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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.10 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.38 by root, Fri Feb 16 19:43:41 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.10 2006/09/03 22:45:55 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 {
274 if (tmp == tl->name) 263 if (name_ == tl->name)
275 return tl; 264 return tl;
276 }
277 265
278 if (first_treasurelist) 266 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
280 268
281 return NULL; 269 return 0;
282} 270}
283 271
284 272
285/* 273/*
286 * Generates the objects specified by the given treasure. 274 * Generates the objects specified by the given treasure.
291 * being generated. 279 * being generated.
292 * 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
293 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
295 */ 283 */
296
297
298static void 284static void
299put_treasure (object * op, object * creator, int flags) 285put_treasure (object *op, object *creator, int flags)
300{ 286{
301 object *tmp; 287 object *tmp;
302 288
303 /* 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
304 * 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
305 * 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
306 * by another object. 292 * by another object.
307 */ 293 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
309 { 295 {
310 op->x = creator->x;
311 op->y = creator->y;
312 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
313 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);
314 } 298 }
315 else 299 else
316 { 300 {
317 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
321 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
322 } 308 }
323} 309}
324 310
325/* 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
326 * in the generated object 312 * in the generated object
327 */ 313 */
328static void 314static void
329change_treasure (treasure * t, object * op) 315change_treasure (treasure *t, object *op)
330{ 316{
331 /* CMD: change_name xxxx */ 317 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 318 if (t->change_arch.name)
333 { 319 {
334 op->name = t->change_arch.name; 320 op->name = t->change_arch.name;
341 if (t->change_arch.slaying) 327 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 328 op->slaying = t->change_arch.slaying;
343} 329}
344 330
345void 331void
346create_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)
347{ 333{
348 object *tmp; 334 object *tmp;
349 335
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
352 { 337 {
353 if (t->name) 338 if (t->name)
354 { 339 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 341 {
357 } 342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
358 else 347 else
359 { 348 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
361 { 350 {
362 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
363 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = rndm (t->nrof) + 1;
354
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 356 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
368 } 358 }
369 } 359 }
360
370 if (t->next_yes != NULL) 361 if (t->next_yes != NULL)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 362 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 363 }
373 else if (t->next_no != NULL) 364 else if (t->next_no != NULL)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 365 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366
375 if (t->next != NULL) 367 if (t->next != NULL)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 369}
378 370
379void 371void
380create_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)
381{ 373{
382 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
383 treasure *t; 375 treasure *t;
384 376
385 if (tries++ > 100) 377 if (tries++ > 100)
386 { 378 {
387 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");
388 return; 380 return;
389 } 381 }
382
390 for (t = tl->items; t != NULL; t = t->next) 383 for (t = tl->items; t != NULL; t = t->next)
391 { 384 {
392 value -= t->chance; 385 value -= t->chance;
386
393 if (value < 0) 387 if (value < 0)
394 break; 388 break;
395 } 389 }
396 390
397 if (!t || value >= 0) 391 if (!t || value >= 0)
398 { 392 {
399 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");
400 abort (); 394 abort ();
401 return; 395 return;
402 } 396 }
397
403 if (t->name) 398 if (t->name)
404 { 399 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic) 400 if (difficulty >= t->magic)
408 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 }
409 else if (t->nrof) 406 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 407 create_one_treasure (tl, op, flag, difficulty, tries);
408
411 return; 409 return;
412 } 410 }
411
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
414 { 413 {
415 object *tmp = arch_to_object (t->item); 414 object *tmp = arch_to_object (t->item);
415
416 if (!tmp) 416 if (!tmp)
417 return; 417 return;
418
418 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
421
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 423 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
423 } 425 }
424} 426}
429 * list transitions, or so that excessively good treasure will not be 431 * list transitions, or so that excessively good treasure will not be
430 * 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
431 * to do that. 433 * to do that.
432 */ 434 */
433void 435void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 437{
436
437 if (tries++ > 100) 438 if (tries++ > 100)
438 { 439 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 441 return;
441 } 442 }
443
442 if (t->total_chance) 444 if (tl->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 446 else
445 create_all_treasures (t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 448}
447 449
448/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
449 * 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
450 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
452 */ 454 */
453object * 455object *
454generate_treasure (treasurelist * t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
455{ 457{
458 difficulty = clamp (difficulty, 1, settings.max_level);
459
456 object *ob = get_object (), *tmp; 460 object *ob = object::create (), *tmp;
457 461
458 create_treasure (t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
459 463
460 /* 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 */
461 tmp = ob->inv; 465 tmp = ob->inv;
462 if (tmp != NULL) 466 if (tmp != NULL)
463 remove_ob (tmp); 467 tmp->remove ();
468
464 if (ob->inv) 469 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 470 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 471
468 free_object (ob); 472 ob->destroy ();
469 return tmp; 473 return tmp;
470} 474}
471 475
472/* 476/*
473 * 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
475 * 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
476 * magical bonus "wanted". 480 * magical bonus "wanted".
