
1330 int value, comp; 1345 int value;
1331 artifactlist *al; 1346 artifactlist *al;
1332 1347
1333 if (has_been_inited) 1348 if (has_been_inited)
1334 return; 1349 return;
1335 else 1350 else
1342 return; 1357 return;
1343 1358
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1359 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1345 { 1360 {
1346 if (*buf == '#') 1361 if (*buf == '#')
1347 continue; 1362 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL) 1363 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0'; 1364 *cp = '\0';
1350 cp = buf; 1365 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */ 1366 while (*cp == ' ') /* Skip blanks */
1352 cp++; 1367 cp++;
1353 if (*cp == '\0') 1368 if (*cp == '\0')
1354 continue; 1369 continue;
1355 1370
1356 if (!strncmp (cp, "Allowed", 7)) 1371 if (!strncmp (cp, "Allowed", 7))
1357 { 1372 {
1358 if (art == NULL) 1373 if (art == NULL)
1359 { 1374 {
1360 art = get_empty_artifact (); 1375 art = get_empty_artifact ();
1361 nrofartifacts++; 1376 nrofartifacts++;
1362 } 1377 }
1363 cp = strchr (cp, ' ') + 1; 1378 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all")) 1379 if (!strcmp (cp, "all"))
1365 continue; 1380 continue;
1366 1381
1367 do 1382 do
1368 { 1383 {
1369 nrofallowedstr++; 1384 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL) 1385 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0'; 1386 *(next++) = '\0';
1372 tmp = new linked_char; 1387 tmp = new linked_char;
1388
1373 tmp->name = cp; 1389 tmp->name = cp;
1374 tmp->next = art->allowed; 1390 tmp->next = art->allowed;
1375 art->allowed = tmp; 1391 art->allowed = tmp;
1376 } 1392 }
1377 while ((cp = next) != NULL); 1393 while ((cp = next) != NULL);
1378 } 1394 }
1379 else if (sscanf (cp, "chance %d", &value)) 1395 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value; 1396 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value)) 1397 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value; 1398 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6)) 1399 else if (!strncmp (cp, "Object", 6))
1384 { 1400 {
1385 art->item = get_object (); 1401 art->item = object::create ();
1386 1402
1387 if (!load_object (thawer, art->item, 0)) 1403 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1404 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389 1405
1390 art->item->name = strchr (cp, ' ') + 1; 1406 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type); 1407 al = find_artifactlist (art->item->type);
1392 if (al == NULL) 1408 if (al == NULL)
1393 { 1409 {
1394 al = get_empty_artifactlist (); 1410 al = get_empty_artifactlist ();
1395 al->type = art->item->type; 1411 al->type = art->item->type;
1396 al->next = first_artifactlist; 1412 al->next = first_artifactlist;
1397 first_artifactlist = al; 1413 first_artifactlist = al;
1398 } 1414 }
1399 art->next = al->items; 1415 art->next = al->items;
1400 al->items = art; 1416 al->items = art;
1401 art = NULL; 1417 art = NULL;
1402 } 1418 }
1403 else 1419 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1420 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 } 1421 }
1406 1422
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1423 for (al = first_artifactlist; al != NULL; al = al->next)
1408 { 1424 {
1409 for (art = al->items; art != NULL; art = art->next) 1425 for (art = al->items; art != NULL; art = art->next)
1410 { 1426 {
1411 if (!art->chance) 1427 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1428 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1429 else
1414 al->total_chance += art->chance; 1430 al->total_chance += art->chance;
1415 } 1431 }
1416#if 0 1432#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1433 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1434#endif
1419 } 1435 }
1420 1436
1426 * Used in artifact generation. The bonuses of the first object 1442 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1443 * is modified by the bonuses of the second object.
