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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.8 by root, Sun Sep 3 08:05:39 2006 UTC vs.
Revision 1.29 by root, Tue Dec 26 20:04:09 2006 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.8 2006/09/03 08:05:39 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#define ALLOWED_COMBINATION 24#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
35 * left on 29 * left on
36 */ 30 */
37#define TREASURE_DEBUG 31#define TREASURE_DEBUG
38 32
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
40/* #define TREASURE_VERBOSE */ 35/* #define TREASURE_VERBOSE */
41 36
42#include <global.h> 37#include <global.h>
43#include <treasure.h> 38#include <treasure.h>
44#include <funcpoint.h> 39#include <funcpoint.h>
45#include <loader.h> 40#include <loader.h>
46 41
47 42
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 44extern char *spell_mapping[];
50 45
51/* 46/*
52 * Initialize global archtype pointers: 47 * Initialize global archtype pointers:
53 */ 48 */
54 49
55void 50void
56init_archetype_pointers () 51init_archetype_pointers ()
57{ 52{
58 int prev_warn = warn_archetypes; 53 int prev_warn = warn_archetypes;
54
59 warn_archetypes = 1; 55 warn_archetypes = 1;
60 if (ring_arch == NULL) 56 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 57 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 58 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 59 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 60 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 61 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 62 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 63 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 64 warn_archetypes = prev_warn;
69} 65}
70 66
71/* 67/*
72 * Allocate and return the pointer to an empty treasurelist structure. 68 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 104 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 105 {
110 (*line)++; 106 (*line)++;
111 107
112 if (*buf == '#') 108 if (*buf == '#')
113 continue; 109 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 110 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 111 *cp = '\0';
116 cp = buf; 112 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 113 while (isspace (*cp)) /* Skip blanks */
118 cp++; 114 cp++;
119 115
120 if (sscanf (cp, "arch %s", variable)) 116 if (sscanf (cp, "arch %s", variable))
121 { 117 {
122 if ((t->item = find_archetype (variable)) == NULL) 118 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 120 }
125 else if (sscanf (cp, "list %s", variable)) 121 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 122 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 123 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 124 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 125 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 126 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 127 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 128 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 129 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 130 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 131 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 132 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 133 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 134 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 135 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 136 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 137 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 138 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 139 else if (!strcmp (cp, "end"))
144 return t; 140 return t;
145 else if (!strcmp (cp, "more")) 141 else if (!strcmp (cp, "more"))
146 { 142 {
147 t->next = load_treasure (fp, line); 143 t->next = load_treasure (fp, line);
148 return t; 144 return t;
149 } 145 }
150 else 146 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 148 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 149 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 150 return t;
155} 151}
156 152
157#ifdef TREASURE_DEBUG 153#ifdef TREASURE_DEBUG
154
158/* recursived checks the linked list. Treasurelist is passed only 155/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 156 * so that the treasure name can be printed out
160 */ 157 */
161static void 158static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 159check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 160{
164 if (t->item == NULL && t->name == NULL) 161 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); 162 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)) 163 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); 164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
199 } 196 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 197 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 198 {
202 line++; 199 line++;
203 if (*buf == '#') 200 if (*buf == '#')
204 continue; 201 continue;
205 202
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 204 {
208 treasurelist *tl = get_empty_treasurelist (); 205 treasurelist *tl = get_empty_treasurelist ();
206
209 tl->name = name; 207 tl->name = name;
210 if (previous == NULL) 208 if (previous == NULL)
211 first_treasurelist = tl; 209 first_treasurelist = tl;
212 else 210 else
213 previous->next = tl; 211 previous->next = tl;
214 previous = tl; 212 previous = tl;
215 tl->items = load_treasure (fp, &line); 213 tl->items = load_treasure (fp, &line);
216 214
217 /* This is a one of the many items on the list should be generated. 215 /* 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 216 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 217 * fields of the treasures are not being used.
220 */ 218 */
221 if (!strncmp (buf, "treasureone", 11)) 219 if (!strncmp (buf, "treasureone", 11))
222 { 220 {
223 for (t = tl->items; t != NULL; t = t->next) 221 for (t = tl->items; t != NULL; t = t->next)
224 { 222 {
225#ifdef TREASURE_DEBUG 223#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 224 if (t->next_yes || t->next_no)
227 { 225 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 226 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"); 227 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 228 }
231#endif 229#endif
232 tl->total_chance += t->chance; 230 tl->total_chance += t->chance;
233 } 231 }
234 } 232 }
235 } 233 }
236 else 234 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 236 }
239 close_and_delete (fp, comp); 237 close_and_delete (fp, comp);
240 238
241#ifdef TREASURE_DEBUG 239#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 240 /* Perform some checks on how valid the treasure data actually is.
255 */ 253 */
256 254
257treasurelist * 255treasurelist *
258find_treasurelist (const char *name) 256find_treasurelist (const char *name)
259{ 257{
260 const char *tmp = shstr::find (name); 258 shstr_cmp name_ (name);
261 treasurelist *tl;
262 259
263 /* Special cases - randomitems of none is to override default. If 260 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; 261 return 0;
270 262
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next) 263 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
273 if (tmp == tl->name) 264 if (name_ == tl->name)
274 return tl; 265 return tl;
275 266
267 if (first_treasurelist)
276 LOG (llevError, "Couldn't find treasurelist %s\n", name); 268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
277 return NULL; 270 return 0;
278} 271}
279 272
280 273
281/* 274/*
282 * Generates the objects specified by the given treasure. 275 * Generates the objects specified by the given treasure.
287 * being generated. 280 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters 282 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 283 * start with equipment, but only their abilities).
291 */ 284 */
292
293
294static void 285static void
295put_treasure (object * op, object * creator, int flags) 286put_treasure (object *op, object *creator, int flags)
296{ 287{
297 object *tmp; 288 object *tmp;
298 289
299 /* Bit of a hack - spells should never be put onto the map. The entire 290 /* 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 291 * 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 292 * this is the original object, or if this is an object that should be created
302 * by another object. 293 * by another object.