477 */ 481 */
478 482
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 483static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484
480/*chance of magic difficulty*/ 485/*chance of magic difficulty*/
486
481/* +0 +1 +2 +3 +4 */ 487/* +0 +1 +2 +3 +4 */
482 {95, 2, 2, 1, 0}, /*1 */ 488 {95, 2, 2, 1, 0}, /*1 */
483 {92, 5, 2, 1, 0}, /*2 */ 489 {92, 5, 2, 1, 0}, /*2 */
484 {85, 10, 4, 1, 0}, /*3 */ 490 {85, 10, 4, 1, 0}, /*3 */
485 {80, 14, 4, 2, 0}, /*4 */ 491 {80, 14, 4, 2, 0}, /*4 */
486 {75, 17, 5, 2, 1}, /*5 */ 492 {75, 17, 5, 2, 1}, /*5 */
487 {70, 18, 8, 3, 1}, /*6 */ 493 {70, 18, 8, 3, 1}, /*6 */
488 {65, 21, 10, 3, 1}, /*7 */ 494 {65, 21, 10, 3, 1}, /*7 */
489 {60, 22, 12, 4, 2}, /*8 */ 495 {60, 22, 12, 4, 2}, /*8 */
490 {55, 25, 14, 4, 2}, /*9 */ 496 {55, 25, 14, 4, 2}, /*9 */
491 {50, 27, 16, 5, 2}, /*10 */ 497 {50, 27, 16, 5, 2}, /*10 */
492 {45, 28, 18, 6, 3}, /*11 */ 498 {45, 28, 18, 6, 3}, /*11 */
493 {42, 28, 20, 7, 3}, /*12 */ 499 {42, 28, 20, 7, 3}, /*12 */
494 {40, 27, 21, 8, 4}, /*13 */ 500 {40, 27, 21, 8, 4}, /*13 */
495 {38, 25, 22, 10, 5}, /*14 */ 501 {38, 25, 22, 10, 5}, /*14 */
496 {36, 23, 23, 12, 6}, /*15 */ 502 {36, 23, 23, 12, 6}, /*15 */
497 {33, 21, 24, 14, 8}, /*16 */ 503 {33, 21, 24, 14, 8}, /*16 */
498 {31, 19, 25, 16, 9}, /*17 */ 504 {31, 19, 25, 16, 9}, /*17 */
499 {27, 15, 30, 18, 10}, /*18 */ 505 {27, 15, 30, 18, 10}, /*18 */
500 {20, 12, 30, 25, 13}, /*19 */ 506 {20, 12, 30, 25, 13}, /*19 */
501 {15, 10, 28, 30, 17}, /*20 */ 507 {15, 10, 28, 30, 17}, /*20 */
502 {13, 9, 27, 28, 23}, /*21 */ 508 {13, 9, 27, 28, 23}, /*21 */
503 {10, 8, 25, 28, 29}, /*22 */ 509 {10, 8, 25, 28, 29}, /*22 */
504 {8, 7, 23, 26, 36}, /*23 */ 510 {8, 7, 23, 26, 36}, /*23 */
505 {6, 6, 20, 22, 46}, /*24 */ 511 {6, 6, 20, 22, 46}, /*24 */
506 {4, 5, 17, 18, 56}, /*25 */ 512 {4, 5, 17, 18, 56}, /*25 */
507 {2, 4, 12, 14, 68}, /*26 */ 513 {2, 4, 12, 14, 68}, /*26 */
508 {0, 3, 7, 10, 80}, /*27 */ 514 {0, 3, 7, 10, 80}, /*27 */
509 {0, 0, 3, 7, 90}, /*28 */ 515 {0, 0, 3, 7, 90}, /*28 */
510 {0, 0, 0, 3, 97}, /*29 */ 516 {0, 0, 0, 3, 97}, /*29 */
511 {0, 0, 0, 0, 100}, /*30 */ 517 {0, 0, 0, 0, 100}, /*30 */
512 {0, 0, 0, 0, 100}, /*31 */ 518 {0, 0, 0, 0, 100}, /*31 */
513}; 519};
514 520
515 521
516/* calculate the appropriate level for wands staves and scrolls. 522/* calculate the appropriate level for wands staves and scrolls.
517 * 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)
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 525 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * 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.
521 */ 527 */
522 528
523int 529int
524level_for_item (const object * op, int difficulty) 530level_for_item (const object *op, int difficulty)
525{ 531{
526 int mult = 0, olevel = 0; 532 int olevel = 0;
527 533
528 if (!op->inv) 534 if (!op->inv)
529 { 535 {
530 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);
531 return 0; 537 return 0;
565 scaled_diff = 0; 571 scaled_diff = 0;
566 572
567 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
568 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
569 575
570 percent = RANDOM () % 100; 576 percent = rndm (100);
571 577
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 579 {
574 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
575 581
576 if (percent < 0) 582 if (percent < 0)
577 break; 583 break;
578 } 584 }
579 585
580 if (magic == (MAXMAGIC + 1)) 586 if (magic == (MAXMAGIC + 1))
581 { 587 {
582 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);
583 magic = 0; 589 magic = 0;
584 } 590 }
585 591
586 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
587 /* 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); */
588 594
589 return magic; 595 return magic;
590} 596}
591 597
595 * This function doesn't work properly, should add use of archetypes 601 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 602 * to make it truly absolute.
597 */ 603 */
598 604
599void 605void
600set_abs_magic (object * op, int magic) 606set_abs_magic (object *op, int magic)
601{ 607{
602 if (!magic) 608 if (!magic)
603 return; 609 return;
604 610
605 op->magic = magic; 611 op->magic = magic;
606 if (op->arch) 612 if (op->arch)
607 { 613 {
608 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
609 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;
610 616
611 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 */
612 magic = (-magic); 618 magic = (-magic);
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614 } 620 }
615 else 621 else
616 { 622 {
617 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
619 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 */
620 magic = (-magic); 626 magic = (-magic);
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 628 }
623} 629}
624 630
625/* 631/*
626 * Sets a random magical bonus in the given object based upon 632 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 633 * the given difficulty, and the given max possible bonus.
628 */ 634 */
629 635
630static void 636static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 637set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 638{
633 int i; 639 int i;
640
634 i = magic_from_difficulty (difficulty); 641 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 642 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 643 i = -i;
637 if (i > max_magic) 644 if (i > max_magic)
638 i = max_magic; 645 i = max_magic;
649 * other bonuses previously rolled and ones the item might natively have. 656 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 657 * 2) Add code to deal with new PR method.
651 */ 658 */
652 659
653void 660void
654set_ring_bonus (object * op, int bonus) 661set_ring_bonus (object *op, int bonus)
655{ 662{
656 663
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
658 665
659 if (op->type == AMULET) 666 if (op->type == AMULET)
660 { 667 {
661 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
662 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
663 else 670 else
664 { 671 {
665 if (RANDOM () & 2) 672 if (rndm (2))
666 r = 10; 673 r = 10;
667 else 674 else
668 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
669 } 676 }
670 } 677 }
671 678
672 switch (r) 679 switch (r)
673 { 680 {
674 /* 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,
675 * bonuses and penalties will stack and add to existing values. 682 * bonuses and penalties will stack and add to existing values.
676 * of the item. 683 * of the item.
677 */ 684 */
678 case 0: 685 case 0:
679 case 1: 686 case 1:
680 case 2: 687 case 2:
681 case 3: 688 case 3:
682 case 4: 689 case 4:
683 case 5: 690 case 5:
684 case 6: 691 case 6:
685 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)));
686 break; 693 break;
687 694
688 case 7: 695 case 7:
689 op->stats.dam += bonus; 696 op->stats.dam += bonus;
690 break; 697 break;
691 698
692 case 8: 699 case 8:
693 op->stats.wc += bonus; 700 op->stats.wc += bonus;
694 break; 701 break;
695 702
696 case 9: 703 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 704 op->stats.food += bonus; /* hunger/sustenance */
698 break; 705 break;
699 706
700 case 10: 707 case 10:
701 op->stats.ac += bonus; 708 op->stats.ac += bonus;
702 break; 709 break;
703 710
704 /* Item that gives protections/vulnerabilities */ 711 /* Item that gives protections/vulnerabilities */
705 case 11: 712 case 11:
706 case 12: 713 case 12:
707 case 13: 714 case 13:
708 case 14: 715 case 14:
709 case 15: 716 case 15:
710 case 16: 717 case 16:
711 case 17: 718 case 17:
712 case 18: 719 case 18:
713 case 19: 720 case 19:
714 { 721 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
716 723
717 /* 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) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
719 726
720 /* 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
721 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
722 * 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
723 * even values. 730 * even values.
