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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.36 by root, Wed Feb 7 02:04:46 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.7 2006/09/03 00:18:40 root Exp $";
5 */
6
7/*
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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
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.
33 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
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 || (rndm (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 = rndm (t->nrof) + 1;
354
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 356 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
364 } 358 }
365 } 359 }
360
366 if (t->next_yes != NULL) 361 if (t->next_yes != NULL)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 362 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 363 }
369 else if (t->next_no != NULL) 364 else if (t->next_no != NULL)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 365 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366
371 if (t->next != NULL) 367 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 369}
374 370
375void 371void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 373{
378 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
379 treasure *t; 375 treasure *t;
380 376
381 if (tries++ > 100) 377 if (tries++ > 100)
382 { 378 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 380 return;
385 } 381 }
382
386 for (t = tl->items; t != NULL; t = t->next) 383 for (t = tl->items; t != NULL; t = t->next)
387 { 384 {
388 value -= t->chance; 385 value -= t->chance;
386
389 if (value < 0) 387 if (value < 0)
390 break; 388 break;
391 } 389 }
392 390
393 if (!t || value >= 0) 391 if (!t || value >= 0)
394 { 392 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
396 abort (); 394 abort ();
397 return; 395 return;
398 } 396 }
397
399 if (t->name) 398 if (t->name)
400 { 399 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 400 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 401 {
402 treasurelist *tl = find_treasurelist (t->name);
403 if (tl)
404 create_treasure (tl, op, flag, difficulty, tries);
405 }
405 else if (t->nrof) 406 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 407 create_one_treasure (tl, op, flag, difficulty, tries);
408
407 return; 409 return;
408 } 410 }
411
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 413 {
411 object *tmp = arch_to_object (t->item); 414 object *tmp = arch_to_object (t->item);
415
412 if (!tmp) 416 if (!tmp)
413 return; 417 return;
418
414 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
421
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 423 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
419 } 425 }
420} 426}
425 * list transitions, or so that excessively good treasure will not be 431 * 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 432 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 433 * to do that.
428 */ 434 */
429void 435void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 437{
432 438
433 if (tries++ > 100) 439 if (tries++ > 100)
434 { 440 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 441 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 442 return;
437 } 443 }
438 if (t->total_chance) 444 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 446 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 448}
443 449
444/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
445 * it instead takes a treasurelist. It is really just a wrapper around 451 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
448 */ 454 */
449object * 455object *
450generate_treasure (treasurelist * t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
451{ 457{
458 difficulty = clamp (difficulty, 1, settings.max_level);
459
452 object *ob = get_object (), *tmp; 460 object *ob = object::create (), *tmp;
453 461
454 create_treasure (t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
455 463
456 /* Don't want to free the object we are about to return */ 464 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 465 tmp = ob->inv;
458 if (tmp != NULL) 466 if (tmp != NULL)
459 remove_ob (tmp); 467 tmp->remove ();
468
460 if (ob->inv) 469 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 470 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 471
464 free_object (ob); 472 ob->destroy ();
465 return tmp; 473 return tmp;
466} 474}
467 475
468/* 476/*
469 * This is a new way of calculating the chance for an item to have 477 * 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 479 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 480 * magical bonus "wanted".
473 */ 481 */
474 482
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 483static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484
476/*chance of magic difficulty*/ 485/*chance of magic difficulty*/
486
477/* +0 +1 +2 +3 +4 */ 487/* +0 +1 +2 +3 +4 */
478 {95, 2, 2, 1, 0}, /*1 */ 488 {95, 2, 2, 1, 0}, /*1 */
479 {92, 5, 2, 1, 0}, /*2 */ 489 {92, 5, 2, 1, 0}, /*2 */
480 {85, 10, 4, 1, 0}, /*3 */ 490 {85, 10, 4, 1, 0}, /*3 */
481 {80, 14, 4, 2, 0}, /*4 */ 491 {80, 14, 4, 2, 0}, /*4 */
482 {75, 17, 5, 2, 1}, /*5 */ 492 {75, 17, 5, 2, 1}, /*5 */
483 {70, 18, 8, 3, 1}, /*6 */ 493 {70, 18, 8, 3, 1}, /*6 */
484 {65, 21, 10, 3, 1}, /*7 */ 494 {65, 21, 10, 3, 1}, /*7 */
485 {60, 22, 12, 4, 2}, /*8 */ 495 {60, 22, 12, 4, 2}, /*8 */
486 {55, 25, 14, 4, 2}, /*9 */ 496 {55, 25, 14, 4, 2}, /*9 */
487 {50, 27, 16, 5, 2}, /*10 */ 497 {50, 27, 16, 5, 2}, /*10 */
488 {45, 28, 18, 6, 3}, /*11 */ 498 {45, 28, 18, 6, 3}, /*11 */
489 {42, 28, 20, 7, 3}, /*12 */ 499 {42, 28, 20, 7, 3}, /*12 */
490 {40, 27, 21, 8, 4}, /*13 */ 500 {40, 27, 21, 8, 4}, /*13 */
491 {38, 25, 22, 10, 5}, /*14 */ 501 {38, 25, 22, 10, 5}, /*14 */
492 {36, 23, 23, 12, 6}, /*15 */ 502 {36, 23, 23, 12, 6}, /*15 */
493 {33, 21, 24, 14, 8}, /*16 */ 503 {33, 21, 24, 14, 8}, /*16 */
494 {31, 19, 25, 16, 9}, /*17 */ 504 {31, 19, 25, 16, 9}, /*17 */
495 {27, 15, 30, 18, 10}, /*18 */ 505 {27, 15, 30, 18, 10}, /*18 */
496 {20, 12, 30, 25, 13}, /*19 */ 506 {20, 12, 30, 25, 13}, /*19 */