303 */ 294 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 295 if (flags & GT_ENVIRONMENT && op->type != SPELL)
305 { 296 {
306 op->x = creator->x;
307 op->y = creator->y;
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 297 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 298 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
310 } 299 }
311 else 300 else
312 { 301 {
313 op = insert_ob_in_ob (op, creator); 302 op = creator->insert (op);
303
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 304 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op); 305 monster_check_apply (creator, op);
306
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 307 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
317 esrv_send_item (tmp, op); 308 esrv_send_item (tmp, op);
318 } 309 }
319} 310}
320 311
321/* if there are change_xxx commands in the treasure, we include the changes 312/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 313 * in the generated object
323 */ 314 */
324static void 315static void
325change_treasure (treasure * t, object * op) 316change_treasure (treasure *t, object *op)
326{ 317{
327 /* CMD: change_name xxxx */ 318 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 319 if (t->change_arch.name)
329 { 320 {
330 op->name = t->change_arch.name; 321 op->name = t->change_arch.name;
337 if (t->change_arch.slaying) 328 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 329 op->slaying = t->change_arch.slaying;
339} 330}
340 331
341void 332void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 333create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 334{
344 object *tmp; 335 object *tmp;
345 336
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 337 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
348 { 338 {
349 if (t->name) 339 if (t->name)
350 { 340 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 341 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 342 {
353 } 343 treasurelist *tl = find_treasurelist (t->name);
344 if (tl)
345 create_treasure (tl, op, flag, difficulty, tries);
346 }
347 }
354 else 348 else
355 { 349 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 350 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
357 { 351 {
358 tmp = arch_to_object (t->item); 352 tmp = arch_to_object (t->item);
359 if (t->nrof && tmp->nrof <= 1) 353 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 354 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
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 = RANDOM () % 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")) 400 if (!strcmp (t->name, "NONE"))
402 return; 401 return;
402
403 if (difficulty >= t->magic) 403 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 404 {
405 treasurelist *tl = find_treasurelist (t->name);
406 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries);
408 }
405 else if (t->nrof) 409 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 410 create_one_treasure (tl, op, flag, difficulty, tries);
411
407 return; 412 return;
408 } 413 }
414
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
410 { 416 {
411 object *tmp = arch_to_object (t->item); 417 object *tmp = arch_to_object (t->item);
418
412 if (!tmp) 419 if (!tmp)
413 return; 420 return;
421
414 if (t->nrof && tmp->nrof <= 1) 422 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 425 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 426 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 427 put_treasure (tmp, op, flag);
419 } 428 }
420} 429}
425 * list transitions, or so that excessively good treasure will not be 434 * 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 435 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 436 * to do that.
428 */ 437 */
429void 438void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
431{ 440{
432 441
433 if (tries++ > 100) 442 if (tries++ > 100)
434 { 443 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 * it instead takes a treasurelist. It is really just a wrapper around 454 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 455 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 456 * inserted into, and then return that treausre
448 */ 457 */
449object * 458object *
450generate_treasure (treasurelist * t, int difficulty) 459generate_treasure (treasurelist *t, int difficulty)
451{ 460{
461 difficulty = clamp (difficulty, 1, settings.max_level);
462
452 object *ob = get_object (), *tmp; 463 object *ob = object::create (), *tmp;
453 464
454 create_treasure (t, ob, 0, difficulty, 0); 465 create_treasure (t, ob, 0, difficulty, 0);
455 466
456 /* Don't want to free the object we are about to return */ 467 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 468 tmp = ob->inv;
458 if (tmp != NULL) 469 if (tmp != NULL)
459 remove_ob (tmp); 470 tmp->remove ();
471
460 if (ob->inv) 472 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 473 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 474
464 free_object (ob); 475 ob->destroy ();
465 return tmp; 476 return tmp;
466} 477}
467 478
468/* 479/*
469 * This is a new way of calculating the chance for an item to have 480 * 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 482 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 483 * magical bonus "wanted".
473 */ 484 */
474 485
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
476/*chance of magic difficulty*/ 488/*chance of magic difficulty*/
489
477/* +0 +1 +2 +3 +4 */ 490/* +0 +1 +2 +3 +4 */
478 {95, 2, 2, 1, 0}, /*1 */ 491 {95, 2, 2, 1, 0}, /*1 */
479 {92, 5, 2, 1, 0}, /*2 */ 492 {92, 5, 2, 1, 0}, /*2 */
480 {85, 10, 4, 1, 0}, /*3 */ 493 {85, 10, 4, 1, 0}, /*3 */
481 {80, 14, 4, 2, 0}, /*4 */ 494 {80, 14, 4, 2, 0}, /*4 */
482 {75, 17, 5, 2, 1}, /*5 */ 495 {75, 17, 5, 2, 1}, /*5 */
483 {70, 18, 8, 3, 1}, /*6 */ 496 {70, 18, 8, 3, 1}, /*6 */
484 {65, 21, 10, 3, 1}, /*7 */ 497 {65, 21, 10, 3, 1}, /*7 */
485 {60, 22, 12, 4, 2}, /*8 */ 498 {60, 22, 12, 4, 2}, /*8 */
486 {55, 25, 14, 4, 2}, /*9 */ 499 {55, 25, 14, 4, 2}, /*9 */
487 {50, 27, 16, 5, 2}, /*10 */ 500 {50, 27, 16, 5, 2}, /*10 */
488 {45, 28, 18, 6, 3}, /*11 */ 501 {45, 28, 18, 6, 3}, /*11 */
489 {42, 28, 20, 7, 3}, /*12 */ 502 {42, 28, 20, 7, 3}, /*12 */
490 {40, 27, 21, 8, 4}, /*13 */ 503 {40, 27, 21, 8, 4}, /*13 */
491 {38, 25, 22, 10, 5}, /*14 */ 504 {38, 25, 22, 10, 5}, /*14 */
492 {36, 23, 23, 12, 6}, /*15 */ 505 {36, 23, 23, 12, 6}, /*15 */
493 {33, 21, 24, 14, 8}, /*16 */ 506 {33, 21, 24, 14, 8}, /*16 */
494 {31, 19, 25, 16, 9}, /*17 */ 507 {31, 19, 25, 16, 9}, /*17 */
495 {27, 15, 30, 18, 10}, /*18 */ 508 {27, 15, 30, 18, 10}, /*18 */
