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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.8 by root, Sun Sep 3 08:05:39 2006 UTC vs.
Revision 1.31 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.8 2006/09/03 08:05:39 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
31 26
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
35 * left on 30 * left on
36 */ 31 */
37#define TREASURE_DEBUG 32#define TREASURE_DEBUG
38 33
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 34/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35
40/* #define TREASURE_VERBOSE */ 36/* #define TREASURE_VERBOSE */
41 37
42#include <global.h> 38#include <global.h>
43#include <treasure.h> 39#include <treasure.h>
44#include <funcpoint.h> 40#include <funcpoint.h>
45#include <loader.h> 41#include <loader.h>
46 42
47 43
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 45extern char *spell_mapping[];
50 46
51/* 47/*
52 * Initialize global archtype pointers: 48 * Initialize global archtype pointers:
53 */ 49 */
54 50
55void 51void
56init_archetype_pointers () 52init_archetype_pointers ()
57{ 53{
58 int prev_warn = warn_archetypes; 54 int prev_warn = warn_archetypes;
55
59 warn_archetypes = 1; 56 warn_archetypes = 1;
60 if (ring_arch == NULL) 57 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 58 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 59 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 60 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 61 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 62 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 63 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 64 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 65 warn_archetypes = prev_warn;
69} 66}
70 67
71/* 68/*
72 * Allocate and return the pointer to an empty treasurelist structure. 69 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 105 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 106 {
110 (*line)++; 107 (*line)++;
111 108
112 if (*buf == '#') 109 if (*buf == '#')
113 continue; 110 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 111 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 112 *cp = '\0';
116 cp = buf; 113 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 114 while (isspace (*cp)) /* Skip blanks */
118 cp++; 115 cp++;
119 116
120 if (sscanf (cp, "arch %s", variable)) 117 if (sscanf (cp, "arch %s", variable))
121 { 118 {
122 if ((t->item = find_archetype (variable)) == NULL) 119 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 121 }
125 else if (sscanf (cp, "list %s", variable)) 122 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 123 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 124 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 125 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 126 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 127 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 128 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 129 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 130 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 131 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 132 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 133 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 134 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 135 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 136 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 137 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 138 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 139 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 140 else if (!strcmp (cp, "end"))
144 return t; 141 return t;
145 else if (!strcmp (cp, "more")) 142 else if (!strcmp (cp, "more"))
146 { 143 {
147 t->next = load_treasure (fp, line); 144 t->next = load_treasure (fp, line);
148 return t; 145 return t;
149 } 146 }
150 else 147 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 149 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 150 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 151 return t;
155} 152}
156 153
157#ifdef TREASURE_DEBUG 154#ifdef TREASURE_DEBUG
155
158/* recursived checks the linked list. Treasurelist is passed only 156/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
160 */ 158 */
161static void 159static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 161{
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)) 162 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); 163 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 */ 164 /* find_treasurelist will print out its own error message */
169 if (t->name && *t->name) 165 if (t->name && *t->name)
170 (void) find_treasurelist (t->name); 166 find_treasurelist (t->name);
171 if (t->next) 167 if (t->next)
172 check_treasurelist (t->next, tl); 168 check_treasurelist (t->next, tl);
173 if (t->next_yes) 169 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 170 check_treasurelist (t->next_yes, tl);
175 if (t->next_no) 171 if (t->next_no)
199 } 195 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 196 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 197 {
202 line++; 198 line++;
203 if (*buf == '#') 199 if (*buf == '#')
204 continue; 200 continue;
205 201
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 203 {
208 treasurelist *tl = get_empty_treasurelist (); 204 treasurelist *tl = get_empty_treasurelist ();
205
209 tl->name = name; 206 tl->name = name;
210 if (previous == NULL) 207 if (previous == NULL)
211 first_treasurelist = tl; 208 first_treasurelist = tl;
212 else 209 else
213 previous->next = tl; 210 previous->next = tl;
214 previous = tl; 211 previous = tl;
215 tl->items = load_treasure (fp, &line); 212 tl->items = load_treasure (fp, &line);
216 213
217 /* This is a one of the many items on the list should be generated. 214 /* 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 215 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 216 * fields of the treasures are not being used.
220 */ 217 */
221 if (!strncmp (buf, "treasureone", 11)) 218 if (!strncmp (buf, "treasureone", 11))
222 { 219 {
223 for (t = tl->items; t != NULL; t = t->next) 220 for (t = tl->items; t != NULL; t = t->next)
224 { 221 {
225#ifdef TREASURE_DEBUG 222#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 223 if (t->next_yes || t->next_no)
227 { 224 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 225 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"); 226 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 227 }
231#endif 228#endif
232 tl->total_chance += t->chance; 229 tl->total_chance += t->chance;
233 } 230 }
234 } 231 }
235 } 232 }
236 else 233 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 235 }
239 close_and_delete (fp, comp); 236 close_and_delete (fp, comp);
240 237
241#ifdef TREASURE_DEBUG 238#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 239 /* Perform some checks on how valid the treasure data actually is.
255 */ 252 */
256 253
257treasurelist * 254treasurelist *
258find_treasurelist (const char *name) 255find_treasurelist (const char *name)
259{ 256{
260 const char *tmp = shstr::find (name); 257 shstr_cmp name_ (name);
261 treasurelist *tl;
262 258
263 /* Special cases - randomitems of none is to override default. If 259 if (!name_)
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL; 260 return 0;
270 261
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
273 if (tmp == tl->name) 263 if (name_ == tl->name)
274 return tl; 264 return tl;
275 265
266 if (first_treasurelist)
276 LOG (llevError, "Couldn't find treasurelist %s\n", name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
277 return NULL; 269 return 0;
278} 270}
279 271
280 272
281/* 273/*
282 * Generates the objects specified by the given treasure. 274 * Generates the objects specified by the given treasure.
287 * being generated. 279 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 280 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
291 */ 283 */
292
293
294static void 284static void
295put_treasure (object * op, object * creator, int flags) 285put_treasure (object *op, object *creator, int flags)
296{ 286{
297 object *tmp; 287 object *tmp;
298 288
299 /* Bit of a hack - spells should never be put onto the map. The entire 289 /* Bit of a hack - spells should never be put onto the map. The entire
300 * treasure stuff is a problem - there is no clear idea of knowing 290 * treasure stuff is a problem - there is no clear idea of knowing
301 * this is the original object, or if this is an object that should be created 291 * this is the original object, or if this is an object that should be created
302 * by another object. 292 * by another object.