497 {15, 10, 28, 30, 17}, /*20 */ 507 {15, 10, 28, 30, 17}, /*20 */
498 {13, 9, 27, 28, 23}, /*21 */ 508 {13, 9, 27, 28, 23}, /*21 */
499 {10, 8, 25, 28, 29}, /*22 */ 509 {10, 8, 25, 28, 29}, /*22 */
500 {8, 7, 23, 26, 36}, /*23 */ 510 {8, 7, 23, 26, 36}, /*23 */
501 {6, 6, 20, 22, 46}, /*24 */ 511 {6, 6, 20, 22, 46}, /*24 */
502 {4, 5, 17, 18, 56}, /*25 */ 512 {4, 5, 17, 18, 56}, /*25 */
503 {2, 4, 12, 14, 68}, /*26 */ 513 {2, 4, 12, 14, 68}, /*26 */
504 {0, 3, 7, 10, 80}, /*27 */ 514 {0, 3, 7, 10, 80}, /*27 */
505 {0, 0, 3, 7, 90}, /*28 */ 515 {0, 0, 3, 7, 90}, /*28 */
506 {0, 0, 0, 3, 97}, /*29 */ 516 {0, 0, 0, 3, 97}, /*29 */
507 {0, 0, 0, 0, 100}, /*30 */ 517 {0, 0, 0, 0, 100}, /*30 */
508 {0, 0, 0, 0, 100}, /*31 */ 518 {0, 0, 0, 0, 100}, /*31 */
509}; 519};
510 520
511 521
512/* calculate the appropriate level for wands staves and scrolls. 522/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 523 * This code presumes that op has had its spell object created (in op->inv)
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 525 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 526 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 527 */
518 528
519int 529int
520level_for_item (const object * op, int difficulty) 530level_for_item (const object *op, int difficulty)
521{ 531{
522 int mult = 0, olevel = 0; 532 int olevel = 0;
523 533
524 if (!op->inv) 534 if (!op->inv)
525 { 535 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 536 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 537 return 0;
561 scaled_diff = 0; 571 scaled_diff = 0;
562 572
563 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
564 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
565 575
566 percent = RANDOM () % 100; 576 percent = rndm (100);
567 577
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 579 {
570 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
571 581
572 if (percent < 0) 582 if (percent < 0)
573 break; 583 break;
574 } 584 }
575 585
576 if (magic == (MAXMAGIC + 1)) 586 if (magic == (MAXMAGIC + 1))
577 { 587 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
579 magic = 0; 589 magic = 0;
580 } 590 }
581 591
582 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
583 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 593 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
584 594
585 return magic; 595 return magic;
586} 596}
587 597
591 * This function doesn't work properly, should add use of archetypes 601 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 602 * to make it truly absolute.
593 */ 603 */
594 604
595void 605void
596set_abs_magic (object * op, int magic) 606set_abs_magic (object *op, int magic)
597{ 607{
598 if (!magic) 608 if (!magic)
599 return; 609 return;
600 610
601 op->magic = magic; 611 op->magic = magic;
602 if (op->arch) 612 if (op->arch)
603 { 613 {
604 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
606 616
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
608 magic = (-magic); 618 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610 } 620 }
611 else 621 else
612 { 622 {
613 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 626 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 628 }
619} 629}
620 630
621/* 631/*
622 * Sets a random magical bonus in the given object based upon 632 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 633 * the given difficulty, and the given max possible bonus.
624 */ 634 */
625 635
626static void 636static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 637set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 638{
629 int i; 639 int i;
640
630 i = magic_from_difficulty (difficulty); 641 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 642 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 643 i = -i;
633 if (i > max_magic) 644 if (i > max_magic)
634 i = max_magic; 645 i = max_magic;
645 * other bonuses previously rolled and ones the item might natively have. 656 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 657 * 2) Add code to deal with new PR method.
647 */ 658 */
648 659
649void 660void
650set_ring_bonus (object * op, int bonus) 661set_ring_bonus (object *op, int bonus)
651{ 662{
652 663
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
654 665
655 if (op->type == AMULET) 666 if (op->type == AMULET)
656 { 667 {
657 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
658 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
659 else 670 else
660 { 671 {
661 if (RANDOM () & 2) 672 if (rndm (2))
662 r = 10; 673 r = 10;
663 else 674 else
664 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
665 } 676 }
666 } 677 }
667 678
668 switch (r) 679 switch (r)
669 { 680 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 681 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 682 * bonuses and penalties will stack and add to existing values.
672 * of the item. 683 * of the item.
673 */ 684 */
674 case 0: 685 case 0:
675 case 1: 686 case 1:
676 case 2: 687 case 2:
677 case 3: 688 case 3:
678 case 4: 689 case 4:
679 case 5: 690 case 5:
680 case 6: 691 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
682 break; 693 break;
683 694
684 case 7: 695 case 7:
685 op->stats.dam += bonus; 696 op->stats.dam += bonus;
686 break; 697 break;
687 698
688 case 8: 699 case 8:
689 op->stats.wc += bonus; 700 op->stats.wc += bonus;
690 break; 701 break;
691 702
692 case 9: 703 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 704 op->stats.food += bonus; /* hunger/sustenance */
694 break; 705 break;
695 706
696 case 10: 707 case 10:
697 op->stats.ac += bonus; 708 op->stats.ac += bonus;
698 break; 709 break;
699 710
700 /* Item that gives protections/vulnerabilities */ 711 /* Item that gives protections/vulnerabilities */
701 case 11: 712 case 11:
702 case 12: 713 case 12:
703 case 13: 714 case 13:
704 case 14: 715 case 14:
705 case 15: 716 case 15:
706 case 16: 717 case 16:
707 case 17: 718 case 17:
708 case 18: 719 case 18:
709 case 19: 720 case 19:
710 { 721 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
712 723
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
715 726
716 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
719 * even values. 730 * even values.