496 {20, 12, 30, 25, 13}, /*19 */ 509 {20, 12, 30, 25, 13}, /*19 */
497 {15, 10, 28, 30, 17}, /*20 */ 510 {15, 10, 28, 30, 17}, /*20 */
498 {13, 9, 27, 28, 23}, /*21 */ 511 {13, 9, 27, 28, 23}, /*21 */
499 {10, 8, 25, 28, 29}, /*22 */ 512 {10, 8, 25, 28, 29}, /*22 */
500 {8, 7, 23, 26, 36}, /*23 */ 513 {8, 7, 23, 26, 36}, /*23 */
501 {6, 6, 20, 22, 46}, /*24 */ 514 {6, 6, 20, 22, 46}, /*24 */
502 {4, 5, 17, 18, 56}, /*25 */ 515 {4, 5, 17, 18, 56}, /*25 */
503 {2, 4, 12, 14, 68}, /*26 */ 516 {2, 4, 12, 14, 68}, /*26 */
504 {0, 3, 7, 10, 80}, /*27 */ 517 {0, 3, 7, 10, 80}, /*27 */
505 {0, 0, 3, 7, 90}, /*28 */ 518 {0, 0, 3, 7, 90}, /*28 */
506 {0, 0, 0, 3, 97}, /*29 */ 519 {0, 0, 0, 3, 97}, /*29 */
507 {0, 0, 0, 0, 100}, /*30 */ 520 {0, 0, 0, 0, 100}, /*30 */
508 {0, 0, 0, 0, 100}, /*31 */ 521 {0, 0, 0, 0, 100}, /*31 */
509}; 522};
510 523
511 524
512/* calculate the appropriate level for wands staves and scrolls. 525/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 526 * This code presumes that op has had its spell object created (in op->inv)
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 528 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 529 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 530 */
518 531
519int 532int
520level_for_item (const object * op, int difficulty) 533level_for_item (const object *op, int difficulty)
521{ 534{
522 int mult = 0, olevel = 0; 535 int olevel = 0;
523 536
524 if (!op->inv) 537 if (!op->inv)
525 { 538 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 539 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 540 return 0;
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 581 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 582 {
570 percent -= difftomagic_list[scaled_diff][magic]; 583 percent -= difftomagic_list[scaled_diff][magic];
571 584
572 if (percent < 0) 585 if (percent < 0)
573 break; 586 break;
574 } 587 }
575 588
576 if (magic == (MAXMAGIC + 1)) 589 if (magic == (MAXMAGIC + 1))
577 { 590 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 591 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
591 * This function doesn't work properly, should add use of archetypes 604 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 605 * to make it truly absolute.
593 */ 606 */
594 607
595void 608void
596set_abs_magic (object * op, int magic) 609set_abs_magic (object *op, int magic)
597{ 610{
598 if (!magic) 611 if (!magic)
599 return; 612 return;
600 613
601 op->magic = magic; 614 op->magic = magic;
602 if (op->arch) 615 if (op->arch)
603 { 616 {
604 if (op->type == ARMOUR) 617 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
606 619
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
608 magic = (-magic); 621 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610 } 623 }
611 else 624 else
612 { 625 {
613 if (op->type == ARMOUR) 626 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 628 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
616 magic = (-magic); 629 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 630 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 631 }
619} 632}
620 633
621/* 634/*
622 * Sets a random magical bonus in the given object based upon 635 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 636 * the given difficulty, and the given max possible bonus.
624 */ 637 */
625 638
626static void 639static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 640set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 641{
629 int i; 642 int i;
643
630 i = magic_from_difficulty (difficulty); 644 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 645 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 646 i = -i;
633 if (i > max_magic) 647 if (i > max_magic)
634 i = max_magic; 648 i = max_magic;
645 * other bonuses previously rolled and ones the item might natively have. 659 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 660 * 2) Add code to deal with new PR method.
647 */ 661 */
648 662
649void 663void
650set_ring_bonus (object * op, int bonus) 664set_ring_bonus (object *op, int bonus)
651{ 665{
652 666
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 667 int r = RANDOM () % (bonus > 0 ? 25 : 11);
654 668
655 if (op->type == AMULET) 669 if (op->type == AMULET)
656 { 670 {
657 if (!(RANDOM () % 21)) 671 if (!(RANDOM () % 21))
658 r = 20 + RANDOM () % 2; 672 r = 20 + RANDOM () % 2;
659 else 673 else
660 { 674 {
661 if (RANDOM () & 2) 675 if (RANDOM () & 2)
662 r = 10; 676 r = 10;
663 else 677 else
664 r = 11 + RANDOM () % 9; 678 r = 11 + RANDOM () % 9;
665 } 679 }
666 } 680 }
667 681
668 switch (r) 682 switch (r)
669 { 683 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 684 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 685 * bonuses and penalties will stack and add to existing values.
672 * of the item. 686 * of the item.
673 */ 687 */
674 case 0: 688 case 0:
675 case 1: 689 case 1:
676 case 2: 690 case 2:
677 case 3: 691 case 3:
678 case 4: 692 case 4:
679 case 5: 693 case 5:
680 case 6: 694 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 695 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
682 break; 696 break;
683 697
684 case 7: 698 case 7:
685 op->stats.dam += bonus; 699 op->stats.dam += bonus;
686 break; 700 break;
687 701
688 case 8: 702 case 8:
689 op->stats.wc += bonus; 703 op->stats.wc += bonus;
690 break; 704 break;
691 705
692 case 9: 706 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 707 op->stats.food += bonus; /* hunger/sustenance */
694 break; 708 break;
695 709
696 case 10: 710 case 10:
697 op->stats.ac += bonus; 711 op->stats.ac += bonus;
698 break; 712 break;
699 713
700 /* Item that gives protections/vulnerabilities */ 714 /* Item that gives protections/vulnerabilities */
701 case 11: 715 case 11:
702 case 12: 716 case 12:
703 case 13: 717 case 13:
704 case 14: 718 case 14:
705 case 15: 719 case 15:
706 case 16: 720 case 16:
707 case 17: 721 case 17:
708 case 18: 722 case 18:
709 case 19: 723 case 19:
710 { 724 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 725 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
712 726
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 727 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 728 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
715 729
716 /* Cursed items need to have higher negative values to equal out with 730 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 731 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 732 * little random element in since that they don't always end up with
719 * even values. 733 * even values.