303 */ 293 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
305 { 295 {
306 op->x = creator->x;
307 op->y = creator->y;
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
310 } 298 }
311 else 299 else
312 { 300 {
313 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
317 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
318 } 308 }
319} 309}
320 310
321/* if there are change_xxx commands in the treasure, we include the changes 311/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 312 * in the generated object
323 */ 313 */
324static void 314static void
325change_treasure (treasure * t, object * op) 315change_treasure (treasure *t, object *op)
326{ 316{
327 /* CMD: change_name xxxx */ 317 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 318 if (t->change_arch.name)
329 { 319 {
330 op->name = t->change_arch.name; 320 op->name = t->change_arch.name;
337 if (t->change_arch.slaying) 327 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 328 op->slaying = t->change_arch.slaying;
339} 329}
340 330
341void 331void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 333{
344 object *tmp; 334 object *tmp;
345 335
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
348 { 337 {
349 if (t->name) 338 if (t->name)
350 { 339 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 341 {
353 } 342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
354 else 347 else
355 { 348 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 350 {
358 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
359 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 355 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 356 put_treasure (tmp, op, flag);
364 } 357 }
365 } 358 }
359
366 if (t->next_yes != NULL) 360 if (t->next_yes != NULL)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 361 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 362 }
369 else if (t->next_no != NULL) 363 else if (t->next_no != NULL)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 364 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365
371 if (t->next != NULL) 366 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 367 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 368}
374 369
375void 370void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
377{ 372{
378 int value = RANDOM () % tl->total_chance; 373 int value = RANDOM () % tl->total_chance;
379 treasure *t; 374 treasure *t;
380 375
381 if (tries++ > 100) 376 if (tries++ > 100)
382 { 377 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 379 return;
385 } 380 }
381
386 for (t = tl->items; t != NULL; t = t->next) 382 for (t = tl->items; t != NULL; t = t->next)
387 { 383 {
388 value -= t->chance; 384 value -= t->chance;
385
389 if (value < 0) 386 if (value < 0)
390 break; 387 break;
391 } 388 }
392 389
393 if (!t || value >= 0) 390 if (!t || value >= 0)
394 { 391 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
396 abort (); 393 abort ();
397 return; 394 return;
398 } 395 }
396
399 if (t->name) 397 if (t->name)
400 { 398 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 399 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 400 {
401 treasurelist *tl = find_treasurelist (t->name);
402 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries);
404 }
405 else if (t->nrof) 405 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
407
407 return; 408 return;
408 } 409 }
410
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 412 {
411 object *tmp = arch_to_object (t->item); 413 object *tmp = arch_to_object (t->item);
414
412 if (!tmp) 415 if (!tmp)
413 return; 416 return;
417
414 if (t->nrof && tmp->nrof <= 1) 418 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
420
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 421 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 422 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 423 put_treasure (tmp, op, flag);
419 } 424 }
420} 425}
425 * list transitions, or so that excessively good treasure will not be 430 * list transitions, or so that excessively good treasure will not be
426 * created on weak maps, because it will exceed the number of allowed tries 431 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 432 * to do that.
428 */ 433 */
429void 434void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 436{
432 437
433 if (tries++ > 100) 438 if (tries++ > 100)
434 { 439 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 441 return;
437 } 442 }
438 if (t->total_chance) 443 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 444 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 445 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 446 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 447}
443 448
444/* This is similar to the old generate treasure function. However, 449/* This is similar to the old generate treasure function. However,
445 * it instead takes a treasurelist. It is really just a wrapper around 450 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 451 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 452 * inserted into, and then return that treausre
448 */ 453 */
449object * 454object *
450generate_treasure (treasurelist * t, int difficulty) 455generate_treasure (treasurelist *tl, int difficulty)
451{ 456{
457 difficulty = clamp (difficulty, 1, settings.max_level);
458
452 object *ob = get_object (), *tmp; 459 object *ob = object::create (), *tmp;
453 460
454 create_treasure (t, ob, 0, difficulty, 0); 461 create_treasure (tl, ob, 0, difficulty, 0);
455 462
456 /* Don't want to free the object we are about to return */ 463 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 464 tmp = ob->inv;
458 if (tmp != NULL) 465 if (tmp != NULL)
459 remove_ob (tmp); 466 tmp->remove ();
467
460 if (ob->inv) 468 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 469 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 470
464 free_object (ob); 471 ob->destroy ();
465 return tmp; 472 return tmp;
466} 473}
467 474
468/* 475/*
469 * This is a new way of calculating the chance for an item to have 476 * This is a new way of calculating the chance for an item to have
471 * The array has two arguments, the difficulty of the level, and the 478 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 479 * magical bonus "wanted".
473 */ 480 */
474 481
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
476/*chance of magic difficulty*/ 484/*chance of magic difficulty*/
485
477/* +0 +1 +2 +3 +4 */ 486/* +0 +1 +2 +3 +4 */
478 {95, 2, 2, 1, 0}, /*1 */ 487 {95, 2, 2, 1, 0}, /*1 */
479 {92, 5, 2, 1, 0}, /*2 */ 488 {92, 5, 2, 1, 0}, /*2 */
480 {85, 10, 4, 1, 0}, /*3 */ 489 {85, 10, 4, 1, 0}, /*3 */
481 {80, 14, 4, 2, 0}, /*4 */ 490 {80, 14, 4, 2, 0}, /*4 */
482 {75, 17, 5, 2, 1}, /*5 */ 491 {75, 17, 5, 2, 1}, /*5 */
483 {70, 18, 8, 3, 1}, /*6 */ 492 {70, 18, 8, 3, 1}, /*6 */
484 {65, 21, 10, 3, 1}, /*7 */ 493 {65, 21, 10, 3, 1}, /*7 */
485 {60, 22, 12, 4, 2}, /*8 */ 494 {60, 22, 12, 4, 2}, /*8 */
486 {55, 25, 14, 4, 2}, /*9 */ 495 {55, 25, 14, 4, 2}, /*9 */
487 {50, 27, 16, 5, 2}, /*10 */ 496 {50, 27, 16, 5, 2}, /*10 */