720 */ 731 */
721 if (bonus < 0) 732 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
723 if (val > 35) 734 if (val > 35)
724 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
725 b = 0; 736 b = 0;
737
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 739 resist = rndm (num_resist_table);
728 resist = RANDOM () % num_resist_table; 740
729 } 741 if (b == 4)
730 if (b == 4)
731 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
732 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
735 */ 747 */
736 break; 748 break;
737 } 749 }
738 case 20: 750 case 20:
739 if (op->type == AMULET) 751 if (op->type == AMULET)
740 { 752 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 753 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 754 op->value *= 11;
743 } 755 }
744 else 756 else
745 { 757 {
746 op->stats.hp = 1; /* regenerate hit points */ 758 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 759 op->value *= 4;
748 } 760 }
749 break; 761 break;
750 762
751 case 21: 763 case 21:
752 if (op->type == AMULET) 764 if (op->type == AMULET)
753 { 765 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 766 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 767 op->value *= 9;
756 } 768 }
757 else 769 else
758 { 770 {
759 op->stats.sp = 1; /* regenerate spell points */ 771 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 772 op->value *= 3;
761 } 773 }
762 break; 774 break;
763 775
764 case 22: 776 case 22:
765 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
767 break; 779 break;
768 } 780 }
781
769 if (bonus > 0) 782 if (bonus > 0)
770 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
771 else 784 else
772 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
773} 786}
778 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
779 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
780 * rings and amulets. 793 * rings and amulets.
781 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
782 */ 795 */
783
784int 796int
785get_magic (int diff) 797get_magic (int diff)
786{ 798{
787 int i; 799 int i;
800
788 if (diff < 3) 801 if (diff < 3)
789 diff = 3; 802 diff = 3;
803
790 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 805 if (rndm (diff))
792 return i; 806 return i;
807
793 return 4; 808 return 4;
794} 809}
795 810
796#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
797#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
798 813
799/* 814/*
800 * fix_generated_item(): This is called after an item is generated, in 815 * 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 816 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 818 */
819
804/* 4/28/96 added creator object from which op may now inherit properties based on 820/* 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 821 * 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 822 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 823 * way to do this? b.t. */
824
808/* 825/*
809 * ! (flags & GT_ENVIRONMENT): 826 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 827 * Automatically calls fix_flesh_item().
811 * 828 *
812 * flags: 829 * flags:
816 * a working object - don't change magic, value, etc, but set it material 833 * 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 834 * type as appropriate, for objects that need spell objects, set those, etc
818 */ 835 */
819 836
820void 837void
821fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 838fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822{ 839{
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 840 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824 841
825 if (!creator || creator->type == op->type) 842 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 843 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 844
828 /* If we make an artifact, this information will be destroyed */ 845 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 846 save_item_power = op->item_power;
830 op->item_power = 0; 847 op->item_power = 0;
831 848
832 if (op->randomitems && op->type != SPELL) 849 if (op->randomitems && op->type != SPELL)
833 { 850 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 851 create_treasure (op->randomitems, op, flags, difficulty, 0);
835 if (!op->inv) 852 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 853 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837 854
838 /* So the treasure doesn't get created again */ 855 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 856 op->randomitems = NULL;
840 } 857 }
841 858
842 if (difficulty < 1) 859 if (difficulty < 1)
843 difficulty = 1; 860 difficulty = 1;
844 861
862 if (INVOKE_OBJECT (ADD_BONUS, op,
863 ARG_OBJECT (creator != op ? creator : 0),
864 ARG_INT (difficulty), ARG_INT (max_magic),
865 ARG_INT (flags)))
866 return;
867
845 if (!(flags & GT_MINIMAL)) 868 if (!(flags & GT_MINIMAL))
846 { 869 {
847 if (op->arch == crown_arch) 870 if (op->arch == crown_arch)
848 { 871 {
849 set_magic (difficulty, op, max_magic, flags); 872 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 873 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 874 generate_artifact (op, difficulty);
852 } 875 }
853 else 876 else
854 { 877 {
855 if (!op->magic && max_magic) 878 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 879 set_magic (difficulty, op, max_magic, flags);
857 880
858 num_enchantments = calc_item_power (op, 1); 881 num_enchantments = calc_item_power (op, 1);
859 882
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 883 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
861 * used for shop_floors or treasures */ 884 || op->type == HORN
885 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
886 * used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 887 generate_artifact (op, difficulty);
863 } 888 }
864 889
865 /* Object was made an artifact. Calculate its item_power rating. 890 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 891 * the item_power in the object is what the artfiact adds.
867 */ 892 */
868 if (op->title) 893 if (op->title)
869 { 894 {
870 /* if save_item_power is set, then most likely we started with an 895 /* 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 896 * 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 897 * 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 898 * 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 899 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 900 * being somewhat of a bonus
876 */ 901 */
877 if (save_item_power) 902 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 903 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 904 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 905 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 906 }
882 else if (save_item_power) 907 else if (save_item_power)
883 { 908 {
884 /* restore the item_power field to the object if we haven't changed it. 909 /* 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 910 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 911 * have calculated some value from the base attributes of the archetype.
887 */ 912 */
888 op->item_power = save_item_power; 913 op->item_power = save_item_power;
889 } 914 }
890 else 915 else
891 { 916 {
892 /* item_power was zero. This is suspicious, as it may be because it 917 /* 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 918 * 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 919 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 920 * item_power value.
896 * - gros, 21th of July 2006. 921 * - gros, 21th of July 2006.