1428 */ 1444 */
1429 1445
1430void 1446void
1431add_abilities (object * op, object * change) 1447add_abilities (object *op, object *change)
1432{ 1448{
1433 int i, j, tmp; 1449 int i, tmp;
1434 1450
1435 if (change->face != blank_face) 1451 if (change->face != blank_face)
1436 { 1452 {
1437#ifdef TREASURE_VERBOSE 1453#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number); 1454 LOG (llevDebug, "FACE: %d\n", change->face->number);
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1493 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1494 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1495 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1496 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1497 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1498 op->speed = 0.0;
1483 1499
1484 update_ob_speed (op); 1500 op->set_speed (op->speed);
1485 } 1501 }
1486 1502
1487 if (change->nrof) 1503 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1504 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1489 1505
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1506 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1507 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1508 op->stats.ac += change->stats.ac;
1493 1509
1494 if (change->other_arch) 1510 if (change->other_arch)
1495 { 1511 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1512 /* Basically, for horns & potions, the other_arch field is the spell
1497 * to cast. So convert that to into a spell and put it into 1513 * to cast. So convert that to into a spell and put it into
1498 * this object. 1514 * this object.
1499 */ 1515 */
1500 if (op->type == HORN || op->type == POTION) 1516 if (op->type == HORN || op->type == POTION)
1501 { 1517 {
1502 object *tmp_obj; 1518 object *tmp_obj;
1519
1503 /* Remove any spells this object currently has in it */ 1520 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1521 while (op->inv)
1505 { 1522 op->inv->destroy ();
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1523
1511 tmp_obj = arch_to_object (change->other_arch); 1524 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1525 insert_ob_in_ob (tmp_obj, op);
1513 } 1526 }
1514 /* No harm setting this for potions/horns */ 1527 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1528 op->other_arch = change->other_arch;
1516 } 1529 }
1517 1530
1518 if (change->stats.hp < 0) 1531 if (change->stats.hp < 0)
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1564 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552 1565
1553 op->item_power = change->item_power; 1566 op->item_power = change->item_power;
1554 1567
1555 for (i = 0; i < NROFATTACKS; i++) 1568 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i]) 1569 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1570 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1571
1563 if (change->stats.dam) 1572 if (change->stats.dam)
1564 { 1573 {
1565 if (change->stats.dam < 0) 1574 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1575 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1576 else if (op->stats.dam)
1568 { 1577 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1578 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1579 if (tmp == op->stats.dam)
1571 { 1580 {
1572 if (change->stats.dam < 10) 1581 if (change->stats.dam < 10)
1573 op->stats.dam--; 1582 op->stats.dam--;
1583 else
1584 op->stats.dam++;
1585 }
1574 else 1586 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1587 op->stats.dam = tmp;
1579 } 1588 }
1580 } 1589 }
1581 1590
1582 if (change->weight) 1591 if (change->weight)
1583 { 1592 {
1584 if (change->weight < 0) 1593 if (change->weight < 0)
1585 op->weight = (-change->weight); 1594 op->weight = (-change->weight);
1586 else 1595 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1596 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1597 }
1589 1598
1590 if (change->last_sp) 1599 if (change->last_sp)
1591 { 1600 {
1592 if (change->last_sp < 0) 1601 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1602 op->last_sp = (-change->last_sp);
1594 else 1603 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1604 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1605 }
1597 1606
1598 if (change->gen_sp_armour) 1607 if (change->gen_sp_armour)
1599 { 1608 {
1600 if (change->gen_sp_armour < 0) 1609 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1610 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1611 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1612 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1613 }
1605 1614
1606 op->value *= change->value; 1615 op->value *= change->value;
1607 1616
1608 if (change->material) 1617 if (change->material)
1620 if (change->msg) 1629 if (change->msg)
1621 op->msg = change->msg; 1630 op->msg = change->msg;
1622} 1631}
1623 1632
1624static int 1633static int
1625legal_artifact_combination (object * op, artifact * art) 1634legal_artifact_combination (object *op, artifact * art)
1626{ 1635{
1627 int neg, success = 0; 1636 int neg, success = 0;
1628 linked_char *tmp; 1637 linked_char *tmp;
1629 const char *name; 1638 const char *name;
1630 1639
1631 if (art->allowed == (linked_char *) NULL) 1640 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */ 1641 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1642 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1643 {
1635#ifdef TREASURE_VERBOSE 1644#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1645 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1637#endif 1646#endif