488 {45, 28, 18, 6, 3}, /*11 */ 497 {45, 28, 18, 6, 3}, /*11 */
489 {42, 28, 20, 7, 3}, /*12 */ 498 {42, 28, 20, 7, 3}, /*12 */
490 {40, 27, 21, 8, 4}, /*13 */ 499 {40, 27, 21, 8, 4}, /*13 */
491 {38, 25, 22, 10, 5}, /*14 */ 500 {38, 25, 22, 10, 5}, /*14 */
492 {36, 23, 23, 12, 6}, /*15 */ 501 {36, 23, 23, 12, 6}, /*15 */
493 {33, 21, 24, 14, 8}, /*16 */ 502 {33, 21, 24, 14, 8}, /*16 */
494 {31, 19, 25, 16, 9}, /*17 */ 503 {31, 19, 25, 16, 9}, /*17 */
495 {27, 15, 30, 18, 10}, /*18 */ 504 {27, 15, 30, 18, 10}, /*18 */
496 {20, 12, 30, 25, 13}, /*19 */ 505 {20, 12, 30, 25, 13}, /*19 */
497 {15, 10, 28, 30, 17}, /*20 */ 506 {15, 10, 28, 30, 17}, /*20 */
498 {13, 9, 27, 28, 23}, /*21 */ 507 {13, 9, 27, 28, 23}, /*21 */
499 {10, 8, 25, 28, 29}, /*22 */ 508 {10, 8, 25, 28, 29}, /*22 */
500 {8, 7, 23, 26, 36}, /*23 */ 509 {8, 7, 23, 26, 36}, /*23 */
501 {6, 6, 20, 22, 46}, /*24 */ 510 {6, 6, 20, 22, 46}, /*24 */
502 {4, 5, 17, 18, 56}, /*25 */ 511 {4, 5, 17, 18, 56}, /*25 */
503 {2, 4, 12, 14, 68}, /*26 */ 512 {2, 4, 12, 14, 68}, /*26 */
504 {0, 3, 7, 10, 80}, /*27 */ 513 {0, 3, 7, 10, 80}, /*27 */
505 {0, 0, 3, 7, 90}, /*28 */ 514 {0, 0, 3, 7, 90}, /*28 */
506 {0, 0, 0, 3, 97}, /*29 */ 515 {0, 0, 0, 3, 97}, /*29 */
507 {0, 0, 0, 0, 100}, /*30 */ 516 {0, 0, 0, 0, 100}, /*30 */
508 {0, 0, 0, 0, 100}, /*31 */ 517 {0, 0, 0, 0, 100}, /*31 */
509}; 518};
510 519
511 520
512/* calculate the appropriate level for wands staves and scrolls. 521/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 522 * This code presumes that op has had its spell object created (in op->inv)
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 524 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 526 */
518 527
519int 528int
520level_for_item (const object * op, int difficulty) 529level_for_item (const object *op, int difficulty)
521{ 530{
522 int mult = 0, olevel = 0; 531 int olevel = 0;
523 532
524 if (!op->inv) 533 if (!op->inv)
525 { 534 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 536 return 0;
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 578 {
570 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
571 580
572 if (percent < 0) 581 if (percent < 0)
573 break; 582 break;
574 } 583 }
575 584
576 if (magic == (MAXMAGIC + 1)) 585 if (magic == (MAXMAGIC + 1))
577 { 586 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
591 * This function doesn't work properly, should add use of archetypes 600 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 601 * to make it truly absolute.
593 */ 602 */
594 603
595void 604void
596set_abs_magic (object * op, int magic) 605set_abs_magic (object *op, int magic)
597{ 606{
598 if (!magic) 607 if (!magic)
599 return; 608 return;
600 609
601 op->magic = magic; 610 op->magic = magic;
602 if (op->arch) 611 if (op->arch)
603 { 612 {
604 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
606 615
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
608 magic = (-magic); 617 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610 } 619 }
611 else 620 else
612 { 621 {
613 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
616 magic = (-magic); 625 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 627 }
619} 628}
620 629
621/* 630/*
622 * Sets a random magical bonus in the given object based upon 631 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 632 * the given difficulty, and the given max possible bonus.
624 */ 633 */
625 634
626static void 635static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 636set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 637{
629 int i; 638 int i;
639
630 i = magic_from_difficulty (difficulty); 640 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 641 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 642 i = -i;
633 if (i > max_magic) 643 if (i > max_magic)
634 i = max_magic; 644 i = max_magic;
645 * other bonuses previously rolled and ones the item might natively have. 655 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 656 * 2) Add code to deal with new PR method.
647 */ 657 */
648 658
649void 659void
650set_ring_bonus (object * op, int bonus) 660set_ring_bonus (object *op, int bonus)
651{ 661{
652 662
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
654 664
655 if (op->type == AMULET) 665 if (op->type == AMULET)
656 { 666 {
657 if (!(RANDOM () % 21)) 667 if (!(RANDOM () % 21))
658 r = 20 + RANDOM () % 2; 668 r = 20 + RANDOM () % 2;
659 else 669 else
660 { 670 {
661 if (RANDOM () & 2) 671 if (RANDOM () & 2)
662 r = 10; 672 r = 10;
663 else 673 else
664 r = 11 + RANDOM () % 9; 674 r = 11 + RANDOM () % 9;
665 } 675 }
666 } 676 }
667 677
668 switch (r) 678 switch (r)
669 { 679 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 680 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 681 * bonuses and penalties will stack and add to existing values.
672 * of the item. 682 * of the item.
673 */ 683 */
674 case 0: 684 case 0:
675 case 1: 685 case 1:
676 case 2: 686 case 2:
677 case 3: 687 case 3:
678 case 4: 688 case 4:
679 case 5: 689 case 5:
680 case 6: 690 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
682 break; 692 break;
683 693
684 case 7: 694 case 7:
685 op->stats.dam += bonus; 695 op->stats.dam += bonus;
686 break; 696 break;
687 697
688 case 8: 698 case 8:
689 op->stats.wc += bonus; 699 op->stats.wc += bonus;
690 break; 700 break;
691 701
692 case 9: 702 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 703 op->stats.food += bonus; /* hunger/sustenance */
694 break; 704 break;
695 705
696 case 10: 706 case 10:
697 op->stats.ac += bonus; 707 op->stats.ac += bonus;
698 break; 708 break;
699 709
700 /* Item that gives protections/vulnerabilities */ 710 /* Item that gives protections/vulnerabilities */
701 case 11: 711 case 11:
702 case 12: 712 case 12:
703 case 13: 713 case 13:
704 case 14: 714 case 14:
705 case 15: 715 case 15:
706 case 16: 716 case 16:
707 case 17: 717 case 17:
708 case 18: 718 case 18:
709 case 19: 719 case 19:
710 { 720 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
712 722
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
715 725
716 /* Cursed items need to have higher negative values to equal out with 726 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 728 * little random element in since that they don't always end up with
719 * even values. 729 * even values.
720 */ 730 */
721 if (bonus < 0) 731 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 732 val = 2 * -val - RANDOM () % b;
723 if (val > 35) 733 if (val > 35)
724 val = 35; /* Upper limit */ 734 val = 35; /* Upper limit */
725 b = 0; 735 b = 0;
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 736 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 737 {
728 resist = RANDOM () % num_resist_table; 738 resist = RANDOM () % num_resist_table;
729 } 739 }
730 if (b == 4) 740 if (b == 4)
731 return; /* Not able to find a free resistance */ 741 return; /* Not able to find a free resistance */
732 op->resist[resist_table[resist]] = val; 742 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 743 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 744 * based on how good a resistance we gave.