724 */ 731 */
725 if (bonus < 0) 732 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
727 if (val > 35) 734 if (val > 35)
728 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
729 b = 0; 736 b = 0;
737
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 739 resist = rndm (num_resist_table);
732 resist = RANDOM () % num_resist_table; 740
733 } 741 if (b == 4)
734 if (b == 4)
735 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
736 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
739 */ 747 */
740 break; 748 break;
741 } 749 }
742 case 20: 750 case 20:
743 if (op->type == AMULET) 751 if (op->type == AMULET)
744 { 752 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 753 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 754 op->value *= 11;
747 } 755 }
748 else 756 else
749 { 757 {
750 op->stats.hp = 1; /* regenerate hit points */ 758 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 759 op->value *= 4;
752 } 760 }
753 break; 761 break;
754 762
755 case 21: 763 case 21:
756 if (op->type == AMULET) 764 if (op->type == AMULET)
757 { 765 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 766 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 767 op->value *= 9;
760 } 768 }
761 else 769 else
762 { 770 {
763 op->stats.sp = 1; /* regenerate spell points */ 771 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 772 op->value *= 3;
765 } 773 }
766 break; 774 break;
767 775
768 case 22: 776 case 22:
769 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
771 break; 779 break;
772 } 780 }
781
773 if (bonus > 0) 782 if (bonus > 0)
774 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
775 else 784 else
776 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
777} 786}
782 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
783 * 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
784 * rings and amulets. 793 * rings and amulets.
785 * 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.
786 */ 795 */
787
788int 796int
789get_magic (int diff) 797get_magic (int diff)
790{ 798{
791 int i; 799 int i;
800
792 if (diff < 3) 801 if (diff < 3)
793 diff = 3; 802 diff = 3;
803
794 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 805 if (rndm (diff))
796 return i; 806 return i;
807
797 return 4; 808 return 4;
798} 809}
799 810
800#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
801#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))
802 813
803/* 814/*
804 * 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
805 * 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
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 818 */
819
808/* 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
809 * 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
810 * 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
811 * way to do this? b.t. */ 823 * way to do this? b.t. */
824
812/* 825/*
813 * ! (flags & GT_ENVIRONMENT): 826 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 827 * Automatically calls fix_flesh_item().
815 * 828 *
816 * flags: 829 * flags:
818 * value. 831 * value.
819 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
820 * 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
821 * 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
822 */ 835 */
823
824void 836void
825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
826{ 838{
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828 840
829 if (!creator || creator->type == op->type) 841 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 842 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 843
832 /* If we make an artifact, this information will be destroyed */ 844 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 845 save_item_power = op->item_power;
834 op->item_power = 0; 846 op->item_power = 0;
835 847
836 if (op->randomitems && op->type != SPELL) 848 if (op->randomitems && op->type != SPELL)
837 { 849 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 850 create_treasure (op->randomitems, op, flags, difficulty, 0);
839 if (!op->inv) 851 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841 853
842 /* So the treasure doesn't get created again */ 854 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 855 op->randomitems = NULL;
844 } 856 }
845 857
846 if (difficulty < 1) 858 if (difficulty < 1)
847 difficulty = 1; 859 difficulty = 1;
848 860
861 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags)))
865 return;
866
849 if (!(flags & GT_MINIMAL)) 867 if (!(flags & GT_MINIMAL))
850 { 868 {
851 if (op->arch == crown_arch) 869 if (op->arch == crown_arch)
852 { 870 {
853 set_magic (difficulty, op, max_magic, flags); 871 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 872 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
856 } 874 }
857 else 875 else
858 { 876 {
859 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
861 879
862 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
863 881
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
865 * used for shop_floors or treasures */ 883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
885 * used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
867 } 887 }
868 888
869 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 890 * the item_power in the object is what the artfiact adds.
871 */ 891 */
872 if (op->title) 892 if (op->title)
873 { 893 {
874 /* if save_item_power is set, then most likely we started with an 894 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but 895 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure 896 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note 897 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up 898 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 899 * being somewhat of a bonus
880 */ 900 */
881 if (save_item_power) 901 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 902 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 903 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 904 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 905 }
886 else if (save_item_power) 906 else if (save_item_power)
887 { 907 {
888 /* restore the item_power field to the object if we haven't changed it. 908 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just 909 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 910 * have calculated some value from the base attributes of the archetype.
891 */ 911 */
892 op->item_power = save_item_power; 912 op->item_power = save_item_power;
893 } 913 }
894 else 914 else
895 { 915 {
896 /* item_power was zero. This is suspicious, as it may be because it 916 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if 917 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new 918 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 919 * item_power value.
900 * - gros, 21th of July 2006. 920 * - gros, 21th of July 2006.
901 */ 921 */
902 op->item_power = calc_item_power (op, 0); 922 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 923 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 924 * again below */
905 } 925 }
906 } 926 }
907 927
908 /* materialtype modifications. Note we allow this on artifacts. */ 928 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 929 set_materialname (op, difficulty, NULL);
910 930
911 if (flags & GT_MINIMAL) 931 if (flags & GT_MINIMAL)
912 { 932 {
913 if (op->type == POTION) 933 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 934 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 935 if (op->stats.sp && !op->randomitems)
916 { 936 {
917 object *tmp; 937 object *tmp;
918 938
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 939 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 940 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 941 op->stats.sp = 0;
922 } 942 }
923 } 943 }
924 else if (!op->title) /* Only modify object if not special */ 944 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 945 switch (op->type)
926 { 946 {
927 case WEAPON: 947 case WEAPON:
928 case ARMOUR: 948 case ARMOUR:
929 case SHIELD: 949 case SHIELD:
930 case HELMET: 950 case HELMET:
931 case CLOAK: 951 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
933 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
934 break; 954 break;
935 955
936 case BRACERS: 956 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
938 { 958 {
959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
960 if (!QUERY_FLAG (op, FLAG_CURSED))
961 op->value *= 3;
962 }
963 break;
964
965 case POTION:
966 {
967 int too_many_tries = 0, is_special = 0;
968
969 /* Handle healing and magic power potions */
970 if (op->stats.sp && !op->randomitems)
971 {
972 object *tmp;
973
974 tmp = get_archetype (spell_mapping[op->stats.sp]);
975 insert_ob_in_ob (tmp, op);
976 op->stats.sp = 0;
977 }
978
979 while (!(is_special = special_potion (op)) && !op->inv)
980 {
981 generate_artifact (op, difficulty);
982 if (too_many_tries++ > 10)
983 break;
984 }
985
986 /* don't want to change value for healing/magic power potions,
987 * since the value set on those is already correct.