720 */ 734 */
721 if (bonus < 0) 735 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 736 val = 2 * -val - RANDOM () % b;
723 if (val > 35) 737 if (val > 35)
724 val = 35; /* Upper limit */ 738 val = 35; /* Upper limit */
725 b = 0; 739 b = 0;
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 740 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 741 {
728 resist = RANDOM () % num_resist_table; 742 resist = RANDOM () % num_resist_table;
729 } 743 }
730 if (b == 4) 744 if (b == 4)
731 return; /* Not able to find a free resistance */ 745 return; /* Not able to find a free resistance */
732 op->resist[resist_table[resist]] = val; 746 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 747 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 748 * based on how good a resistance we gave.
735 */ 749 */
736 break; 750 break;
737 } 751 }
738 case 20: 752 case 20:
739 if (op->type == AMULET) 753 if (op->type == AMULET)
740 { 754 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 755 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 756 op->value *= 11;
743 } 757 }
744 else 758 else
745 { 759 {
746 op->stats.hp = 1; /* regenerate hit points */ 760 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 761 op->value *= 4;
748 } 762 }
749 break; 763 break;
750 764
751 case 21: 765 case 21:
752 if (op->type == AMULET) 766 if (op->type == AMULET)
753 { 767 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 768 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 769 op->value *= 9;
756 } 770 }
757 else 771 else
758 { 772 {
759 op->stats.sp = 1; /* regenerate spell points */ 773 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 774 op->value *= 3;
761 } 775 }
762 break; 776 break;
763 777
764 case 22: 778 case 22:
765 op->stats.exp += bonus; /* Speed! */ 779 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 780 op->value = (op->value * 2) / 3;
767 break; 781 break;
768 } 782 }
769 if (bonus > 0) 783 if (bonus > 0)
770 op->value *= 2 * bonus; 784 op->value *= 2 * bonus;
771 else 785 else
772 op->value = -(op->value * 2 * bonus) / 3; 786 op->value = -(op->value * 2 * bonus) / 3;
783 797
784int 798int
785get_magic (int diff) 799get_magic (int diff)
786{ 800{
787 int i; 801 int i;
802
788 if (diff < 3) 803 if (diff < 3)
789 diff = 3; 804 diff = 3;
790 for (i = 0; i < 4; i++) 805 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 806 if (RANDOM () % diff)
792 return i; 807 return i;
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 && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
861 * used for shop_floors or treasures */ 884 * used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 885 generate_artifact (op, difficulty);
863 } 886 }
864 887
865 /* Object was made an artifact. Calculate its item_power rating. 888 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 889 * the item_power in the object is what the artfiact adds.
867 */ 890 */
868 if (op->title) 891 if (op->title)
869 { 892 {
870 /* if save_item_power is set, then most likely we started with an 893 /* 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 894 * 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 895 * 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 896 * 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 897 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 898 * being somewhat of a bonus
876 */ 899 */
877 if (save_item_power) 900 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 901 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 902 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 903 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 904 }
882 else if (save_item_power) 905 else if (save_item_power)
883 { 906 {
884 /* restore the item_power field to the object if we haven't changed it. 907 /* 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 908 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 909 * have calculated some value from the base attributes of the archetype.
887 */ 910 */
888 op->item_power = save_item_power; 911 op->item_power = save_item_power;
889 } 912 }
890 else 913 else
891 { 914 {
892 /* item_power was zero. This is suspicious, as it may be because it 915 /* 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 916 * 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 917 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 918 * item_power value.
896 * - gros, 21th of July 2006. 919 * - gros, 21th of July 2006.
897 */ 920 */
898 op->item_power = calc_item_power (op, 0); 921 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 922 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 923 * again below */
901 } 924 }
902 } 925 }
903 926
904 /* materialtype modifications. Note we allow this on artifacts. */ 927 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 928 set_materialname (op, difficulty, NULL);
906 929
907 if (flags & GT_MINIMAL) 930 if (flags & GT_MINIMAL)
908 { 931 {
909 if (op->type == POTION) 932 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 933 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 934 if (op->stats.sp && !op->randomitems)
912 { 935 {
913 object *tmp; 936 object *tmp;
914 937
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 938 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 939 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 940 op->stats.sp = 0;
918 } 941 }
919 } 942 }
920 else if (!op->title) /* Only modify object if not special */ 943 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 944 switch (op->type)
922 { 945 {
923 case WEAPON: 946 case WEAPON:
924 case ARMOUR: 947 case ARMOUR:
925 case SHIELD: 948 case SHIELD:
926 case HELMET: 949 case HELMET:
927 case CLOAK: 950 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 951 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
929 set_ring_bonus (op, -DICE2); 952 set_ring_bonus (op, -DICE2);
930 break; 953 break;
931 954
932 case BRACERS: 955 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 956 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
934 { 957 {
958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
959 if (!QUERY_FLAG (op, FLAG_CURSED))
960 op->value *= 3;
961 }
962 break;
963
964 case POTION:
965 {
966 int too_many_tries = 0, is_special = 0;
967
968 /* Handle healing and magic power potions */
969 if (op->stats.sp && !op->randomitems)
970 {
971 object *tmp;
972
973 tmp = get_archetype (spell_mapping[op->stats.sp]);
974 insert_ob_in_ob (tmp, op);
975 op->stats.sp = 0;
976 }
977
978 while (!(is_special = special_potion (op)) && !op->inv)
979 {
980 generate_artifact (op, difficulty);
981 if (too_many_tries++ > 10)
982 break;
983 }
984
985 /* don't want to change value for healing/magic power potions,
986 * since the value set on those is already correct.