735 */ 745 */
736 break; 746 break;
737 } 747 }
738 case 20: 748 case 20:
739 if (op->type == AMULET) 749 if (op->type == AMULET)
740 { 750 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 751 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 752 op->value *= 11;
743 } 753 }
744 else 754 else
745 { 755 {
746 op->stats.hp = 1; /* regenerate hit points */ 756 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 757 op->value *= 4;
748 } 758 }
749 break; 759 break;
750 760
751 case 21: 761 case 21:
752 if (op->type == AMULET) 762 if (op->type == AMULET)
753 { 763 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 764 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 765 op->value *= 9;
756 } 766 }
757 else 767 else
758 { 768 {
759 op->stats.sp = 1; /* regenerate spell points */ 769 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 770 op->value *= 3;
761 } 771 }
762 break; 772 break;
763 773
764 case 22: 774 case 22:
765 op->stats.exp += bonus; /* Speed! */ 775 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 776 op->value = (op->value * 2) / 3;
767 break; 777 break;
768 } 778 }
769 if (bonus > 0) 779 if (bonus > 0)
770 op->value *= 2 * bonus; 780 op->value *= 2 * bonus;
771 else 781 else
772 op->value = -(op->value * 2 * bonus) / 3; 782 op->value = -(op->value * 2 * bonus) / 3;
783 793
784int 794int
785get_magic (int diff) 795get_magic (int diff)
786{ 796{
787 int i; 797 int i;
798
788 if (diff < 3) 799 if (diff < 3)
789 diff = 3; 800 diff = 3;
790 for (i = 0; i < 4; i++) 801 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 802 if (RANDOM () % diff)
792 return i; 803 return i;
799/* 810/*
800 * fix_generated_item(): This is called after an item is generated, in 811 * fix_generated_item(): This is called after an item is generated, in
801 * order to set it up right. This produced magical bonuses, puts spells 812 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 813 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 814 */
815
804/* 4/28/96 added creator object from which op may now inherit properties based on 816/* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type 817 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner 818 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 819 * way to do this? b.t. */
820
808/* 821/*
809 * ! (flags & GT_ENVIRONMENT): 822 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 823 * Automatically calls fix_flesh_item().
811 * 824 *
812 * flags: 825 * flags:
816 * a working object - don't change magic, value, etc, but set it material 829 * a working object - don't change magic, value, etc, but set it material
817 * type as appropriate, for objects that need spell objects, set those, etc 830 * type as appropriate, for objects that need spell objects, set those, etc
818 */ 831 */
819 832
820void 833void
821fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822{ 835{
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824 837
825 if (!creator || creator->type == op->type) 838 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 839 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 840
828 /* If we make an artifact, this information will be destroyed */ 841 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 842 save_item_power = op->item_power;
830 op->item_power = 0; 843 op->item_power = 0;
831 844
832 if (op->randomitems && op->type != SPELL) 845 if (op->randomitems && op->type != SPELL)
833 { 846 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 847 create_treasure (op->randomitems, op, flags, difficulty, 0);
835 if (!op->inv) 848 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837 850
838 /* So the treasure doesn't get created again */ 851 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 852 op->randomitems = NULL;
840 } 853 }
841 854
842 if (difficulty < 1) 855 if (difficulty < 1)
843 difficulty = 1; 856 difficulty = 1;
844 857
858 if (INVOKE_OBJECT (ADD_BONUS, op,
859 ARG_OBJECT (creator != op ? creator : 0),
860 ARG_INT (difficulty), ARG_INT (max_magic),
861 ARG_INT (flags)))
862 return;
863
845 if (!(flags & GT_MINIMAL)) 864 if (!(flags & GT_MINIMAL))
846 { 865 {
847 if (op->arch == crown_arch) 866 if (op->arch == crown_arch)
848 { 867 {
849 set_magic (difficulty, op, max_magic, flags); 868 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 869 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 870 generate_artifact (op, difficulty);
852 } 871 }
853 else 872 else
854 { 873 {
855 if (!op->magic && max_magic) 874 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 875 set_magic (difficulty, op, max_magic, flags);
857 876
858 num_enchantments = calc_item_power (op, 1); 877 num_enchantments = calc_item_power (op, 1);
859 878
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
861 * used for shop_floors or treasures */ 880 * used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 881 generate_artifact (op, difficulty);
863 } 882 }
864 883
865 /* Object was made an artifact. Calculate its item_power rating. 884 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 885 * the item_power in the object is what the artfiact adds.
867 */ 886 */
868 if (op->title) 887 if (op->title)
869 { 888 {
870 /* if save_item_power is set, then most likely we started with an 889 /* if save_item_power is set, then most likely we started with an
871 * artifact and have added new abilities to it - this is rare, but 890 * artifact and have added new abilities to it - this is rare, but
872 * but I have seen things like 'strange rings of fire'. So just figure 891 * but I have seen things like 'strange rings of fire'. So just figure
873 * out the power from the base power plus what this one adds. Note 892 * out the power from the base power plus what this one adds. Note
874 * that since item_power is not quite linear, this actually ends up 893 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 894 * being somewhat of a bonus
876 */ 895 */
877 if (save_item_power) 896 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 897 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 898 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 899 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 900 }
882 else if (save_item_power) 901 else if (save_item_power)
883 { 902 {
884 /* restore the item_power field to the object if we haven't changed it. 903 /* restore the item_power field to the object if we haven't changed it.
885 * we don't care about num_enchantments - that will basically just 904 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 905 * have calculated some value from the base attributes of the archetype.
887 */ 906 */
888 op->item_power = save_item_power; 907 op->item_power = save_item_power;
889 } 908 }
890 else 909 else
891 { 910 {
892 /* item_power was zero. This is suspicious, as it may be because it 911 /* item_power was zero. This is suspicious, as it may be because it
893 * was never previously calculated. Let's compute a value and see if 912 * was never previously calculated. Let's compute a value and see if
894 * it is non-zero. If it indeed is, then assign it as the new 913 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 914 * item_power value.
896 * - gros, 21th of July 2006. 915 * - gros, 21th of July 2006.
897 */ 916 */
898 op->item_power = calc_item_power (op, 0); 917 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 918 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 919 * again below */
901 } 920 }
902 } 921 }
903 922
904 /* materialtype modifications. Note we allow this on artifacts. */ 923 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 924 set_materialname (op, difficulty, NULL);
906 925
907 if (flags & GT_MINIMAL) 926 if (flags & GT_MINIMAL)
908 { 927 {
909 if (op->type == POTION) 928 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 929 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 930 if (op->stats.sp && !op->randomitems)
912 { 931 {
913 object *tmp; 932 object *tmp;
914 933
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 936 op->stats.sp = 0;
918 } 937 }
919 } 938 }
920 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 940 switch (op->type)
922 { 941 {
923 case WEAPON: 942 case WEAPON:
924 case ARMOUR: 943 case ARMOUR:
925 case SHIELD: 944 case SHIELD:
926 case HELMET: 945 case HELMET:
927 case CLOAK: 946 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
929 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
930 break; 949 break;
931 950
932 case BRACERS: 951 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
934 { 953 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3;
957 }
958 break;
959
960 case POTION:
961 {
962 int too_many_tries = 0, is_special = 0;
963
964 /* Handle healing and magic power potions */
965 if (op->stats.sp && !op->randomitems)
966 {
967 object *tmp;
968
969 tmp = get_archetype (spell_mapping[op->stats.sp]);
970 insert_ob_in_ob (tmp, op);
971 op->stats.sp = 0;
972 }
973
974 while (!(is_special = special_potion (op)) && !op->inv)
975 {
976 generate_artifact (op, difficulty);
977 if (too_many_tries++ > 10)
978 break;
979 }
980
981 /* don't want to change value for healing/magic power potions,
982 * since the value set on those is already correct.