988 */
989 if (op->inv && op->randomitems)
990 {
991 /* value multiplier is same as for scrolls */
992 op->value = (op->value * op->inv->value);
993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 }
995 else
996 {
997 op->name = "potion";
998 op->name_pl = "potions";
999 }
1000
1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 SET_FLAG (op, FLAG_CURSED);
1003 break;
1004 }
1005
1006 case AMULET:
1007 if (op->arch == amulet_arch)
1008 op->value *= 5; /* Since it's not just decoration */
1009
1010 case RING:
1011 if (op->arch == NULL)
1012 {
1013 op->destroy ();
1014 op = 0;
1015 break;
1016 }
1017
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1019 break;
1020
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED);
1023
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944 1025
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1027 break;
1009 1028
1010 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1011 { 1030 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 1032
1014 if (d > 0) 1033 if (d > 0)
1015 op->value *= 3; 1034 op->value *= 3;
1016 1035
1017 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1018 1037
1019 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1020 { 1039 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1041
1042 if (d > 0)
1043 op->value *= 5;
1044 set_ring_bonus (op, d);
1045 }
1046 }
1047
1028 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1030 1050
1031 break; 1051 break;
1032 1052
1033 case BOOK: 1053 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1037 */ 1057 */
1038 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1039 { 1059 {
1040 /* set the book level properly */ 1060 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1062 {
1043 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1045 else 1065 else
1046 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1047 } 1067 }
1048 else 1068 else
1049 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1050 1070
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1054 /* creator related stuff */ 1074 /* creator related stuff */
1055 1075
1056 /* for library, chained books. Note that some monsters have no_pick 1076 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1077 * set - we don't want to set no pick in that case.
1058 */ 1078 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1079 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060 SET_FLAG (op, FLAG_NO_PICK); 1080 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1082 op->slaying = creator->slaying;
1063 1083
1064 /* add exp so reading it gives xp (once) */ 1084 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1085 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 } 1086 }
1067 break; 1087 break;
1068 1088
1069 case SPELLBOOK: 1089 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1090 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */ 1091 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1092 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1093 op->stats.exp = op->value;
1074 break; 1094 break;
1075 1095
1076 case WAND: 1096 case WAND:
1077 /* nrof in the treasure list is number of charges, 1097 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1098 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1099 * and reset nrof.
1080 */ 1100 */
1081 op->stats.food = op->inv->nrof; 1101 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1102 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1103 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1104 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1105 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1106 * the spell, and value calculation is simpler.
1087 */ 1107 */
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1108 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089 { 1109 {
1110 op->level = level_for_item (op, difficulty);
1111 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1112 }
1113 else
1114 {
1115 op->level = op->inv->level;
1116 op->value = op->value * op->inv->value;
1117 }
1118 break;
1119
1120 case ROD:
1090 op->level = level_for_item (op, difficulty); 1121 op->level = level_for_item (op, difficulty);
1122 /* Add 50 to both level an divisor to keep prices a little more
1123 * reasonable. Otherwise, a high level version of a low level
1124 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1125 * 10 time multiplier). This way, the value are a bit more reasonable.
1126 */
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1127 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092 } 1128 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1129 if (op->stats.maxhp)
1094 { 1130 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1131 else
1096 op->value = op->value * op->inv->value; 1132 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1133
1134 op->stats.hp = op->stats.maxhp;
1135 break;
1136
1100 case ROD: 1137 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1138 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1139 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 1140
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */ 1141 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1142 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1143 op->nrof = op->inv->nrof;
1124 break; 1144 break;
1125 1145
1126 case RUNE: 1146 case RUNE:
1127 trap_adjust (op, difficulty); 1147 trap_adjust (op, difficulty);
1128 break; 1148 break;
1129 1149
1130 case TRAP: 1150 case TRAP:
1131 trap_adjust (op, difficulty); 1151 trap_adjust (op, difficulty);
1132 break; 1152 break;
1133 } /* switch type */ 1153 } /* switch type */
1134 1154
1135 if (flags & GT_STARTEQUIP) 1155 if (flags & GT_STARTEQUIP)
1136 { 1156 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1157 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1158 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1159 else if (op->type != MONEY)
1140 op->value = 0; 1160 op->value = 0;
1141 } 1161 }
1142 1162
1143 if (!(flags & GT_ENVIRONMENT)) 1163 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1164 fix_flesh_item (op, creator);
1145} 1165}
1153 */ 1173 */
1154 1174
1155/* 1175/*
1156 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1157 */ 1177 */
1158
1159static artifactlist * 1178static artifactlist *
1160get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1161{ 1180{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1182
1163 if (tl == NULL) 1183 if (al == NULL)
1164 fatal (OUT_OF_MEMORY); 1184 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL; 1185 al->next = NULL;
1166 tl->items = NULL; 1186 al->items = NULL;
1167 tl->total_chance = 0; 1187 al->total_chance = 0;
1168 return tl; 1188 return al;
1169} 1189}
1170 1190
1171/* 1191/*
1172 * Allocate and return the pointer to an empty artifact structure. 1192 * Allocate and return the pointer to an empty artifact structure.
1173 */ 1193 */
1174
1175static artifact * 1194static artifact *
1176get_empty_artifact (void) 1195get_empty_artifact (void)
1177{ 1196{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1197 artifact *a = (artifact *) malloc (sizeof (artifact));
1198
1179 if (t == NULL) 1199 if (a == NULL)
1180 fatal (OUT_OF_MEMORY); 1200 fatal (OUT_OF_MEMORY);
1201
1181 t->item = NULL; 1202 a->item = NULL;
1182 t->next = NULL; 1203 a->next = NULL;
1183 t->chance = 0; 1204 a->chance = 0;
1184 t->difficulty = 0; 1205 a->difficulty = 0;
1185 t->allowed = NULL; 1206 a->allowed = NULL;
1186 return t; 1207 return a;
1187} 1208}
1188 1209
1189/* 1210/*
1190 * Searches the artifact lists and returns one that has the same type 1211 * Searches the artifact lists and returns one that has the same type
1191 * of objects on it. 1212 * of objects on it.
1192 */ 1213 */
1193
1194artifactlist * 1214artifactlist *
1195find_artifactlist (int type) 1215find_artifactlist (int type)
1196{ 1216{
1197 artifactlist *al; 1217 artifactlist *al;
1198 1218
1199 for (al = first_artifactlist; al != NULL; al = al->next) 1219 for (al = first_artifactlist; al; al = al->next)
1200 if (al->type == type) 1220 if (al->type == type)
1201 return al; 1221 return al;
1222
1202 return NULL; 1223 return 0;
1203} 1224}
1204 1225
1205/* 1226/*
1206 * For debugging purposes. Dumps all tables. 1227 * For debugging purposes. Dumps all tables.