987 */
988 if (op->inv && op->randomitems)
989 {
990 /* value multiplier is same as for scrolls */
991 op->value = (op->value * op->inv->value);
992 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
993 }
994 else
995 {
996 op->name = "potion";
997 op->name_pl = "potions";
998 }
999
1000 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
1001 SET_FLAG (op, FLAG_CURSED);
1002 break;
1003 }
1004
1005 case AMULET:
1006 if (op->arch == amulet_arch)
1007 op->value *= 5; /* Since it's not just decoration */
1008
1009 case RING:
1010 if (op->arch == NULL)
1011 {
1012 op->destroy ();
1013 op = 0;
1014 break;
1015 }
1016
1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1018 break;
1019
1020 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1021 SET_FLAG (op, FLAG_CURSED);
1022
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1023 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 1024
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 */ 1025 if (op->type != RING) /* Amulets have only one ability */
1004 break; 1026 break;
1005 1027
1006 if (!(RANDOM () % 4)) 1028 if (!(RANDOM () % 4))
1007 { 1029 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1030 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 1031
1010 if (d > 0) 1032 if (d > 0)
1011 op->value *= 3; 1033 op->value *= 3;
1012 1034
1013 set_ring_bonus (op, d); 1035 set_ring_bonus (op, d);
1014 1036
1015 if (!(RANDOM () % 4)) 1037 if (!(RANDOM () % 4))
1016 { 1038 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1039 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 1040
1041 if (d > 0)
1042 op->value *= 5;
1043 set_ring_bonus (op, d);
1044 }
1045 }
1046
1024 if (GET_ANIM_ID (op)) 1047 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1048 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1026 1049
1027 break; 1050 break;
1028 1051
1029 case BOOK: 1052 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1053 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1054 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1055 * creator and/or map level we found it on.
1033 */ 1056 */
1034 if (!op->msg && RANDOM () % 10) 1057 if (!op->msg && RANDOM () % 10)
1035 { 1058 {
1036 /* set the book level properly */ 1059 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1061 {
1039 if (op->map && op->map->difficulty) 1062 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1063 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1041 else 1064 else
1042 op->level = RANDOM () % 20 + 1; 1065 op->level = RANDOM () % 20 + 1;
1043 } 1066 }
1044 else 1067 else
1045 op->level = RANDOM () % creator->level; 1068 op->level = RANDOM () % creator->level;
1046 1069
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1070 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1071 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1072 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */ 1073 /* creator related stuff */
1051 1074
1052 /* for library, chained books. Note that some monsters have no_pick 1075 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1076 * set - we don't want to set no pick in that case.
1054 */ 1077 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1078 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK); 1079 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1080 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1081 op->slaying = creator->slaying;
1059 1082
1060 /* add exp so reading it gives xp (once) */ 1083 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1084 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 } 1085 }
1063 break; 1086 break;
1064 1087
1065 case SPELLBOOK: 1088 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1089 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1090 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1091 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1092 op->stats.exp = op->value;
1070 break; 1093 break;
1071 1094
1072 case WAND: 1095 case WAND:
1073 /* nrof in the treasure list is number of charges, 1096 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1097 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1098 * and reset nrof.
1076 */ 1099 */
1077 op->stats.food = op->inv->nrof; 1100 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1101 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1102 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1103 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1104 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1105 * the spell, and value calculation is simpler.
1083 */ 1106 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1107 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 { 1108 {
1109 op->level = level_for_item (op, difficulty);
1110 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1111 }
1112 else
1113 {
1114 op->level = op->inv->level;
1115 op->value = op->value * op->inv->value;
1116 }
1117 break;
1118
1119 case ROD:
1086 op->level = level_for_item (op, difficulty); 1120 op->level = level_for_item (op, difficulty);
1121 /* Add 50 to both level an divisor to keep prices a little more
1122 * reasonable. Otherwise, a high level version of a low level
1123 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1124 * 10 time multiplier). This way, the value are a bit more reasonable.
1125 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1126 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 } 1127 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1128 if (op->stats.maxhp)
1090 { 1129 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1130 else
1092 op->value = op->value * op->inv->value; 1131 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1132
1133 op->stats.hp = op->stats.maxhp;
1134 break;
1135
1096 case ROD: 1136 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1137 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); 1138 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 1139
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 */ 1140 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1141 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1142 op->nrof = op->inv->nrof;
1120 break; 1143 break;
1121 1144
1122 case RUNE: 1145 case RUNE:
1123 trap_adjust (op, difficulty); 1146 trap_adjust (op, difficulty);
1124 break; 1147 break;
1125 1148
1126 case TRAP: 1149 case TRAP:
1127 trap_adjust (op, difficulty); 1150 trap_adjust (op, difficulty);
1128 break; 1151 break;
1129 } /* switch type */ 1152 } /* switch type */
1130 1153
1131 if (flags & GT_STARTEQUIP) 1154 if (flags & GT_STARTEQUIP)
1132 { 1155 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1156 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1157 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1158 else if (op->type != MONEY)
1136 op->value = 0; 1159 op->value = 0;
1137 } 1160 }
1138 1161
1139 if (!(flags & GT_ENVIRONMENT)) 1162 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1163 fix_flesh_item (op, creator);
1141} 1164}
1154 1177
1155static artifactlist * 1178static artifactlist *
1156get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1157{ 1180{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1182
1159 if (tl == NULL) 1183 if (tl == NULL)
1160 fatal (OUT_OF_MEMORY); 1184 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL; 1185 tl->next = NULL;
1162 tl->items = NULL; 1186 tl->items = NULL;
1163 tl->total_chance = 0; 1187 tl->total_chance = 0;
1170 1194
1171static artifact * 1195static artifact *
1172get_empty_artifact (void) 1196get_empty_artifact (void)
1173{ 1197{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1198 artifact *t = (artifact *) malloc (sizeof (artifact));
1199
1175 if (t == NULL) 1200 if (t == NULL)
1176 fatal (OUT_OF_MEMORY); 1201 fatal (OUT_OF_MEMORY);
1177 t->item = NULL; 1202 t->item = NULL;
1178 t->next = NULL; 1203 t->next = NULL;
1179 t->chance = 0; 1204 t->chance = 0;
1212 fprintf (logfile, "\n"); 1237 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1238 for (al = first_artifactlist; al != NULL; al = al->next)