897 */ 922 */
898 op->item_power = calc_item_power (op, 0); 923 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 924 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 925 * again below */
901 } 926 }
902 } 927 }
903 928
904 /* materialtype modifications. Note we allow this on artifacts. */ 929 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 930 set_materialname (op, difficulty, NULL);
906 931
907 if (flags & GT_MINIMAL) 932 if (flags & GT_MINIMAL)
908 { 933 {
909 if (op->type == POTION) 934 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 935 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 936 if (op->stats.sp && !op->randomitems)
912 { 937 {
913 object *tmp; 938 object *tmp;
914 939
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 940 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 941 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 942 op->stats.sp = 0;
918 } 943 }
919 } 944 }
920 else if (!op->title) /* Only modify object if not special */ 945 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 946 switch (op->type)
922 { 947 {
923 case WEAPON: 948 case WEAPON:
924 case ARMOUR: 949 case ARMOUR:
925 case SHIELD: 950 case SHIELD:
926 case HELMET: 951 case HELMET:
927 case CLOAK: 952 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 953 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 954 set_ring_bonus (op, -DICE2);
930 break; 955 break;
931 956
932 case BRACERS: 957 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 958 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
934 { 959 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED))
962 op->value *= 3;
963 }
964 break;
965
966 case POTION:
967 {
968 int too_many_tries = 0, is_special = 0;
969
970 /* Handle healing and magic power potions */
971 if (op->stats.sp && !op->randomitems)
972 {
973 object *tmp;
974
975 tmp = get_archetype (spell_mapping[op->stats.sp]);
976 insert_ob_in_ob (tmp, op);
977 op->stats.sp = 0;
978 }
979
980 while (!(is_special = special_potion (op)) && !op->inv)
981 {
982 generate_artifact (op, difficulty);
983 if (too_many_tries++ > 10)
984 break;
985 }
986
987 /* don't want to change value for healing/magic power potions,
988 * since the value set on those is already correct.
989 */
990 if (op->inv && op->randomitems)
991 {
992 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value);
994 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
995 }
996 else
997 {
998 op->name = "potion";
999 op->name_pl = "potions";
1000 }
1001
1002 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 SET_FLAG (op, FLAG_CURSED);
1004 break;
1005 }
1006
1007 case AMULET:
1008 if (op->arch == amulet_arch)
1009 op->value *= 5; /* Since it's not just decoration */
1010
1011 case RING:
1012 if (op->arch == NULL)
1013 {
1014 op->destroy ();
1015 op = 0;
1016 break;
1017 }
1018
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1020 break;
1021
1022 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED);
1024
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1025 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 1026
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 */ 1027 if (op->type != RING) /* Amulets have only one ability */
1004 break; 1028 break;
1005 1029
1006 if (!(RANDOM () % 4)) 1030 if (!(rndm (4)))
1007 { 1031 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1032 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 1033
1010 if (d > 0) 1034 if (d > 0)
1011 op->value *= 3; 1035 op->value *= 3;
1012 1036
1013 set_ring_bonus (op, d); 1037 set_ring_bonus (op, d);
1014 1038
1015 if (!(RANDOM () % 4)) 1039 if (!(rndm (4)))
1016 { 1040 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1041 int d = (rndm (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 1042
1043 if (d > 0)
1044 op->value *= 5;
1045 set_ring_bonus (op, d);
1046 }
1047 }
1048
1024 if (GET_ANIM_ID (op)) 1049 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1050 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1026 1051
1027 break; 1052 break;
1028 1053
1029 case BOOK: 1054 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1055 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1056 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1057 * creator and/or map level we found it on.
1033 */ 1058 */
1034 if (!op->msg && RANDOM () % 10) 1059 if (!op->msg && rndm (10))
1035 { 1060 {
1036 /* set the book level properly */ 1061 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1063 {
1039 if (op->map && op->map->difficulty) 1064 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1065 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1041 else 1066 else
1042 op->level = RANDOM () % 20 + 1; 1067 op->level = rndm (20) + 1;
1043 } 1068 }
1044 else 1069 else
1045 op->level = RANDOM () % creator->level; 1070 op->level = rndm (creator->level);
1046 1071
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1072 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1073 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1074 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */ 1075 /* creator related stuff */
1051 1076
1052 /* for library, chained books. Note that some monsters have no_pick 1077 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1078 * set - we don't want to set no pick in that case.
1054 */ 1079 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1080 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK); 1081 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1082 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1083 op->slaying = creator->slaying;
1059 1084
1060 /* add exp so reading it gives xp (once) */ 1085 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1086 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 } 1087 }
1063 break; 1088 break;
1064 1089
1065 case SPELLBOOK: 1090 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1091 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1092 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1093 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1094 op->stats.exp = op->value;
1070 break; 1095 break;
1071 1096
1072 case WAND: 1097 case WAND:
1073 /* nrof in the treasure list is number of charges, 1098 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1099 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1100 * and reset nrof.
1076 */ 1101 */
1077 op->stats.food = op->inv->nrof; 1102 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1103 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1104 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1105 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1106 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1107 * the spell, and value calculation is simpler.
1083 */ 1108 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1109 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 { 1110 {
1111 op->level = level_for_item (op, difficulty);
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 }
1114 else
1115 {
1116 op->level = op->inv->level;
1117 op->value = op->value * op->inv->value;
1118 }
1119 break;
1120
1121 case ROD:
1086 op->level = level_for_item (op, difficulty); 1122 op->level = level_for_item (op, difficulty);
1123 /* Add 50 to both level an divisor to keep prices a little more
1124 * reasonable. Otherwise, a high level version of a low level
1125 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1126 * 10 time multiplier). This way, the value are a bit more reasonable.