1207 */ 1228 */
1208
1209void 1229void
1210dump_artifacts (void) 1230dump_artifacts (void)
1211{ 1231{
1212 artifactlist *al; 1232 artifactlist *al;
1213 artifact *art; 1233 artifact *art;
1216 fprintf (logfile, "\n"); 1236 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1237 for (al = first_artifactlist; al != NULL; al = al->next)
1218 { 1238 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1239 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next) 1240 for (art = al->items; art != NULL; art = art->next)
1221 { 1241 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL) 1243 if (art->allowed != NULL)
1224 { 1244 {
1225 fprintf (logfile, "\tAllowed combinations:"); 1245 fprintf (logfile, "\tallowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next) 1246 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name); 1247 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1229 } 1249 }
1230 } 1250 }
1231 } 1251 }
1232 fprintf (logfile, "\n"); 1252 fprintf (logfile, "\n");
1233} 1253}
1234 1254
1235/* 1255/*
1236 * For debugging purposes. Dumps all treasures recursively (see below). 1256 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */ 1257 */
1238void 1258void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1259dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1240{ 1260{
1241 treasurelist *tl; 1261 treasurelist *tl;
1242 int i; 1262 int i;
1243 1263
1244 if (depth > 100) 1264 if (depth > 100)
1245 return; 1265 return;
1246 while (t != NULL) 1266 while (t)
1247 { 1267 {
1248 if (t->name != NULL) 1268 if (t->name)
1249 { 1269 {
1250 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name); 1272 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name); 1273 tl = find_treasurelist (t->name);
1274 if (tl)
1254 dump_monster_treasure_rec (name, tl->items, depth + 2); 1275 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++) 1276 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1277 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1278 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 } 1279 }
1259 else 1280 else
1260 { 1281 {
1261 for (i = 0; i < depth; i++) 1282 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " "); 1283 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH) 1284 if (t->item && t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else 1286 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name); 1287 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 } 1288 }
1289
1268 if (t->next_yes != NULL) 1290 if (t->next_yes)
1269 { 1291 {
1270 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n"); 1294 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 } 1296 }
1297
1275 if (t->next_no != NULL) 1298 if (t->next_no)
1276 { 1299 {
1277 for (i = 0; i < depth; i++) 1300 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " "); 1301 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n"); 1302 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1303 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 } 1304 }
1305
1282 t = t->next; 1306 t = t->next;
1283 } 1307 }
1284} 1308}
1285 1309
1286/* 1310/*
1294 archetype *at; 1318 archetype *at;
1295 int found; 1319 int found;
1296 1320
1297 found = 0; 1321 found = 0;
1298 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1323
1299 for (at = first_archetype; at != NULL; at = at->next) 1324 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 { 1326 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL) 1328 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else 1330 else
1306 fprintf (logfile, "(nothing)\n"); 1331 fprintf (logfile, "(nothing)\n");
1332
1307 fprintf (logfile, "\n"); 1333 fprintf (logfile, "\n");
1308 found++; 1334 found++;
1309 } 1335 }
1336
1310 if (found == 0) 1337 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name); 1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1339}
1313 1340
1314/* 1341/*
1315 * Builds up the lists of artifacts from the file in the libdir. 1342 * Builds up the lists of artifacts from the file in the libdir.
1316 */ 1343 */
1317
1318void 1344void
1319init_artifacts (void) 1345init_artifacts (void)
1320{ 1346{
1321 static int has_been_inited = 0; 1347 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1348 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323 artifact *art = NULL; 1349 artifact *art = NULL;
1324 linked_char *tmp;
1325 int value, comp; 1350 int value;
1326 artifactlist *al; 1351 artifactlist *al;
1327 1352
1328 if (has_been_inited) 1353 if (has_been_inited)
1329 return; 1354 return;
1330 else 1355 else
1331 has_been_inited = 1; 1356 has_been_inited = 1;
1332 1357
1333 sprintf (filename, "%s/artifacts", settings.datadir); 1358 sprintf (filename, "%s/artifacts", settings.datadir);
1334 object_thawer thawer (filename); 1359 object_thawer f (filename);
1335 1360
1336 if (!thawer) 1361 if (!f)
1337 return; 1362 return;
1338 1363
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1364 f.next ();
1340 {
1341 if (*buf == '#')
1342 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0';
1345 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */
1347 cp++;
1348 if (*cp == '\0')
1349 continue;
1350 1365
1351 if (!strncmp (cp, "Allowed", 7)) 1366 for (;;)
1352 {
1353 if (art == NULL)
1354 { 1367 {
1368 switch (f.kw)
1369 {
1370 case KW_allowed:
1371 if (!art)
1372 {
1355 art = get_empty_artifact (); 1373 art = get_empty_artifact ();
1356 nrofartifacts++; 1374 nrofartifacts++;
1375 }
1376
1377 {
1378 if (!strcmp (f.get_str (), "all"))
1379 break;
1380
1381 char *next, *cp = f.get_str ();
1382
1383 do
1384 {
1385 nrofallowedstr++;
1386
1387 if ((next = strchr (cp, ',')))
1388 *next++ = '\0';
1389
1390 linked_char *tmp = new linked_char;
1391
1392 tmp->name = cp;
1393 tmp->next = art->allowed;
1394 art->allowed = tmp;
1395 }
1396 while ((cp = next));
1397 }
1398 break;
1399
1400 case KW_chance:
1401 f.get (art->chance);
1402 break;
1403
1404 case KW_difficulty:
1405 f.get (art->difficulty);
1406 break;
1407
1408 case KW_object:
1409 {
1410 art->item = object::create ();
1411
1412 if (!art->item->parse_kv (f))
1413 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1414
1415 al = find_artifactlist (art->item->type);
1416
1417 if (!al)
1418 {
1419 al = get_empty_artifactlist ();
1420 al->type = art->item->type;
1421 al->next = first_artifactlist;
1422 first_artifactlist = al;
1423 }
1424
1425 art->next = al->items;
1426 al->items = art;
1427 art = 0;
1428 }
1429 continue;
1430
1431 case KW_EOF:
1432 goto done;
1433
1434 default:
1435 if (!f.parse_error ("artifacts file"))
1436 cleanup ("artifacts file required");
1437 break;
1438 }
1439
1440 f.next ();
1357 } 1441 }
1358 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all"))
1360 continue;
1361 1442
1362 do 1443done:
1363 {
1364 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0';
1367 tmp = new linked_char;
1368 tmp->name = cp;
1369 tmp->next = art->allowed;
1370 art->allowed = tmp;
1371 }
1372 while ((cp = next) != NULL);
1373 }
1374 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6))
1379 {
1380 art->item = (object *) calloc (1, sizeof (object));
1381 reset_object (art->item);
1382
1383 if (!load_object (thawer, art->item, 0))
1384 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1385
1386 art->item->name = strchr (cp, ' ') + 1;
1387 al = find_artifactlist (art->item->type);
1388 if (al == NULL)
1389 {
1390 al = get_empty_artifactlist ();
1391 al->type = art->item->type;
1392 al->next = first_artifactlist;
1393 first_artifactlist = al;
1394 }
1395 art->next = al->items;
1396 al->items = art;
1397 art = NULL;
1398 }
1399 else
1400 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1401 }
1402
1403 for (al = first_artifactlist; al != NULL; al = al->next) 1444 for (al = first_artifactlist; al; al = al->next)
1404 { 1445 {
1405 for (art = al->items; art != NULL; art = art->next) 1446 for (art = al->items; art; art = art->next)
1406 { 1447 {
1407 if (!art->chance) 1448 if (!art->chance)
1408 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1449 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1409 else 1450 else
1410 al->total_chance += art->chance; 1451 al->total_chance += art->chance;
1411 } 1452 }
1412#if 0 1453#if 0
1413 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1454 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1414#endif 1455#endif
1415 } 1456 }
1416 1457
1422 * Used in artifact generation. The bonuses of the first object 1463 * Used in artifact generation. The bonuses of the first object
1423 * is modified by the bonuses of the second object. 1464 * is modified by the bonuses of the second object.