1214 { 1239 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1240 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) 1241 for (art = al->items; art != NULL; art = art->next)
1217 { 1242 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1243 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL) 1244 if (art->allowed != NULL)
1220 { 1245 {
1221 fprintf (logfile, "\tAllowed combinations:"); 1246 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next) 1247 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name); 1248 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n"); 1249 fprintf (logfile, "\n");
1225 } 1250 }
1226 } 1251 }
1227 } 1252 }
1228 fprintf (logfile, "\n"); 1253 fprintf (logfile, "\n");
1229} 1254}
1230 1255
1231/* 1256/*
1232 * For debugging purposes. Dumps all treasures recursively (see below). 1257 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */ 1258 */
1234void 1259void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1260dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1236{ 1261{
1237 treasurelist *tl; 1262 treasurelist *tl;
1238 int i; 1263 int i;
1239 1264
1240 if (depth > 100) 1265 if (depth > 100)
1241 return; 1266 return;
1242 while (t != NULL) 1267 while (t != NULL)
1243 { 1268 {
1244 if (t->name != NULL) 1269 if (t->name != NULL)
1245 { 1270 {
1246 for (i = 0; i < depth; i++) 1271 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " "); 1272 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name); 1273 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name); 1274 tl = find_treasurelist (t->name);
1275 if (tl)
1250 dump_monster_treasure_rec (name, tl->items, depth + 2); 1276 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++) 1277 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " "); 1278 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1279 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 } 1280 }
1255 else 1281 else
1256 { 1282 {
1257 for (i = 0; i < depth; i++) 1283 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " "); 1284 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH) 1285 if (t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1286 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else 1287 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name); 1288 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 } 1289 }
1264 if (t->next_yes != NULL) 1290 if (t->next_yes != NULL)
1265 { 1291 {
1266 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n"); 1294 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 } 1296 }
1271 if (t->next_no != NULL) 1297 if (t->next_no != NULL)
1272 { 1298 {
1273 for (i = 0; i < depth; i++) 1299 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1300 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n"); 1301 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1302 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 } 1303 }
1278 t = t->next; 1304 t = t->next;
1279 } 1305 }
1280} 1306}
1281 1307
1282/* 1308/*
1293 found = 0; 1319 found = 0;
1294 fprintf (logfile, "\n"); 1320 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next) 1321 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1322 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 { 1323 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1324 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL) 1325 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1326 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else 1327 else
1302 fprintf (logfile, "(nothing)\n"); 1328 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n"); 1329 fprintf (logfile, "\n");
1304 found++; 1330 found++;
1305 } 1331 }
1306 if (found == 0) 1332 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name); 1333 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1334}
1309 1335
1316{ 1342{
1317 static int has_been_inited = 0; 1343 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1344 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319 artifact *art = NULL; 1345 artifact *art = NULL;
1320 linked_char *tmp; 1346 linked_char *tmp;
1321 int value, comp; 1347 int value;
1322 artifactlist *al; 1348 artifactlist *al;
1323 1349
1324 if (has_been_inited) 1350 if (has_been_inited)
1325 return; 1351 return;
1326 else 1352 else
1333 return; 1359 return;
1334 1360
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1361 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1336 { 1362 {
1337 if (*buf == '#') 1363 if (*buf == '#')
1338 continue; 1364 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL) 1365 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0'; 1366 *cp = '\0';
1341 cp = buf; 1367 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */ 1368 while (*cp == ' ') /* Skip blanks */
1343 cp++; 1369 cp++;
1344 if (*cp == '\0') 1370 if (*cp == '\0')
1345 continue; 1371 continue;
1346 1372
1347 if (!strncmp (cp, "Allowed", 7)) 1373 if (!strncmp (cp, "Allowed", 7))
1348 { 1374 {
1349 if (art == NULL) 1375 if (art == NULL)
1350 { 1376 {
1351 art = get_empty_artifact (); 1377 art = get_empty_artifact ();
1352 nrofartifacts++; 1378 nrofartifacts++;
1353 } 1379 }
1354 cp = strchr (cp, ' ') + 1; 1380 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all")) 1381 if (!strcmp (cp, "all"))
1356 continue; 1382 continue;
1357 1383
1358 do 1384 do
1359 { 1385 {
1360 nrofallowedstr++; 1386 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL) 1387 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0'; 1388 *(next++) = '\0';
1363 tmp = new linked_char; 1389 tmp = new linked_char;
1390
1364 tmp->name = cp; 1391 tmp->name = cp;
1365 tmp->next = art->allowed; 1392 tmp->next = art->allowed;
1366 art->allowed = tmp; 1393 art->allowed = tmp;
1367 } 1394 }
1368 while ((cp = next) != NULL); 1395 while ((cp = next) != NULL);
1369 } 1396 }
1370 else if (sscanf (cp, "chance %d", &value)) 1397 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value; 1398 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value)) 1399 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value; 1400 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6)) 1401 else if (!strncmp (cp, "Object", 6))
1375 { 1402 {
1376 art->item = (object *) calloc (1, sizeof (object)); 1403 art->item = object::create ();
1377 reset_object (art->item); 1404
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0)) 1405 if (!load_object (thawer, art->item, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1406 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1407
1380 art->item->name = strchr (cp, ' ') + 1; 1408 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type); 1409 al = find_artifactlist (art->item->type);
1382 if (al == NULL) 1410 if (al == NULL)
1383 { 1411 {
1384 al = get_empty_artifactlist (); 1412 al = get_empty_artifactlist ();
1385 al->type = art->item->type; 1413 al->type = art->item->type;
1386 al->next = first_artifactlist; 1414 al->next = first_artifactlist;
1387 first_artifactlist = al; 1415 first_artifactlist = al;
1388 } 1416 }
1389 art->next = al->items; 1417 art->next = al->items;
1390 al->items = art; 1418 al->items = art;
1391 art = NULL; 1419 art = NULL;
1392 } 1420 }
1393 else 1421 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1422 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 } 1423 }
1396 1424
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1425 for (al = first_artifactlist; al != NULL; al = al->next)
1398 { 1426 {
1399 for (art = al->items; art != NULL; art = art->next) 1427 for (art = al->items; art != NULL; art = art->next)
1400 { 1428 {
1401 if (!art->chance) 1429 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1430 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1431 else
1404 al->total_chance += art->chance; 1432 al->total_chance += art->chance;
1405 } 1433 }
1406#if 0 1434#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1435 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1436#endif
1409 } 1437 }
1410 1438
1416 * Used in artifact generation. The bonuses of the first object 1444 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1445 * is modified by the bonuses of the second object.