983 */
984 if (op->inv && op->randomitems)
985 {
986 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
989 }
990 else
991 {
992 op->name = "potion";
993 op->name_pl = "potions";
994 }
995
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
997 SET_FLAG (op, FLAG_CURSED);
998 break;
999 }
1000
1001 case AMULET:
1002 if (op->arch == amulet_arch)
1003 op->value *= 5; /* Since it's not just decoration */
1004
1005 case RING:
1006 if (op->arch == NULL)
1007 {
1008 op->destroy ();
1009 op = 0;
1010 break;
1011 }
1012
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break;
1015
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1017 SET_FLAG (op, FLAG_CURSED);
1018
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED))
937 op->value *= 3;
938 }
939 break;
940 1020
941 case POTION:
942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp;
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0;
953 }
954
955 while (!(is_special = special_potion (op)) && !op->inv)
956 {
957 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10)
959 break;
960 }
961
962 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct.
964 */
965 if (op->inv && op->randomitems)
966 {
967 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value);
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
970 }
971 else
972 {
973 op->name = "potion";
974 op->name_pl = "potions";
975 }
976
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
978 SET_FLAG (op, FLAG_CURSED);
979 break;
980 }
981
982 case AMULET:
983 if (op->arch == amulet_arch)
984 op->value *= 5; /* Since it's not just decoration */
985
986 case RING:
987 if (op->arch == NULL)
988 {
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
996 break;
997
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
999 SET_FLAG (op, FLAG_CURSED);
1000
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 1021 if (op->type != RING) /* Amulets have only one ability */
1004 break; 1022 break;
1005 1023
1006 if (!(RANDOM () % 4)) 1024 if (!(RANDOM () % 4))
1007 { 1025 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 1027
1010 if (d > 0) 1028 if (d > 0)
1011 op->value *= 3; 1029 op->value *= 3;
1012 1030
1013 set_ring_bonus (op, d); 1031 set_ring_bonus (op, d);
1014 1032
1015 if (!(RANDOM () % 4)) 1033 if (!(RANDOM () % 4))
1016 { 1034 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 1036
1037 if (d > 0)
1038 op->value *= 5;
1039 set_ring_bonus (op, d);
1040 }
1041 }
1042
1024 if (GET_ANIM_ID (op)) 1043 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1026 1045
1027 break; 1046 break;
1028 1047
1029 case BOOK: 1048 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1049 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1050 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1051 * creator and/or map level we found it on.
1033 */ 1052 */
1034 if (!op->msg && RANDOM () % 10) 1053 if (!op->msg && RANDOM () % 10)
1035 { 1054 {
1036 /* set the book level properly */ 1055 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1057 {
1039 if (op->map && op->map->difficulty) 1058 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1041 else 1060 else
1042 op->level = RANDOM () % 20 + 1; 1061 op->level = RANDOM () % 20 + 1;
1043 } 1062 }
1044 else 1063 else
1045 op->level = RANDOM () % creator->level; 1064 op->level = RANDOM () % creator->level;
1046 1065
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1067 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */ 1069 /* creator related stuff */
1051 1070
1052 /* for library, chained books. Note that some monsters have no_pick 1071 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1072 * set - we don't want to set no pick in that case.
1054 */ 1073 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1074 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK); 1075 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1076 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1077 op->slaying = creator->slaying;
1059 1078
1060 /* add exp so reading it gives xp (once) */ 1079 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1080 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 } 1081 }
1063 break; 1082 break;
1064 1083
1065 case SPELLBOOK: 1084 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1085 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1086 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1087 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1088 op->stats.exp = op->value;
1070 break; 1089 break;
1071 1090
1072 case WAND: 1091 case WAND:
1073 /* nrof in the treasure list is number of charges, 1092 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1093 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1094 * and reset nrof.
1076 */ 1095 */
1077 op->stats.food = op->inv->nrof; 1096 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1097 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1098 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1099 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1100 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1101 * the spell, and value calculation is simpler.
1083 */ 1102 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1103 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 { 1104 {
1105 op->level = level_for_item (op, difficulty);
1106 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1107 }
1108 else
1109 {
1110 op->level = op->inv->level;
1111 op->value = op->value * op->inv->value;
1112 }
1113 break;
1114
1115 case ROD:
1086 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1117 /* Add 50 to both level an divisor to keep prices a little more
1118 * reasonable. Otherwise, a high level version of a low level
1119 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1120 * 10 time multiplier). This way, the value are a bit more reasonable.
1121 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1122 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 } 1123 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1124 if (op->stats.maxhp)
1090 { 1125 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1126 else
1092 op->value = op->value * op->inv->value; 1127 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1128
1129 op->stats.hp = op->stats.maxhp;
1130 break;
1131
1096 case ROD: 1132 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1133 op->level = level_for_item (op, difficulty);
1098 /* Add 50 to both level an divisor to keep prices a little more
1099 * reasonable. Otherwise, a high level version of a low level
1100 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1102 */
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1134 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp)
1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1107 else
1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1109 1135
1110 op->stats.hp = op->stats.maxhp;
1111 break;
1112
1113 case SCROLL:
1114 op->level = level_for_item (op, difficulty);
1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1116
1117 /* add exp so reading them properly gives xp */ 1136 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1137 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1138 op->nrof = op->inv->nrof;
1120 break; 1139 break;
1121 1140
1122 case RUNE: 1141 case RUNE:
1123 trap_adjust (op, difficulty); 1142 trap_adjust (op, difficulty);
1124 break; 1143 break;
1125 1144
1126 case TRAP: 1145 case TRAP:
1127 trap_adjust (op, difficulty); 1146 trap_adjust (op, difficulty);
1128 break; 1147 break;
1129 } /* switch type */ 1148 } /* switch type */
1130 1149
1131 if (flags & GT_STARTEQUIP) 1150 if (flags & GT_STARTEQUIP)
1132 { 1151 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1152 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1153 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1154 else if (op->type != MONEY)
1136 op->value = 0; 1155 op->value = 0;
1137 } 1156 }
1138 1157
1139 if (!(flags & GT_ENVIRONMENT)) 1158 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1159 fix_flesh_item (op, creator);
1141} 1160}
1153 */ 1172 */
1154 1173
1155static artifactlist * 1174static artifactlist *
1156get_empty_artifactlist (void) 1175get_empty_artifactlist (void)
1157{ 1176{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1178
1159 if (tl == NULL) 1179 if (al == NULL)
1160 fatal (OUT_OF_MEMORY); 1180 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL; 1181 al->next = NULL;
1162 tl->items = NULL; 1182 al->items = NULL;
1163 tl->total_chance = 0; 1183 al->total_chance = 0;
1164 return tl; 1184 return al;
1165} 1185}
1166 1186
1167/* 1187/*
1168 * Allocate and return the pointer to an empty artifact structure. 1188 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1189 */
1170 1190
1171static artifact * 1191static artifact *
1172get_empty_artifact (void) 1192get_empty_artifact (void)
1173{ 1193{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1194 artifact *a = (artifact *) malloc (sizeof (artifact));
1195
1175 if (t == NULL) 1196 if (a == NULL)
1176 fatal (OUT_OF_MEMORY); 1197 fatal (OUT_OF_MEMORY);
1177 t->item = NULL; 1198 a->item = NULL;
1178 t->next = NULL; 1199 a->next = NULL;
1179 t->chance = 0; 1200 a->chance = 0;
1180 t->difficulty = 0; 1201 a->difficulty = 0;
1181 t->allowed = NULL; 1202 a->allowed = NULL;
1182 return t; 1203 return a;
1183} 1204}
1184 1205
1185/* 1206/*
1186 * Searches the artifact lists and returns one that has the same type 1207 * Searches the artifact lists and returns one that has the same type
1187 * of objects on it. 1208 * of objects on it.