1127 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1128 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 } 1129 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1130 if (op->stats.maxhp)
1090 { 1131 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1132 else
1092 op->value = op->value * op->inv->value; 1133 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1134
1135 op->stats.hp = op->stats.maxhp;
1136 break;
1137
1096 case ROD: 1138 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1139 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); 1140 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 1141
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 */ 1142 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1143 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1144 op->nrof = op->inv->nrof;
1120 break; 1145 break;
1121 1146
1122 case RUNE: 1147 case RUNE:
1123 trap_adjust (op, difficulty); 1148 trap_adjust (op, difficulty);
1124 break; 1149 break;
1125 1150
1126 case TRAP: 1151 case TRAP:
1127 trap_adjust (op, difficulty); 1152 trap_adjust (op, difficulty);
1128 break; 1153 break;
1129 } /* switch type */ 1154 } /* switch type */
1130 1155
1131 if (flags & GT_STARTEQUIP) 1156 if (flags & GT_STARTEQUIP)
1132 { 1157 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1158 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1159 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1160 else if (op->type != MONEY)
1136 op->value = 0; 1161 op->value = 0;
1137 } 1162 }
1138 1163
1139 if (!(flags & GT_ENVIRONMENT)) 1164 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1165 fix_flesh_item (op, creator);
1141} 1166}
1153 */ 1178 */
1154 1179
1155static artifactlist * 1180static artifactlist *
1156get_empty_artifactlist (void) 1181get_empty_artifactlist (void)
1157{ 1182{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1183 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1184
1159 if (tl == NULL) 1185 if (al == NULL)
1160 fatal (OUT_OF_MEMORY); 1186 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL; 1187 al->next = NULL;
1162 tl->items = NULL; 1188 al->items = NULL;
1163 tl->total_chance = 0; 1189 al->total_chance = 0;
1164 return tl; 1190 return al;
1165} 1191}
1166 1192
1167/* 1193/*
1168 * Allocate and return the pointer to an empty artifact structure. 1194 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1195 */
1170 1196
1171static artifact * 1197static artifact *
1172get_empty_artifact (void) 1198get_empty_artifact (void)
1173{ 1199{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1200 artifact *a = (artifact *) malloc (sizeof (artifact));
1201
1175 if (t == NULL) 1202 if (a == NULL)
1176 fatal (OUT_OF_MEMORY); 1203 fatal (OUT_OF_MEMORY);
1177 t->item = NULL; 1204 a->item = NULL;
1178 t->next = NULL; 1205 a->next = NULL;
1179 t->chance = 0; 1206 a->chance = 0;
1180 t->difficulty = 0; 1207 a->difficulty = 0;
1181 t->allowed = NULL; 1208 a->allowed = NULL;
1182 return t; 1209 return a;
1183} 1210}
1184 1211
1185/* 1212/*
1186 * Searches the artifact lists and returns one that has the same type 1213 * Searches the artifact lists and returns one that has the same type
1187 * of objects on it. 1214 * of objects on it.
1212 fprintf (logfile, "\n"); 1239 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1240 for (al = first_artifactlist; al != NULL; al = al->next)
1214 { 1241 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1242 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) 1243 for (art = al->items; art != NULL; art = art->next)
1217 { 1244 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL) 1246 if (art->allowed != NULL)
1220 { 1247 {
1221 fprintf (logfile, "\tAllowed combinations:"); 1248 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next) 1249 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name); 1250 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n"); 1251 fprintf (logfile, "\n");
1225 } 1252 }
1226 } 1253 }
1227 } 1254 }
1228 fprintf (logfile, "\n"); 1255 fprintf (logfile, "\n");
1229} 1256}
1230 1257
1231/* 1258/*
1232 * For debugging purposes. Dumps all treasures recursively (see below). 1259 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */ 1260 */
1234void 1261void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1262dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1236{ 1263{
1237 treasurelist *tl; 1264 treasurelist *tl;
1238 int i; 1265 int i;
1239 1266
1240 if (depth > 100) 1267 if (depth > 100)
1241 return; 1268 return;
1242 while (t != NULL) 1269 while (t)
1243 { 1270 {
1244 if (t->name != NULL) 1271 if (t->name)
1245 { 1272 {
1246 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name); 1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name); 1276 tl = find_treasurelist (t->name);
1277 if (tl)
1250 dump_monster_treasure_rec (name, tl->items, depth + 2); 1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 } 1282 }
1255 else 1283 else
1256 { 1284 {
1257 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH) 1287 if (t->item && t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else 1289 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name); 1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 } 1291 }
1292
1264 if (t->next_yes != NULL) 1293 if (t->next_yes)
1265 { 1294 {
1266 for (i = 0; i < depth; i++) 1295 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1296 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n"); 1297 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1298 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 } 1299 }
1300
1271 if (t->next_no != NULL) 1301 if (t->next_no)
1272 { 1302 {
1273 for (i = 0; i < depth; i++) 1303 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1304 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n"); 1305 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1306 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 } 1307 }
1308
1278 t = t->next; 1309 t = t->next;
1279 } 1310 }
1280} 1311}
1281 1312
1282/* 1313/*
1293 found = 0; 1324 found = 0;
1294 fprintf (logfile, "\n"); 1325 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next) 1326 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1327 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 { 1328 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1329 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL) 1330 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1331 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else 1332 else