1418 */ 1446 */
1419 1447
1420void 1448void
1421add_abilities (object * op, object * change) 1449add_abilities (object *op, object *change)
1422{ 1450{
1423 int i, j, tmp; 1451 int i, tmp;
1424 1452
1425 if (change->face != blank_face) 1453 if (change->face != blank_face)
1426 { 1454 {
1427#ifdef TREASURE_VERBOSE 1455#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1456 LOG (llevDebug, "FACE: %d\n", change->face->number);
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1495 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1496 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1497 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1498 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1499 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1500 op->speed = 0.0;
1473 update_ob_speed (op); 1501
1502 op->set_speed (op->speed);
1474 } 1503 }
1475 1504
1476 if (change->nrof) 1505 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1506 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1478 1507
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1508 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1509 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1510 op->stats.ac += change->stats.ac;
1482 1511
1483 if (change->other_arch) 1512 if (change->other_arch)
1484 { 1513 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1514 /* 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 1515 * to cast. So convert that to into a spell and put it into
1487 * this object. 1516 * this object.
1488 */ 1517 */
1489 if (op->type == HORN || op->type == POTION) 1518 if (op->type == HORN || op->type == POTION)
1490 { 1519 {
1491 object *tmp_obj; 1520 object *tmp_obj;
1521
1492 /* Remove any spells this object currently has in it */ 1522 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1523 while (op->inv)
1494 { 1524 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1525
1500 tmp_obj = arch_to_object (change->other_arch); 1526 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1527 insert_ob_in_ob (tmp_obj, op);
1502 } 1528 }
1503 /* No harm setting this for potions/horns */ 1529 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1530 op->other_arch = change->other_arch;
1505 } 1531 }
1506 1532
1507 if (change->stats.hp < 0) 1533 if (change->stats.hp < 0)
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541 1567
1542 op->item_power = change->item_power; 1568 op->item_power = change->item_power;
1543 1569
1544 for (i = 0; i < NROFATTACKS; i++) 1570 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1571 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1572 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1573
1552 if (change->stats.dam) 1574 if (change->stats.dam)
1553 { 1575 {
1554 if (change->stats.dam < 0) 1576 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1577 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1578 else if (op->stats.dam)
1557 { 1579 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1580 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam) 1581 if (tmp == op->stats.dam)
1560 { 1582 {
1561 if (change->stats.dam < 10) 1583 if (change->stats.dam < 10)
1562 op->stats.dam--; 1584 op->stats.dam--;
1585 else
1586 op->stats.dam++;
1587 }
1563 else 1588 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1589 op->stats.dam = tmp;
1568 } 1590 }
1569 } 1591 }
1570 1592
1571 if (change->weight) 1593 if (change->weight)
1572 { 1594 {
1573 if (change->weight < 0) 1595 if (change->weight < 0)
1574 op->weight = (-change->weight); 1596 op->weight = (-change->weight);
1575 else 1597 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1598 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1599 }
1578 1600
1579 if (change->last_sp) 1601 if (change->last_sp)
1580 { 1602 {
1581 if (change->last_sp < 0) 1603 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1604 op->last_sp = (-change->last_sp);
1583 else 1605 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1606 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 } 1607 }
1586 1608
1587 if (change->gen_sp_armour) 1609 if (change->gen_sp_armour)
1588 { 1610 {
1589 if (change->gen_sp_armour < 0) 1611 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1612 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1613 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 } 1615 }
1594 1616
1595 op->value *= change->value; 1617 op->value *= change->value;
1596 1618
1597 if (change->material) 1619 if (change->material)
1609 if (change->msg) 1631 if (change->msg)
1610 op->msg = change->msg; 1632 op->msg = change->msg;
1611} 1633}
1612 1634
1613static int 1635static int
1614legal_artifact_combination (object * op, artifact * art) 1636legal_artifact_combination (object *op, artifact * art)
1615{ 1637{
1616 int neg, success = 0; 1638 int neg, success = 0;
1617 linked_char *tmp; 1639 linked_char *tmp;
1618 const char *name; 1640 const char *name;
1619 1641
1620 if (art->allowed == (linked_char *) NULL) 1642 if (art->allowed == (linked_char *) NULL)
1621 return 1; /* Ie, "all" */ 1643 return 1; /* Ie, "all" */
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1644 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1645 {
1624#ifdef TREASURE_VERBOSE 1646#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1647 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1626#endif 1648#endif
1627 if (*tmp->name == '!') 1649 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1650 name = tmp->name + 1, neg = 1;
1629 else 1651 else
1630 name = tmp->name, neg = 0; 1652 name = tmp->name, neg = 0;
1631 1653
1632 /* If we match name, then return the opposite of 'neg' */ 1654 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1655 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1634 return !neg; 1656 return !neg;
1635 1657
1636 /* Set success as true, since if the match was an inverse, it means 1658 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1659 * everything is allowed except what we match
1638 */ 1660 */
1639 else if (neg) 1661 else if (neg)
1640 success = 1; 1662 success = 1;
1641 } 1663 }
1642 return success; 1664 return success;
1643} 1665}
1644 1666
1645/* 1667/*
1646 * Fixes the given object, giving it the abilities and titles 1668 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1669 * it should have due to the second artifact-template.