1212 fprintf (logfile, "\n"); 1233 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1234 for (al = first_artifactlist; al != NULL; al = al->next)
1214 { 1235 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1236 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1216 for (art = al->items; art != NULL; art = art->next) 1237 for (art = al->items; art != NULL; art = art->next)
1217 { 1238 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL) 1240 if (art->allowed != NULL)
1220 { 1241 {
1221 fprintf (logfile, "\tAllowed combinations:"); 1242 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next) 1243 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name); 1244 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n"); 1245 fprintf (logfile, "\n");
1225 } 1246 }
1226 } 1247 }
1227 } 1248 }
1228 fprintf (logfile, "\n"); 1249 fprintf (logfile, "\n");
1229} 1250}
1230 1251
1231/* 1252/*
1232 * For debugging purposes. Dumps all treasures recursively (see below). 1253 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */ 1254 */
1234void 1255void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1256dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1236{ 1257{
1237 treasurelist *tl; 1258 treasurelist *tl;
1238 int i; 1259 int i;
1239 1260
1240 if (depth > 100) 1261 if (depth > 100)
1241 return; 1262 return;
1242 while (t != NULL) 1263 while (t)
1243 { 1264 {
1244 if (t->name != NULL) 1265 if (t->name)
1245 { 1266 {
1246 for (i = 0; i < depth; i++) 1267 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " "); 1268 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name); 1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name); 1270 tl = find_treasurelist (t->name);
1271 if (tl)
1250 dump_monster_treasure_rec (name, tl->items, depth + 2); 1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 } 1276 }
1255 else 1277 else
1256 { 1278 {
1257 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH) 1281 if (t->item && t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else 1283 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name); 1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 } 1285 }
1286
1264 if (t->next_yes != NULL) 1287 if (t->next_yes)
1265 { 1288 {
1266 for (i = 0; i < depth; i++) 1289 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1290 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n"); 1291 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 } 1293 }
1294
1271 if (t->next_no != NULL) 1295 if (t->next_no)
1272 { 1296 {
1273 for (i = 0; i < depth; i++) 1297 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1298 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n"); 1299 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 } 1301 }
1302
1278 t = t->next; 1303 t = t->next;
1279 } 1304 }
1280} 1305}
1281 1306
1282/* 1307/*
1293 found = 0; 1318 found = 0;
1294 fprintf (logfile, "\n"); 1319 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next) 1320 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 { 1322 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL) 1324 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else 1326 else
1302 fprintf (logfile, "(nothing)\n"); 1327 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n"); 1328 fprintf (logfile, "\n");
1304 found++; 1329 found++;
1305 } 1330 }
1306 if (found == 0) 1331 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name); 1332 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1333}
1309 1334
1316{ 1341{
1317 static int has_been_inited = 0; 1342 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319 artifact *art = NULL; 1344 artifact *art = NULL;
1320 linked_char *tmp; 1345 linked_char *tmp;
1321 int value, comp; 1346 int value;
1322 artifactlist *al; 1347 artifactlist *al;
1323 1348
1324 if (has_been_inited) 1349 if (has_been_inited)
1325 return; 1350 return;
1326 else 1351 else
1333 return; 1358 return;
1334 1359
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1360 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1336 { 1361 {
1337 if (*buf == '#') 1362 if (*buf == '#')
1338 continue; 1363 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL) 1364 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0'; 1365 *cp = '\0';
1341 cp = buf; 1366 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */ 1367 while (*cp == ' ') /* Skip blanks */
1343 cp++; 1368 cp++;
1344 if (*cp == '\0') 1369 if (*cp == '\0')
1345 continue; 1370 continue;
1346 1371
1347 if (!strncmp (cp, "Allowed", 7)) 1372 if (!strncmp (cp, "Allowed", 7))
1348 { 1373 {
1349 if (art == NULL) 1374 if (art == NULL)
1350 { 1375 {
1351 art = get_empty_artifact (); 1376 art = get_empty_artifact ();
1352 nrofartifacts++; 1377 nrofartifacts++;
1353 } 1378 }
1354 cp = strchr (cp, ' ') + 1; 1379 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all")) 1380 if (!strcmp (cp, "all"))
1356 continue; 1381 continue;
1357 1382
1358 do 1383 do
1359 { 1384 {
1360 nrofallowedstr++; 1385 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL) 1386 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0'; 1387 *(next++) = '\0';
1363 tmp = new linked_char; 1388 tmp = new linked_char;
1389
1364 tmp->name = cp; 1390 tmp->name = cp;
1365 tmp->next = art->allowed; 1391 tmp->next = art->allowed;
1366 art->allowed = tmp; 1392 art->allowed = tmp;
1367 } 1393 }
1368 while ((cp = next) != NULL); 1394 while ((cp = next) != NULL);
1369 } 1395 }
1370 else if (sscanf (cp, "chance %d", &value)) 1396 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value; 1397 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value)) 1398 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value; 1399 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6)) 1400 else if (!strncmp (cp, "Object", 6))
1375 { 1401 {
1376 art->item = (object *) calloc (1, sizeof (object)); 1402 art->item = object::create ();
1377 reset_object (art->item); 1403
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0)) 1404 if (!load_object (thawer, art->item, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1380 art->item->name = strchr (cp, ' ') + 1; 1407 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type); 1408 al = find_artifactlist (art->item->type);
1382 if (al == NULL) 1409 if (al == NULL)
1383 { 1410 {
1384 al = get_empty_artifactlist (); 1411 al = get_empty_artifactlist ();
1385 al->type = art->item->type; 1412 al->type = art->item->type;
1386 al->next = first_artifactlist; 1413 al->next = first_artifactlist;
1387 first_artifactlist = al; 1414 first_artifactlist = al;
1388 } 1415 }
1389 art->next = al->items; 1416 art->next = al->items;
1390 al->items = art; 1417 al->items = art;
1391 art = NULL; 1418 art = NULL;
1392 } 1419 }
1393 else 1420 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 } 1422 }
1396 1423
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1424 for (al = first_artifactlist; al != NULL; al = al->next)
1398 { 1425 {
1399 for (art = al->items; art != NULL; art = art->next) 1426 for (art = al->items; art != NULL; art = art->next)
1400 { 1427 {
1401 if (!art->chance) 1428 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1430 else
1404 al->total_chance += art->chance; 1431 al->total_chance += art->chance;
1405 } 1432 }
1406#if 0 1433#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1434 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1435#endif
1409 } 1436 }
1410 1437
1416 * Used in artifact generation. The bonuses of the first object 1443 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1444 * is modified by the bonuses of the second object.