1638 if (*tmp->name == '!') 1647 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1648 name = tmp->name + 1, neg = 1;
1640 else 1649 else
1641 name = tmp->name, neg = 0; 1650 name = tmp->name, neg = 0;
1642 1651
1643 /* If we match name, then return the opposite of 'neg' */ 1652 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1653 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg; 1654 return !neg;
1646 1655
1647 /* Set success as true, since if the match was an inverse, it means 1656 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1657 * everything is allowed except what we match
1649 */ 1658 */
1650 else if (neg) 1659 else if (neg)
1651 success = 1; 1660 success = 1;
1652 } 1661 }
1653 return success; 1662 return success;
1654} 1663}
1655 1664
1656/* 1665/*
1663{ 1672{
1664 char new_name[MAX_BUF]; 1673 char new_name[MAX_BUF];
1665 1674
1666 sprintf (new_name, "of %s", &artifct->name); 1675 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1676 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1677 add_abilities (op, artifct); /* Give out the bonuses */
1669 1678
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1679#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1680 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1681 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1682
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1683 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1684 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1685 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1686 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1687 }
1689 1699
1690/* Give 1 re-roll attempt per artifact */ 1700/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1701#define ARTIFACT_TRIES 2
1692 1702
1693void 1703void
1694generate_artifact (object * op, int difficulty) 1704generate_artifact (object *op, int difficulty)
1695{ 1705{
1696 artifactlist *al; 1706 artifactlist *al;
1697 artifact *art; 1707 artifact *art;
1698 int i; 1708 int i;
1699 1709
1700 al = find_artifactlist (op->type); 1710 al = find_artifactlist (op->type);
1701 1711
1702 if (al == NULL) 1712 if (al == NULL)
1703 { 1713 {
1704#if 0 /* This is too verbose, usually */ 1714#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1715 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1716#endif
1707 return; 1717 return;
1708 } 1718 }
1709 1719
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1720 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1721 {
1712 int roll = RANDOM () % al->total_chance; 1722 int roll = RANDOM () % al->total_chance;
1713 1723
1714 for (art = al->items; art != NULL; art = art->next) 1724 for (art = al->items; art != NULL; art = art->next)
1715 { 1725 {
1716 roll -= art->chance; 1726 roll -= art->chance;
1717 if (roll < 0) 1727 if (roll < 0)
1718 break; 1728 break;
1719 } 1729 }
1720 1730
1721 if (art == NULL || roll >= 0) 1731 if (art == NULL || roll >= 0)
1722 { 1732 {
1723#if 1 1733#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1734 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1735#endif
1726 return; 1736 return;
1727 } 1737 }
1728 if (!strcmp (art->item->name, "NONE")) 1738 if (!strcmp (art->item->name, "NONE"))
1729 return; 1739 return;
1730 if (FABS (op->magic) < art->item->magic) 1740 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1741 continue; /* Not magic enough to be this item */
1732 1742
1733 /* Map difficulty not high enough */ 1743 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1744 if (difficulty < art->difficulty)
1735 continue; 1745 continue;
1736 1746
1737 if (!legal_artifact_combination (op, art)) 1747 if (!legal_artifact_combination (op, art))
1738 { 1748 {
1739#ifdef TREASURE_VERBOSE 1749#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1750 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1741#endif 1751#endif
1742 continue; 1752 continue;
1743 } 1753 }
1744 give_artifact_abilities (op, art->item); 1754 give_artifact_abilities (op, art->item);
1745 return; 1755 return;
1746 } 1756 }
1747} 1757}
1748 1758
1750 * FOOD, except they inherit properties (name, food value, etc). 1760 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1761 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1762 */
1753 1763
1754void 1764void
1755fix_flesh_item (object * item, object * donor) 1765fix_flesh_item (object *item, object *donor)
1756{ 1766{
1757 char tmpbuf[MAX_BUF]; 1767 char tmpbuf[MAX_BUF];
1758 int i; 1768 int i;
1759 1769
1760 if (item->type == FLESH && donor) 1770 if (item->type == FLESH && donor)
1761 { 1771 {
1762 /* change the name */ 1772 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1773 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1774 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1775 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1776 item->name_pl = tmpbuf;
1765 1777
1766 /* weight is FLESH weight/100 * donor */ 1778 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1779 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1780 item->weight = 1;
1769 1781
1770 /* value is multiplied by level of donor */ 1782 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1783 item->value *= isqrt (donor->level * 2);
1772 1784
1773 /* food value */ 1785 /* food value */
1775 1787
1776 /* flesh items inherit some abilities of donor, but not 1788 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1789 * full effect.