1302 fprintf (logfile, "(nothing)\n"); 1333 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n"); 1334 fprintf (logfile, "\n");
1304 found++; 1335 found++;
1305 } 1336 }
1306 if (found == 0) 1337 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name); 1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1339}
1309 1340
1316{ 1347{
1317 static int has_been_inited = 0; 1348 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1349 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319 artifact *art = NULL; 1350 artifact *art = NULL;
1320 linked_char *tmp; 1351 linked_char *tmp;
1321 int value, comp; 1352 int value;
1322 artifactlist *al; 1353 artifactlist *al;
1323 1354
1324 if (has_been_inited) 1355 if (has_been_inited)
1325 return; 1356 return;
1326 else 1357 else
1333 return; 1364 return;
1334 1365
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1366 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1336 { 1367 {
1337 if (*buf == '#') 1368 if (*buf == '#')
1338 continue; 1369 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL) 1370 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0'; 1371 *cp = '\0';
1341 cp = buf; 1372 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */ 1373 while (*cp == ' ') /* Skip blanks */
1343 cp++; 1374 cp++;
1344 if (*cp == '\0') 1375 if (*cp == '\0')
1345 continue; 1376 continue;
1346 1377
1347 if (!strncmp (cp, "Allowed", 7)) 1378 if (!strncmp (cp, "Allowed", 7))
1348 { 1379 {
1349 if (art == NULL) 1380 if (art == NULL)
1350 { 1381 {
1351 art = get_empty_artifact (); 1382 art = get_empty_artifact ();
1352 nrofartifacts++; 1383 nrofartifacts++;
1353 } 1384 }
1354 cp = strchr (cp, ' ') + 1; 1385 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all")) 1386 if (!strcmp (cp, "all"))
1356 continue; 1387 continue;
1357 1388
1358 do 1389 do
1359 { 1390 {
1360 nrofallowedstr++; 1391 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL) 1392 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0'; 1393 *(next++) = '\0';
1363 tmp = new linked_char; 1394 tmp = new linked_char;
1395
1364 tmp->name = cp; 1396 tmp->name = cp;
1365 tmp->next = art->allowed; 1397 tmp->next = art->allowed;
1366 art->allowed = tmp; 1398 art->allowed = tmp;
1367 } 1399 }
1368 while ((cp = next) != NULL); 1400 while ((cp = next) != NULL);
1369 } 1401 }
1370 else if (sscanf (cp, "chance %d", &value)) 1402 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value; 1403 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value)) 1404 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value; 1405 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6)) 1406 else if (!strncmp (cp, "Object", 6))
1375 { 1407 {
1376 art->item = (object *) calloc (1, sizeof (object)); 1408 art->item = object::create ();
1377 reset_object (art->item); 1409
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0)) 1410 if (!load_object (thawer, art->item, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1411 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1412
1380 art->item->name = strchr (cp, ' ') + 1; 1413 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type); 1414 al = find_artifactlist (art->item->type);
1382 if (al == NULL) 1415 if (al == NULL)
1383 { 1416 {
1384 al = get_empty_artifactlist (); 1417 al = get_empty_artifactlist ();
1385 al->type = art->item->type; 1418 al->type = art->item->type;
1386 al->next = first_artifactlist; 1419 al->next = first_artifactlist;
1387 first_artifactlist = al; 1420 first_artifactlist = al;
1388 } 1421 }
1389 art->next = al->items; 1422 art->next = al->items;
1390 al->items = art; 1423 al->items = art;
1391 art = NULL; 1424 art = NULL;
1392 } 1425 }
1393 else 1426 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1427 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 } 1428 }
1396 1429
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1430 for (al = first_artifactlist; al != NULL; al = al->next)
1398 { 1431 {
1399 for (art = al->items; art != NULL; art = art->next) 1432 for (art = al->items; art != NULL; art = art->next)
1400 { 1433 {
1401 if (!art->chance) 1434 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1435 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1436 else
1404 al->total_chance += art->chance; 1437 al->total_chance += art->chance;
1405 } 1438 }
1406#if 0 1439#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1440 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1441#endif
1409 } 1442 }
1410 1443
1416 * Used in artifact generation. The bonuses of the first object 1449 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1450 * is modified by the bonuses of the second object.
1418 */ 1451 */
1419 1452
1420void 1453void
1421add_abilities (object * op, object * change) 1454add_abilities (object *op, object *change)
1422{ 1455{
1423 int i, j, tmp; 1456 int i, tmp;
1424 1457
1425 if (change->face != blank_face) 1458 if (change->face != blank_face)
1426 { 1459 {
1427#ifdef TREASURE_VERBOSE 1460#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1461 LOG (llevDebug, "FACE: %d\n", change->face->number);
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1500 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1501 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1502 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1503 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1504 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1505 op->speed = 0.0;
1473 update_ob_speed (op); 1506
1507 op->set_speed (op->speed);
1474 } 1508 }
1475 1509
1476 if (change->nrof) 1510 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1511 op->nrof = rndm (change->nrof) + 1;
1478 1512
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1513 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1514 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1515 op->stats.ac += change->stats.ac;
1482 1516
1483 if (change->other_arch) 1517 if (change->other_arch)
1484 { 1518 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1519 /* 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 1520 * to cast. So convert that to into a spell and put it into
1487 * this object. 1521 * this object.