1418 */ 1445 */
1419 1446
1420void 1447void
1421add_abilities (object * op, object * change) 1448add_abilities (object *op, object *change)
1422{ 1449{
1423 int i, j, tmp; 1450 int i, tmp;
1424 1451
1425 if (change->face != blank_face) 1452 if (change->face != blank_face)
1426 { 1453 {
1427#ifdef TREASURE_VERBOSE 1454#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1455 LOG (llevDebug, "FACE: %d\n", change->face->number);
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1494 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1495 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1496 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1497 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1498 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1499 op->speed = 0.0;
1473 update_ob_speed (op); 1500
1501 op->set_speed (op->speed);
1474 } 1502 }
1475 1503
1476 if (change->nrof) 1504 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1505 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1478 1506
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1507 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1508 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1509 op->stats.ac += change->stats.ac;
1482 1510
1483 if (change->other_arch) 1511 if (change->other_arch)
1484 { 1512 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1513 /* Basically, for horns & potions, the other_arch field is the spell
1486 * to cast. So convert that to into a spell and put it into 1514 * to cast. So convert that to into a spell and put it into
1487 * this object. 1515 * this object.
1488 */ 1516 */
1489 if (op->type == HORN || op->type == POTION) 1517 if (op->type == HORN || op->type == POTION)
1490 { 1518 {
1491 object *tmp_obj; 1519 object *tmp_obj;
1520
1492 /* Remove any spells this object currently has in it */ 1521 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1522 while (op->inv)
1494 { 1523 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1524
1500 tmp_obj = arch_to_object (change->other_arch); 1525 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1526 insert_ob_in_ob (tmp_obj, op);
1502 } 1527 }
1503 /* No harm setting this for potions/horns */ 1528 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1529 op->other_arch = change->other_arch;
1505 } 1530 }
1506 1531
1507 if (change->stats.hp < 0) 1532 if (change->stats.hp < 0)
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1565 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541 1566
1542 op->item_power = change->item_power; 1567 op->item_power = change->item_power;
1543 1568
1544 for (i = 0; i < NROFATTACKS; i++) 1569 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1570 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1571 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1572
1552 if (change->stats.dam) 1573 if (change->stats.dam)
1553 { 1574 {
1554 if (change->stats.dam < 0) 1575 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1576 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1577 else if (op->stats.dam)
1557 { 1578 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1579 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam) 1580 if (tmp == op->stats.dam)
1560 { 1581 {
1561 if (change->stats.dam < 10) 1582 if (change->stats.dam < 10)
1562 op->stats.dam--; 1583 op->stats.dam--;
1584 else
1585 op->stats.dam++;
1586 }
1563 else 1587 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1588 op->stats.dam = tmp;
1568 } 1589 }
1569 } 1590 }
1570 1591
1571 if (change->weight) 1592 if (change->weight)
1572 { 1593 {
1573 if (change->weight < 0) 1594 if (change->weight < 0)
1574 op->weight = (-change->weight); 1595 op->weight = (-change->weight);
1575 else 1596 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1597 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1598 }
1578 1599
1579 if (change->last_sp) 1600 if (change->last_sp)
1580 { 1601 {
1581 if (change->last_sp < 0) 1602 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1603 op->last_sp = (-change->last_sp);
1583 else 1604 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1605 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 } 1606 }
1586 1607
1587 if (change->gen_sp_armour) 1608 if (change->gen_sp_armour)
1588 { 1609 {
1589 if (change->gen_sp_armour < 0) 1610 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1611 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1612 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 } 1614 }
1594 1615
1595 op->value *= change->value; 1616 op->value *= change->value;
1596 1617
1597 if (change->material) 1618 if (change->material)
1609 if (change->msg) 1630 if (change->msg)
1610 op->msg = change->msg; 1631 op->msg = change->msg;
1611} 1632}
1612 1633
1613static int 1634static int
1614legal_artifact_combination (object * op, artifact * art) 1635legal_artifact_combination (object *op, artifact * art)
1615{ 1636{
1616 int neg, success = 0; 1637 int neg, success = 0;
1617 linked_char *tmp; 1638 linked_char *tmp;
1618 const char *name; 1639 const char *name;
1619 1640
1620 if (art->allowed == (linked_char *) NULL) 1641 if (art->allowed == (linked_char *) NULL)
1621 return 1; /* Ie, "all" */ 1642 return 1; /* Ie, "all" */
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1643 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1644 {
1624#ifdef TREASURE_VERBOSE 1645#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1646 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1626#endif 1647#endif
1627 if (*tmp->name == '!') 1648 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1649 name = tmp->name + 1, neg = 1;
1629 else 1650 else
1630 name = tmp->name, neg = 0; 1651 name = tmp->name, neg = 0;
1631 1652
1632 /* If we match name, then return the opposite of 'neg' */ 1653 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1654 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1634 return !neg; 1655 return !neg;
1635 1656
1636 /* Set success as true, since if the match was an inverse, it means 1657 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1658 * everything is allowed except what we match
1638 */ 1659 */
1639 else if (neg) 1660 else if (neg)
1640 success = 1; 1661 success = 1;
1641 } 1662 }
1642 return success; 1663 return success;
1643} 1664}
1644 1665
1645/* 1666/*
1646 * Fixes the given object, giving it the abilities and titles 1667 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1668 * it should have due to the second artifact-template.