1424 */ 1465 */
1425 1466
1426void 1467void
1427add_abilities (object * op, object * change) 1468add_abilities (object *op, object *change)
1428{ 1469{
1429 int i, j, tmp; 1470 int i, tmp;
1430 1471
1431 if (change->face != blank_face) 1472 if (change->face != blank_face)
1432 { 1473 {
1433#ifdef TREASURE_VERBOSE 1474#ifdef TREASURE_VERBOSE
1434 LOG (llevDebug, "FACE: %d\n", change->face->number); 1475 LOG (llevDebug, "FACE: %d\n", change->face->number);
1473 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1514 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1474 { 1515 {
1475 CLEAR_FLAG (op, FLAG_ANIMATE); 1516 CLEAR_FLAG (op, FLAG_ANIMATE);
1476 /* so artifacts will join */ 1517 /* so artifacts will join */
1477 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1518 if (!QUERY_FLAG (op, FLAG_ALIVE))
1478 op->speed = 0.0; 1519 op->speed = 0.0;
1479 update_ob_speed (op); 1520
1521 op->set_speed (op->speed);
1480 } 1522 }
1481 1523
1482 if (change->nrof) 1524 if (change->nrof)
1483 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1525 op->nrof = rndm (change->nrof) + 1;
1484 1526
1485 op->stats.exp += change->stats.exp; /* Speed modifier */ 1527 op->stats.exp += change->stats.exp; /* Speed modifier */
1486 op->stats.wc += change->stats.wc; 1528 op->stats.wc += change->stats.wc;
1487 op->stats.ac += change->stats.ac; 1529 op->stats.ac += change->stats.ac;
1488 1530
1489 if (change->other_arch) 1531 if (change->other_arch)
1490 { 1532 {
1491 /* Basically, for horns & potions, the other_arch field is the spell 1533 /* Basically, for horns & potions, the other_arch field is the spell
1492 * to cast. So convert that to into a spell and put it into 1534 * to cast. So convert that to into a spell and put it into
1493 * this object. 1535 * this object.
1494 */ 1536 */
1495 if (op->type == HORN || op->type == POTION) 1537 if (op->type == HORN || op->type == POTION)
1496 { 1538 {
1497 object *tmp_obj; 1539 object *tmp_obj;
1540
1498 /* Remove any spells this object currently has in it */ 1541 /* Remove any spells this object currently has in it */
1499 while (op->inv) 1542 while (op->inv)
1500 { 1543 op->inv->destroy ();
1501 tmp_obj = op->inv;
1502 remove_ob (tmp_obj);
1503 free_object (tmp_obj);
1504 }
1505 1544
1506 tmp_obj = arch_to_object (change->other_arch); 1545 tmp_obj = arch_to_object (change->other_arch);
1507 insert_ob_in_ob (tmp_obj, op); 1546 insert_ob_in_ob (tmp_obj, op);
1508 } 1547 }
1509 /* No harm setting this for potions/horns */ 1548 /* No harm setting this for potions/horns */
1510 op->other_arch = change->other_arch; 1549 op->other_arch = change->other_arch;
1511 } 1550 }
1512 1551
1513 if (change->stats.hp < 0) 1552 if (change->stats.hp < 0)
1546 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1585 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1547 1586
1548 op->item_power = change->item_power; 1587 op->item_power = change->item_power;
1549 1588
1550 for (i = 0; i < NROFATTACKS; i++) 1589 for (i = 0; i < NROFATTACKS; i++)
1551 {
1552 if (change->resist[i]) 1590 if (change->resist[i])
1553 {
1554 op->resist[i] += change->resist[i]; 1591 op->resist[i] += change->resist[i];
1555 }
1556 }
1557 1592
1558 if (change->stats.dam) 1593 if (change->stats.dam)
1559 { 1594 {
1560 if (change->stats.dam < 0) 1595 if (change->stats.dam < 0)
1561 op->stats.dam = (-change->stats.dam); 1596 op->stats.dam = (-change->stats.dam);
1562 else if (op->stats.dam) 1597 else if (op->stats.dam)
1563 { 1598 {
1564 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1599 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1565 if (tmp == op->stats.dam) 1600 if (tmp == op->stats.dam)
1566 { 1601 {
1567 if (change->stats.dam < 10) 1602 if (change->stats.dam < 10)
1568 op->stats.dam--; 1603 op->stats.dam--;
1604 else
1605 op->stats.dam++;
1606 }
1569 else 1607 else
1570 op->stats.dam++;
1571 }
1572 else
1573 op->stats.dam = tmp; 1608 op->stats.dam = tmp;
1574 } 1609 }
1575 } 1610 }
1576 1611
1577 if (change->weight) 1612 if (change->weight)
1578 { 1613 {
1579 if (change->weight < 0) 1614 if (change->weight < 0)
1580 op->weight = (-change->weight); 1615 op->weight = (-change->weight);
1581 else 1616 else
1582 op->weight = (op->weight * (change->weight)) / 100; 1617 op->weight = (op->weight * (change->weight)) / 100;
1583 } 1618 }
1584 1619
1585 if (change->last_sp) 1620 if (change->last_sp)
1586 { 1621 {
1587 if (change->last_sp < 0) 1622 if (change->last_sp < 0)
1588 op->last_sp = (-change->last_sp); 1623 op->last_sp = (-change->last_sp);
1589 else 1624 else
1590 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1625 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1591 } 1626 }
1592 1627
1593 if (change->gen_sp_armour) 1628 if (change->gen_sp_armour)
1594 { 1629 {
1595 if (change->gen_sp_armour < 0) 1630 if (change->gen_sp_armour < 0)
1596 op->gen_sp_armour = (-change->gen_sp_armour); 1631 op->gen_sp_armour = (-change->gen_sp_armour);
1597 else 1632 else
1598 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1633 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1599 } 1634 }
1600 1635
1601 op->value *= change->value; 1636 op->value *= change->value;
1602 1637
1603 if (change->material) 1638 if (change->materials)
1604 op->material = change->material; 1639 op->materials = change->materials;
1605 1640
1606 if (change->materialname) 1641 if (change->materialname)
1607 op->materialname = change->materialname; 1642 op->materialname = change->materialname;
1608 1643
1609 if (change->slaying) 1644 if (change->slaying)
1615 if (change->msg) 1650 if (change->msg)
1616 op->msg = change->msg; 1651 op->msg = change->msg;
1617} 1652}
1618 1653
1619static int 1654static int
1620legal_artifact_combination (object * op, artifact * art) 1655legal_artifact_combination (object *op, artifact * art)