1488 */ 1522 */
1489 if (op->type == HORN || op->type == POTION) 1523 if (op->type == HORN || op->type == POTION)
1490 { 1524 {
1491 object *tmp_obj; 1525 object *tmp_obj;
1526
1492 /* Remove any spells this object currently has in it */ 1527 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1528 while (op->inv)
1494 { 1529 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1530
1500 tmp_obj = arch_to_object (change->other_arch); 1531 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1532 insert_ob_in_ob (tmp_obj, op);
1502 } 1533 }
1503 /* No harm setting this for potions/horns */ 1534 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1535 op->other_arch = change->other_arch;
1505 } 1536 }
1506 1537
1507 if (change->stats.hp < 0) 1538 if (change->stats.hp < 0)
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1571 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541 1572
1542 op->item_power = change->item_power; 1573 op->item_power = change->item_power;
1543 1574
1544 for (i = 0; i < NROFATTACKS; i++) 1575 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1576 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1577 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1578
1552 if (change->stats.dam) 1579 if (change->stats.dam)
1553 { 1580 {
1554 if (change->stats.dam < 0) 1581 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1582 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1583 else if (op->stats.dam)
1557 { 1584 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1585 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam) 1586 if (tmp == op->stats.dam)
1560 { 1587 {
1561 if (change->stats.dam < 10) 1588 if (change->stats.dam < 10)
1562 op->stats.dam--; 1589 op->stats.dam--;
1590 else
1591 op->stats.dam++;
1592 }
1563 else 1593 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1594 op->stats.dam = tmp;
1568 } 1595 }
1569 } 1596 }
1570 1597
1571 if (change->weight) 1598 if (change->weight)
1572 { 1599 {
1573 if (change->weight < 0) 1600 if (change->weight < 0)
1574 op->weight = (-change->weight); 1601 op->weight = (-change->weight);
1575 else 1602 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1603 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1604 }
1578 1605
1579 if (change->last_sp) 1606 if (change->last_sp)
1580 { 1607 {
1581 if (change->last_sp < 0) 1608 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1609 op->last_sp = (-change->last_sp);
1583 else 1610 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1611 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 } 1612 }
1586 1613
1587 if (change->gen_sp_armour) 1614 if (change->gen_sp_armour)
1588 { 1615 {
1589 if (change->gen_sp_armour < 0) 1616 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1617 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1618 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1619 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 } 1620 }
1594 1621
1595 op->value *= change->value; 1622 op->value *= change->value;
1596 1623
1597 if (change->material) 1624 if (change->materials)
1598 op->material = change->material; 1625 op->materials = change->materials;
1599 1626
1600 if (change->materialname) 1627 if (change->materialname)
1601 op->materialname = change->materialname; 1628 op->materialname = change->materialname;
1602 1629
1603 if (change->slaying) 1630 if (change->slaying)
1609 if (change->msg) 1636 if (change->msg)
1610 op->msg = change->msg; 1637 op->msg = change->msg;
1611} 1638}
1612 1639
1613static int 1640static int
1614legal_artifact_combination (object * op, artifact * art) 1641legal_artifact_combination (object *op, artifact * art)
1615{ 1642{
1616 int neg, success = 0; 1643 int neg, success = 0;
1617 linked_char *tmp; 1644 linked_char *tmp;
1618 const char *name; 1645 const char *name;
1619 1646
1620 if (art->allowed == (linked_char *) NULL) 1647 if (art->allowed == (linked_char *) NULL)
1621 return 1; /* Ie, "all" */ 1648 return 1; /* Ie, "all" */
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1649 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1650 {
1624#ifdef TREASURE_VERBOSE 1651#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1652 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1626#endif 1653#endif
1627 if (*tmp->name == '!') 1654 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1655 name = tmp->name + 1, neg = 1;
1629 else 1656 else
1630 name = tmp->name, neg = 0; 1657 name = tmp->name, neg = 0;
1631 1658
1632 /* If we match name, then return the opposite of 'neg' */ 1659 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1660 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1634 return !neg; 1661 return !neg;
1635 1662
1636 /* Set success as true, since if the match was an inverse, it means 1663 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1664 * everything is allowed except what we match
1638 */ 1665 */
1639 else if (neg) 1666 else if (neg)
1640 success = 1; 1667 success = 1;
1641 } 1668 }
1642 return success; 1669 return success;
1643} 1670}
1644 1671
1645/* 1672/*
1646 * Fixes the given object, giving it the abilities and titles 1673 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1674 * it should have due to the second artifact-template.
1648 */ 1675 */
1649 1676
1650void 1677void
1651give_artifact_abilities (object * op, object * artifct) 1678give_artifact_abilities (object *op, object *artifct)
1652{ 1679{
1653 char new_name[MAX_BUF]; 1680 char new_name[MAX_BUF];
1654 1681
1655 sprintf (new_name, "of %s", &artifct->name); 1682 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1683 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1684 add_abilities (op, artifct); /* Give out the bonuses */
1658 1685
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1686#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1687 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1688 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1689
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1690 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1691 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1692 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1693 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1694 }
1678 1706
1679/* Give 1 re-roll attempt per artifact */ 1707/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1708#define ARTIFACT_TRIES 2
1681 1709
1682void 1710void
1683generate_artifact (object * op, int difficulty) 1711generate_artifact (object *op, int difficulty)
1684{ 1712{
1685 artifactlist *al; 1713 artifactlist *al;
1686 artifact *art; 1714 artifact *art;
1687 int i; 1715 int i;
1688 1716
1689 al = find_artifactlist (op->type); 1717 al = find_artifactlist (op->type);
1690 1718
1691 if (al == NULL) 1719 if (al == NULL)
1692 { 1720 {
1693#if 0 /* This is too verbose, usually */ 1721#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1722 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1723#endif