1648 */ 1669 */
1649 1670
1650void 1671void
1651give_artifact_abilities (object * op, object * artifct) 1672give_artifact_abilities (object *op, object *artifct)
1652{ 1673{
1653 char new_name[MAX_BUF]; 1674 char new_name[MAX_BUF];
1654 1675
1655 sprintf (new_name, "of %s", &artifct->name); 1676 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1677 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1678 add_abilities (op, artifct); /* Give out the bonuses */
1658 1679
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1680#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1681 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1682 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1683
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1684 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1685 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1686 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1687 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1688 }
1678 1700
1679/* Give 1 re-roll attempt per artifact */ 1701/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1702#define ARTIFACT_TRIES 2
1681 1703
1682void 1704void
1683generate_artifact (object * op, int difficulty) 1705generate_artifact (object *op, int difficulty)
1684{ 1706{
1685 artifactlist *al; 1707 artifactlist *al;
1686 artifact *art; 1708 artifact *art;
1687 int i; 1709 int i;
1688 1710
1689 al = find_artifactlist (op->type); 1711 al = find_artifactlist (op->type);
1690 1712
1691 if (al == NULL) 1713 if (al == NULL)
1692 { 1714 {
1693#if 0 /* This is too verbose, usually */ 1715#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1716 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1717#endif
1696 return; 1718 return;
1697 } 1719 }
1698 1720
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1721 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1722 {
1701 int roll = RANDOM () % al->total_chance; 1723 int roll = RANDOM () % al->total_chance;
1702 1724
1703 for (art = al->items; art != NULL; art = art->next) 1725 for (art = al->items; art != NULL; art = art->next)
1704 { 1726 {
1705 roll -= art->chance; 1727 roll -= art->chance;
1706 if (roll < 0) 1728 if (roll < 0)
1707 break; 1729 break;
1708 } 1730 }
1709 1731
1710 if (art == NULL || roll >= 0) 1732 if (art == NULL || roll >= 0)
1711 { 1733 {
1712#if 1 1734#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1735 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1736#endif
1715 return; 1737 return;
1716 } 1738 }
1717 if (!strcmp (art->item->name, "NONE")) 1739 if (!strcmp (art->item->name, "NONE"))
1718 return; 1740 return;
1719 if (FABS (op->magic) < art->item->magic) 1741 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1742 continue; /* Not magic enough to be this item */
1721 1743
1722 /* Map difficulty not high enough */ 1744 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1745 if (difficulty < art->difficulty)
1724 continue; 1746 continue;
1725 1747
1726 if (!legal_artifact_combination (op, art)) 1748 if (!legal_artifact_combination (op, art))
1727 { 1749 {
1728#ifdef TREASURE_VERBOSE 1750#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1730#endif 1752#endif
1731 continue; 1753 continue;
1732 } 1754 }
1733 give_artifact_abilities (op, art->item); 1755 give_artifact_abilities (op, art->item);
1734 return; 1756 return;
1735 } 1757 }
1736} 1758}
1737 1759
1739 * FOOD, except they inherit properties (name, food value, etc). 1761 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1762 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1763 */
1742 1764
1743void 1765void
1744fix_flesh_item (object * item, object * donor) 1766fix_flesh_item (object *item, object *donor)
1745{ 1767{
1746 char tmpbuf[MAX_BUF]; 1768 char tmpbuf[MAX_BUF];
1747 int i; 1769 int i;
1748 1770
1749 if (item->type == FLESH && donor) 1771 if (item->type == FLESH && donor)
1750 { 1772 {
1751 /* change the name */ 1773 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1774 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1775 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1776 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1777 item->name_pl = tmpbuf;
1754 1778
1755 /* weight is FLESH weight/100 * donor */ 1779 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1780 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1781 item->weight = 1;
1758 1782
1759 /* value is multiplied by level of donor */ 1783 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1784 item->value *= isqrt (donor->level * 2);
1761 1785
1762 /* food value */ 1786 /* food value */
1764 1788
1765 /* flesh items inherit some abilities of donor, but not 1789 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1790 * full effect.
1767 */ 1791 */
1768 for (i = 0; i < NROFATTACKS; i++) 1792 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1793 item->resist[i] = donor->resist[i] / 2;
1770 1794
1771 /* item inherits donor's level (important for quezals) */ 1795 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1796 item->level = donor->level;
1773 1797
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1798 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1799 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1800 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1801 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1802 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1803 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1804 }
1781} 1805}
1782 1806
1783/* special_potion() - so that old potion code is still done right. */ 1807/* special_potion() - so that old potion code is still done right. */
1784 1808
1785int 1809int
1786special_potion (object * op) 1810special_potion (object *op)
1787{ 1811{
1788
1789 int i;
1790
1791 if (op->attacktype) 1812 if (op->attacktype)
1792 return 1; 1813 return 1;
1793 1814
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1795 return 1; 1816 return 1;
1796 1817
1797 for (i = 0; i < NROFATTACKS; i++) 1818 for (int i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i]) 1819 if (op->resist[i])
1799 return 1; 1820 return 1;
1800 1821
1801 return 0; 1822 return 0;
1802} 1823}
1803 1824
1804void 1825void
1805free_treasurestruct (treasure * t) 1826free_treasurestruct (treasure *t)
1806{ 1827{
1807 if (t->next) 1828 if (t->next)
1808 free_treasurestruct (t->next); 1829 free_treasurestruct (t->next);
1809 if (t->next_yes) 1830 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1831 free_treasurestruct (t->next_yes);
1813 1834
1814 delete t; 1835 delete t;
1815} 1836}
1816 1837
1817void 1838void
1818free_charlinks (linked_char * lc) 1839free_charlinks (linked_char *lc)
1819{ 1840{
1820 if (lc->next) 1841 if (lc->next)
1821 free_charlinks (lc->next); 1842 free_charlinks (lc->next);
1822 1843
1823 delete lc; 1844 delete lc;
1824} 1845}
1825 1846
1826void 1847void
1827free_artifact (artifact * at) 1848free_artifact (artifact * at)
1828{ 1849{
1829
1830 if (at->next) 1850 if (at->next)
1831 free_artifact (at->next); 1851 free_artifact (at->next);
1852
1832 if (at->allowed) 1853 if (at->allowed)
1833 free_charlinks (at->allowed); 1854 free_charlinks (at->allowed);
1834 1855
1835 delete at->item; 1856 at->item->destroy (1);
1836 1857
1837 delete at; 1858 delete at;
1838} 1859}
1839 1860
1840void 1861void
1841free_artifactlist (artifactlist * al) 1862free_artifactlist (artifactlist * al)
1842{ 1863{
1843 artifactlist *nextal; 1864 artifactlist *nextal;
1865
1844 for (al = first_artifactlist; al != NULL; al = nextal) 1866 for (al = first_artifactlist; al; al = nextal)
1845 { 1867 {
1846 nextal = al->next; 1868 nextal = al->next;
1869
1847 if (al->items) 1870 if (al->items)
1848 {
1849 free_artifact (al->items); 1871 free_artifact (al->items);
1850 } 1872
1851 free (al); 1873 free (al);
1852 } 1874 }
1853} 1875}
1854 1876
1855void 1877void
1860 1882
1861 for (tl = first_treasurelist; tl != NULL; tl = next) 1883 for (tl = first_treasurelist; tl != NULL; tl = next)
1862 { 1884 {
1863 next = tl->next; 1885 next = tl->next;
1864 if (tl->items) 1886 if (tl->items)
1865 free_treasurestruct (tl->items); 1887 free_treasurestruct (tl->items);
1866 delete tl; 1888 delete tl;
1867 } 1889 }
1868 free_artifactlist (first_artifactlist); 1890 free_artifactlist (first_artifactlist);
1869} 1891}

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