1621{ 1656{
1622 int neg, success = 0; 1657 int neg, success = 0;
1623 linked_char *tmp; 1658 linked_char *tmp;
1624 const char *name; 1659 const char *name;
1625 1660
1626 if (art->allowed == (linked_char *) NULL) 1661 if (art->allowed == (linked_char *) NULL)
1627 return 1; /* Ie, "all" */ 1662 return 1; /* Ie, "all" */
1628 for (tmp = art->allowed; tmp; tmp = tmp->next) 1663 for (tmp = art->allowed; tmp; tmp = tmp->next)
1629 { 1664 {
1630#ifdef TREASURE_VERBOSE 1665#ifdef TREASURE_VERBOSE
1631 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1666 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1632#endif 1667#endif
1633 if (*tmp->name == '!') 1668 if (*tmp->name == '!')
1634 name = tmp->name + 1, neg = 1; 1669 name = tmp->name + 1, neg = 1;
1635 else 1670 else
1636 name = tmp->name, neg = 0; 1671 name = tmp->name, neg = 0;
1637 1672
1638 /* If we match name, then return the opposite of 'neg' */ 1673 /* If we match name, then return the opposite of 'neg' */
1639 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1674 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1640 return !neg; 1675 return !neg;
1641 1676
1642 /* Set success as true, since if the match was an inverse, it means 1677 /* Set success as true, since if the match was an inverse, it means
1643 * everything is allowed except what we match 1678 * everything is allowed except what we match
1644 */ 1679 */
1645 else if (neg) 1680 else if (neg)
1646 success = 1; 1681 success = 1;
1647 } 1682 }
1648 return success; 1683 return success;
1649} 1684}
1650 1685
1651/* 1686/*
1652 * Fixes the given object, giving it the abilities and titles 1687 * Fixes the given object, giving it the abilities and titles
1653 * it should have due to the second artifact-template. 1688 * it should have due to the second artifact-template.
1654 */ 1689 */
1655 1690
1656void 1691void
1657give_artifact_abilities (object * op, object * artifct) 1692give_artifact_abilities (object *op, object *artifct)
1658{ 1693{
1659 char new_name[MAX_BUF]; 1694 char new_name[MAX_BUF];
1660 1695
1661 sprintf (new_name, "of %s", &artifct->name); 1696 sprintf (new_name, "of %s", &artifct->name);
1662 op->title = new_name; 1697 op->title = new_name;
1663 add_abilities (op, artifct); /* Give out the bonuses */ 1698 add_abilities (op, artifct); /* Give out the bonuses */
1664 1699
1665#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1700#if 0 /* Bit verbose, but keep it here until next time I need it... */
1666 { 1701 {
1667 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1702 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1703
1668 SET_FLAG (op, FLAG_IDENTIFIED); 1704 SET_FLAG (op, FLAG_IDENTIFIED);
1669 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1705 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1670 if (!identified) 1706 if (!identified)
1671 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1707 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1672 } 1708 }
1684 1720
1685/* Give 1 re-roll attempt per artifact */ 1721/* Give 1 re-roll attempt per artifact */
1686#define ARTIFACT_TRIES 2 1722#define ARTIFACT_TRIES 2
1687 1723
1688void 1724void
1689generate_artifact (object * op, int difficulty) 1725generate_artifact (object *op, int difficulty)
1690{ 1726{
1691 artifactlist *al; 1727 artifactlist *al;
1692 artifact *art; 1728 artifact *art;
1693 int i; 1729 int i;
1694 1730
1695 al = find_artifactlist (op->type); 1731 al = find_artifactlist (op->type);
1696 1732
1697 if (al == NULL) 1733 if (al == NULL)
1698 { 1734 {
1699#if 0 /* This is too verbose, usually */ 1735#if 0 /* This is too verbose, usually */
1700 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1736 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1701#endif 1737#endif
1702 return; 1738 return;
1703 } 1739 }
1704 1740
1705 for (i = 0; i < ARTIFACT_TRIES; i++) 1741 for (i = 0; i < ARTIFACT_TRIES; i++)
1706 { 1742 {
1707 int roll = RANDOM () % al->total_chance; 1743 int roll = rndm (al->total_chance);
1708 1744
1709 for (art = al->items; art != NULL; art = art->next) 1745 for (art = al->items; art; art = art->next)
1710 { 1746 {
1711 roll -= art->chance; 1747 roll -= art->chance;
1712 if (roll < 0) 1748 if (roll < 0)
1713 break; 1749 break;
1714 } 1750 }
1715 1751
1716 if (art == NULL || roll >= 0) 1752 if (art == NULL || roll >= 0)
1717 { 1753 {
1718#if 1 1754#if 1
1719 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1755 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1720#endif 1756#endif
1721 return; 1757 return;
1722 } 1758 }
1723 if (!strcmp (art->item->name, "NONE")) 1759 if (!strcmp (art->item->name, "NONE"))
1724 return; 1760 return;
1725 if (FABS (op->magic) < art->item->magic) 1761 if (FABS (op->magic) < art->item->magic)
1726 continue; /* Not magic enough to be this item */ 1762 continue; /* Not magic enough to be this item */
1727 1763
1728 /* Map difficulty not high enough */ 1764 /* Map difficulty not high enough */
1729 if (difficulty < art->difficulty) 1765 if (difficulty < art->difficulty)
1730 continue; 1766 continue;
1731 1767
1732 if (!legal_artifact_combination (op, art)) 1768 if (!legal_artifact_combination (op, art))
1733 { 1769 {
1734#ifdef TREASURE_VERBOSE 1770#ifdef TREASURE_VERBOSE
1735 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1771 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1736#endif 1772#endif
1737 continue; 1773 continue;
1738 } 1774 }
1739 give_artifact_abilities (op, art->item); 1775 give_artifact_abilities (op, art->item);
1740 return; 1776 return;
1741 } 1777 }
1742} 1778}
1743 1779
1745 * FOOD, except they inherit properties (name, food value, etc). 1781 * FOOD, except they inherit properties (name, food value, etc).