1696 return; 1724 return;
1697 } 1725 }
1698 1726
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1727 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1728 {
1701 int roll = RANDOM () % al->total_chance; 1729 int roll = rndm (al->total_chance);
1702 1730
1703 for (art = al->items; art != NULL; art = art->next) 1731 for (art = al->items; art; art = art->next)
1704 { 1732 {
1705 roll -= art->chance; 1733 roll -= art->chance;
1706 if (roll < 0) 1734 if (roll < 0)
1707 break; 1735 break;
1708 } 1736 }
1709 1737
1710 if (art == NULL || roll >= 0) 1738 if (art == NULL || roll >= 0)
1711 { 1739 {
1712#if 1 1740#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1741 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1742#endif
1715 return; 1743 return;
1716 } 1744 }
1717 if (!strcmp (art->item->name, "NONE")) 1745 if (!strcmp (art->item->name, "NONE"))
1718 return; 1746 return;
1719 if (FABS (op->magic) < art->item->magic) 1747 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1748 continue; /* Not magic enough to be this item */
1721 1749
1722 /* Map difficulty not high enough */ 1750 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1751 if (difficulty < art->difficulty)
1724 continue; 1752 continue;
1725 1753
1726 if (!legal_artifact_combination (op, art)) 1754 if (!legal_artifact_combination (op, art))
1727 { 1755 {
1728#ifdef TREASURE_VERBOSE 1756#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1757 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1730#endif 1758#endif
1731 continue; 1759 continue;
1732 } 1760 }
1733 give_artifact_abilities (op, art->item); 1761 give_artifact_abilities (op, art->item);
1734 return; 1762 return;
1735 } 1763 }
1736} 1764}
1737 1765
1739 * FOOD, except they inherit properties (name, food value, etc). 1767 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1768 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1769 */
1742 1770
1743void 1771void
1744fix_flesh_item (object * item, object * donor) 1772fix_flesh_item (object *item, object *donor)
1745{ 1773{
1746 char tmpbuf[MAX_BUF]; 1774 char tmpbuf[MAX_BUF];
1747 int i; 1775 int i;
1748 1776
1749 if (item->type == FLESH && donor) 1777 if (item->type == FLESH && donor)
1750 { 1778 {
1751 /* change the name */ 1779 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1780 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1781 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1782 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1783 item->name_pl = tmpbuf;
1754 1784
1755 /* weight is FLESH weight/100 * donor */ 1785 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1786 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1787 item->weight = 1;
1758 1788
1759 /* value is multiplied by level of donor */ 1789 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1790 item->value *= isqrt (donor->level * 2);
1761 1791
1762 /* food value */ 1792 /* food value */
1764 1794
1765 /* flesh items inherit some abilities of donor, but not 1795 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1796 * full effect.
1767 */ 1797 */
1768 for (i = 0; i < NROFATTACKS; i++) 1798 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1799 item->resist[i] = donor->resist[i] / 2;
1770 1800
1771 /* item inherits donor's level (important for quezals) */ 1801 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1802 item->level = donor->level;
1773 1803
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1804 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1805 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1806 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1807 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1808 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1809 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1810 }
1781} 1811}
1782 1812
1783/* special_potion() - so that old potion code is still done right. */ 1813/* special_potion() - so that old potion code is still done right. */
1784 1814
1785int 1815int
1786special_potion (object * op) 1816special_potion (object *op)
1787{ 1817{
1788
1789 int i;
1790
1791 if (op->attacktype) 1818 if (op->attacktype)
1792 return 1; 1819 return 1;
1793 1820
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1821 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; 1822 return 1;
1796 1823
1797 for (i = 0; i < NROFATTACKS; i++) 1824 for (int i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i]) 1825 if (op->resist[i])
1799 return 1; 1826 return 1;
1800 1827
1801 return 0; 1828 return 0;
1802} 1829}
1803 1830
1804void 1831void
1805free_treasurestruct (treasure * t) 1832free_treasurestruct (treasure *t)
1806{ 1833{
1807 if (t->next) 1834 if (t->next)
1808 free_treasurestruct (t->next); 1835 free_treasurestruct (t->next);
1809 if (t->next_yes) 1836 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1837 free_treasurestruct (t->next_yes);
1811 if (t->next_no) 1838 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1839 free_treasurestruct (t->next_no);
1813 free (t);
1814}
1815 1840
1841 delete t;
1842}
1843
1816void 1844void
1817free_charlinks (linked_char * lc) 1845free_charlinks (linked_char *lc)
1818{ 1846{
1819 if (lc->next) 1847 if (lc->next)
1820 free_charlinks (lc->next); 1848 free_charlinks (lc->next);
1821 1849
1822 delete lc; 1850 delete lc;
1823} 1851}
1824 1852
1825void 1853void
1826free_artifact (artifact * at) 1854free_artifact (artifact * at)
1827{ 1855{
1828
1829 if (at->next) 1856 if (at->next)
1830 free_artifact (at->next); 1857 free_artifact (at->next);
1858
1831 if (at->allowed) 1859 if (at->allowed)
1832 free_charlinks (at->allowed); 1860 free_charlinks (at->allowed);
1833 1861
1834 delete at->item; 1862 at->item->destroy (1);
1835 1863
1836 delete at; 1864 delete at;
1837} 1865}
1838 1866
1839void 1867void
1840free_artifactlist (artifactlist * al) 1868free_artifactlist (artifactlist * al)
1841{ 1869{
1842 artifactlist *nextal; 1870 artifactlist *nextal;
1871
1843 for (al = first_artifactlist; al != NULL; al = nextal) 1872 for (al = first_artifactlist; al; al = nextal)
1844 { 1873 {
1845 nextal = al->next; 1874 nextal = al->next;
1875
1846 if (al->items) 1876 if (al->items)
1847 {
1848 free_artifact (al->items); 1877 free_artifact (al->items);
1849 } 1878
1850 free (al); 1879 free (al);
1851 } 1880 }
1852} 1881}
1853 1882
1854void 1883void
1859 1888
1860 for (tl = first_treasurelist; tl != NULL; tl = next) 1889 for (tl = first_treasurelist; tl != NULL; tl = next)
1861 { 1890 {
1862 next = tl->next; 1891 next = tl->next;
1863 if (tl->items) 1892 if (tl->items)
1864 free_treasurestruct (tl->items); 1893 free_treasurestruct (tl->items);
1865 delete tl; 1894 delete tl;
1866 } 1895 }
1867 free_artifactlist (first_artifactlist); 1896 free_artifactlist (first_artifactlist);
1868} 1897}

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