1778 */ 1790 */
1779 for (i = 0; i < NROFATTACKS; i++) 1791 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1792 item->resist[i] = donor->resist[i] / 2;
1781 1793
1782 /* item inherits donor's level (important for quezals) */ 1794 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1795 item->level = donor->level;
1784 1796
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1797 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1798 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1799 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1800 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1801 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1802 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1803 }
1792} 1804}
1793 1805
1794/* special_potion() - so that old potion code is still done right. */ 1806/* special_potion() - so that old potion code is still done right. */
1795 1807
1796int 1808int
1797special_potion (object * op) 1809special_potion (object *op)
1798{ 1810{
1799
1800 int i;
1801
1802 if (op->attacktype) 1811 if (op->attacktype)
1803 return 1; 1812 return 1;
1804 1813
1805 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1814 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1806 return 1; 1815 return 1;
1807 1816
1808 for (i = 0; i < NROFATTACKS; i++) 1817 for (int i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i]) 1818 if (op->resist[i])
1810 return 1; 1819 return 1;
1811 1820
1812 return 0; 1821 return 0;
1813} 1822}
1814 1823
1815void 1824void
1816free_treasurestruct (treasure * t) 1825free_treasurestruct (treasure *t)
1817{ 1826{
1818 if (t->next) 1827 if (t->next)
1819 free_treasurestruct (t->next); 1828 free_treasurestruct (t->next);
1820 if (t->next_yes) 1829 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1830 free_treasurestruct (t->next_yes);
1824 1833
1825 delete t; 1834 delete t;
1826} 1835}
1827 1836
1828void 1837void
1829free_charlinks (linked_char * lc) 1838free_charlinks (linked_char *lc)
1830{ 1839{
1831 if (lc->next) 1840 if (lc->next)
1832 free_charlinks (lc->next); 1841 free_charlinks (lc->next);
1833 1842
1834 delete lc; 1843 delete lc;
1835} 1844}
1836 1845
1837void 1846void
1838free_artifact (artifact * at) 1847free_artifact (artifact * at)
1839{ 1848{
1840
1841 if (at->next) 1849 if (at->next)
1842 free_artifact (at->next); 1850 free_artifact (at->next);
1851
1843 if (at->allowed) 1852 if (at->allowed)
1844 free_charlinks (at->allowed); 1853 free_charlinks (at->allowed);
1845 1854
1846 delete at->item; 1855 at->item->destroy (1);
1847 1856
1848 delete at; 1857 delete at;
1849} 1858}
1850 1859
1851void 1860void
1852free_artifactlist (artifactlist * al) 1861free_artifactlist (artifactlist * al)
1853{ 1862{
1854 artifactlist *nextal; 1863 artifactlist *nextal;
1864
1855 for (al = first_artifactlist; al != NULL; al = nextal) 1865 for (al = first_artifactlist; al; al = nextal)
1856 { 1866 {
1857 nextal = al->next; 1867 nextal = al->next;
1868
1858 if (al->items) 1869 if (al->items)
1859 {
1860 free_artifact (al->items); 1870 free_artifact (al->items);
1861 } 1871
1862 free (al); 1872 free (al);
1863 } 1873 }
1864} 1874}
1865 1875
1866void 1876void
1871 1881
1872 for (tl = first_treasurelist; tl != NULL; tl = next) 1882 for (tl = first_treasurelist; tl != NULL; tl = next)
1873 { 1883 {
1874 next = tl->next; 1884 next = tl->next;
1875 if (tl->items) 1885 if (tl->items)
1876 free_treasurestruct (tl->items); 1886 free_treasurestruct (tl->items);
1877 delete tl; 1887 delete tl;
1878 } 1888 }
1879 free_artifactlist (first_artifactlist); 1889 free_artifactlist (first_artifactlist);
1880} 1890}

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