1746 * based on the original owner (or 'donor' if you like). -b.t. 1782 * based on the original owner (or 'donor' if you like). -b.t.
1747 */ 1783 */
1748 1784
1749void 1785void
1750fix_flesh_item (object * item, object * donor) 1786fix_flesh_item (object *item, object *donor)
1751{ 1787{
1752 char tmpbuf[MAX_BUF]; 1788 char tmpbuf[MAX_BUF];
1753 int i; 1789 int i;
1754 1790
1755 if (item->type == FLESH && donor) 1791 if (item->type == FLESH && donor)
1756 { 1792 {
1757 /* change the name */ 1793 /* change the name */
1758 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1794 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1795 item->name = tmpbuf;
1759 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1796 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1797 item->name_pl = tmpbuf;
1760 1798
1761 /* weight is FLESH weight/100 * donor */ 1799 /* weight is FLESH weight/100 * donor */
1762 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1800 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1763 item->weight = 1; 1801 item->weight = 1;
1764 1802
1765 /* value is multiplied by level of donor */ 1803 /* value is multiplied by level of donor */
1766 item->value *= isqrt (donor->level * 2); 1804 item->value *= isqrt (donor->level * 2);
1767 1805
1768 /* food value */ 1806 /* food value */
1770 1808
1771 /* flesh items inherit some abilities of donor, but not 1809 /* flesh items inherit some abilities of donor, but not
1772 * full effect. 1810 * full effect.
1773 */ 1811 */
1774 for (i = 0; i < NROFATTACKS; i++) 1812 for (i = 0; i < NROFATTACKS; i++)
1775 item->resist[i] = donor->resist[i] / 2; 1813 item->resist[i] = donor->resist[i] / 2;
1776 1814
1777 /* item inherits donor's level (important for quezals) */ 1815 /* item inherits donor's level (important for quezals) */
1778 item->level = donor->level; 1816 item->level = donor->level;
1779 1817
1780 /* if donor has some attacktypes, the flesh is poisonous */ 1818 /* if donor has some attacktypes, the flesh is poisonous */
1781 if (donor->attacktype & AT_POISON) 1819 if (donor->attacktype & AT_POISON)
1782 item->type = POISON; 1820 item->type = POISON;
1783 if (donor->attacktype & AT_ACID) 1821 if (donor->attacktype & AT_ACID)
1784 item->stats.hp = -1 * item->stats.food; 1822 item->stats.hp = -1 * item->stats.food;
1785 SET_FLAG (item, FLAG_NO_STEAL); 1823 SET_FLAG (item, FLAG_NO_STEAL);
1786 } 1824 }
1787} 1825}
1788 1826
1789/* special_potion() - so that old potion code is still done right. */ 1827/* special_potion() - so that old potion code is still done right. */
1790 1828
1791int 1829int
1792special_potion (object * op) 1830special_potion (object *op)
1793{ 1831{
1794
1795 int i;
1796
1797 if (op->attacktype) 1832 if (op->attacktype)
1798 return 1; 1833 return 1;
1799 1834
1800 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1835 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1801 return 1; 1836 return 1;
1802 1837
1803 for (i = 0; i < NROFATTACKS; i++) 1838 for (int i = 0; i < NROFATTACKS; i++)
1804 if (op->resist[i]) 1839 if (op->resist[i])
1805 return 1; 1840 return 1;
1806 1841
1807 return 0; 1842 return 0;
1808} 1843}
1809 1844
1810void 1845void
1811free_treasurestruct (treasure * t) 1846free_treasurestruct (treasure *t)
1812{ 1847{
1813 if (t->next) 1848 if (t->next)
1814 free_treasurestruct (t->next); 1849 free_treasurestruct (t->next);
1815 if (t->next_yes) 1850 if (t->next_yes)
1816 free_treasurestruct (t->next_yes); 1851 free_treasurestruct (t->next_yes);
1819 1854
1820 delete t; 1855 delete t;
1821} 1856}
1822 1857
1823void 1858void
1824free_charlinks (linked_char * lc) 1859free_charlinks (linked_char *lc)
1825{ 1860{
1826 if (lc->next) 1861 if (lc->next)
1827 free_charlinks (lc->next); 1862 free_charlinks (lc->next);
1828 1863
1829 delete lc; 1864 delete lc;
1830} 1865}
1831 1866
1832void 1867void
1833free_artifact (artifact * at) 1868free_artifact (artifact * at)
1834{ 1869{
1835
1836 if (at->next) 1870 if (at->next)
1837 free_artifact (at->next); 1871 free_artifact (at->next);
1872
1838 if (at->allowed) 1873 if (at->allowed)
1839 free_charlinks (at->allowed); 1874 free_charlinks (at->allowed);
1840 1875
1841 delete at->item; 1876 at->item->destroy (1);
1842 1877
1843 delete at; 1878 delete at;
1844} 1879}
1845 1880
1846void 1881void
1847free_artifactlist (artifactlist * al) 1882free_artifactlist (artifactlist * al)
1848{ 1883{
1849 artifactlist *nextal; 1884 artifactlist *nextal;
1885
1850 for (al = first_artifactlist; al != NULL; al = nextal) 1886 for (al = first_artifactlist; al; al = nextal)
1851 { 1887 {
1852 nextal = al->next; 1888 nextal = al->next;
1889
1853 if (al->items) 1890 if (al->items)
1854 {
1855 free_artifact (al->items); 1891 free_artifact (al->items);
1856 } 1892
1857 free (al); 1893 free (al);
1858 } 1894 }
1859} 1895}
1860 1896
1861void 1897void
1866 1902
1867 for (tl = first_treasurelist; tl != NULL; tl = next) 1903 for (tl = first_treasurelist; tl != NULL; tl = next)
1868 { 1904 {
1869 next = tl->next; 1905 next = tl->next;
1870 if (tl->items) 1906 if (tl->items)
1871 free_treasurestruct (tl->items); 1907 free_treasurestruct (tl->items);
1872 delete tl; 1908 delete tl;
1873 } 1909 }
1874 free_artifactlist (first_artifactlist); 1910 free_artifactlist (first_artifactlist);
1875} 1911}

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