1648 */ 1670 */
1649 1671
1650void 1672void
1651give_artifact_abilities (object * op, object * artifct) 1673give_artifact_abilities (object *op, object *artifct)
1652{ 1674{
1653 char new_name[MAX_BUF]; 1675 char new_name[MAX_BUF];
1654 1676
1655 sprintf (new_name, "of %s", &artifct->name); 1677 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1678 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1679 add_abilities (op, artifct); /* Give out the bonuses */
1658 1680
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1681#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1682 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1683 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1684
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1685 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1686 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1687 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1688 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1689 }
1678 1701
1679/* Give 1 re-roll attempt per artifact */ 1702/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1703#define ARTIFACT_TRIES 2
1681 1704
1682void 1705void
1683generate_artifact (object * op, int difficulty) 1706generate_artifact (object *op, int difficulty)
1684{ 1707{
1685 artifactlist *al; 1708 artifactlist *al;
1686 artifact *art; 1709 artifact *art;
1687 int i; 1710 int i;
1688 1711
1689 al = find_artifactlist (op->type); 1712 al = find_artifactlist (op->type);
1690 1713
1691 if (al == NULL) 1714 if (al == NULL)
1692 { 1715 {
1693#if 0 /* This is too verbose, usually */ 1716#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1717 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1718#endif
1696 return; 1719 return;
1697 } 1720 }
1698 1721
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1722 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1723 {
1701 int roll = RANDOM () % al->total_chance; 1724 int roll = RANDOM () % al->total_chance;
1702 1725
1703 for (art = al->items; art != NULL; art = art->next) 1726 for (art = al->items; art != NULL; art = art->next)
1704 { 1727 {
1705 roll -= art->chance; 1728 roll -= art->chance;
1706 if (roll < 0) 1729 if (roll < 0)
1707 break; 1730 break;
1708 } 1731 }
1709 1732
1710 if (art == NULL || roll >= 0) 1733 if (art == NULL || roll >= 0)
1711 { 1734 {
1712#if 1 1735#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1736 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1737#endif
1715 return; 1738 return;
1716 } 1739 }
1717 if (!strcmp (art->item->name, "NONE")) 1740 if (!strcmp (art->item->name, "NONE"))
1718 return; 1741 return;
1719 if (FABS (op->magic) < art->item->magic) 1742 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1743 continue; /* Not magic enough to be this item */
1721 1744
1722 /* Map difficulty not high enough */ 1745 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1746 if (difficulty < art->difficulty)
1724 continue; 1747 continue;
1725 1748
1726 if (!legal_artifact_combination (op, art)) 1749 if (!legal_artifact_combination (op, art))
1727 { 1750 {
1728#ifdef TREASURE_VERBOSE 1751#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1752 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1730#endif 1753#endif
1731 continue; 1754 continue;
1732 } 1755 }
1733 give_artifact_abilities (op, art->item); 1756 give_artifact_abilities (op, art->item);
1734 return; 1757 return;
1735 } 1758 }
1736} 1759}
1737 1760
1739 * FOOD, except they inherit properties (name, food value, etc). 1762 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1763 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1764 */
1742 1765
1743void 1766void
1744fix_flesh_item (object * item, object * donor) 1767fix_flesh_item (object *item, object *donor)
1745{ 1768{
1746 char tmpbuf[MAX_BUF]; 1769 char tmpbuf[MAX_BUF];
1747 int i; 1770 int i;
1748 1771
1749 if (item->type == FLESH && donor) 1772 if (item->type == FLESH && donor)
1750 { 1773 {
1751 /* change the name */ 1774 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1775 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1776 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1778 item->name_pl = tmpbuf;
1754 1779
1755 /* weight is FLESH weight/100 * donor */ 1780 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1781 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1782 item->weight = 1;
1758 1783
1759 /* value is multiplied by level of donor */ 1784 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1785 item->value *= isqrt (donor->level * 2);
1761 1786
1762 /* food value */ 1787 /* food value */
1764 1789
1765 /* flesh items inherit some abilities of donor, but not 1790 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1791 * full effect.
1767 */ 1792 */
1768 for (i = 0; i < NROFATTACKS; i++) 1793 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1794 item->resist[i] = donor->resist[i] / 2;
1770 1795
1771 /* item inherits donor's level (important for quezals) */ 1796 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1797 item->level = donor->level;
1773 1798
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1799 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1800 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1801 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1802 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1803 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1804 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1805 }
1781} 1806}
1782 1807
1783/* special_potion() - so that old potion code is still done right. */ 1808/* special_potion() - so that old potion code is still done right. */
1784 1809
1785int 1810int
1786special_potion (object * op) 1811special_potion (object *op)
1787{ 1812{
1788 1813
1789 int i; 1814 int i;
1790 1815
1791 if (op->attacktype) 1816 if (op->attacktype)
1800 1825
1801 return 0; 1826 return 0;
1802} 1827}
1803 1828
1804void 1829void
1805free_treasurestruct (treasure * t) 1830free_treasurestruct (treasure *t)
1806{ 1831{
1807 if (t->next) 1832 if (t->next)
1808 free_treasurestruct (t->next); 1833 free_treasurestruct (t->next);
1809 if (t->next_yes) 1834 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1835 free_treasurestruct (t->next_yes);
1813 1838
1814 delete t; 1839 delete t;
1815} 1840}
1816 1841
1817void 1842void
1818free_charlinks (linked_char * lc) 1843free_charlinks (linked_char *lc)
1819{ 1844{
1820 if (lc->next) 1845 if (lc->next)
1821 free_charlinks (lc->next); 1846 free_charlinks (lc->next);
1822 1847
1823 delete lc; 1848 delete lc;
1824} 1849}
1825 1850
1826void 1851void
1827free_artifact (artifact * at) 1852free_artifact (artifact * at)
1828{ 1853{
1829
1830 if (at->next) 1854 if (at->next)
1831 free_artifact (at->next); 1855 free_artifact (at->next);
1856
1832 if (at->allowed) 1857 if (at->allowed)
1833 free_charlinks (at->allowed); 1858 free_charlinks (at->allowed);
1834 1859
1835 delete at->item; 1860 at->item->destroy (1);
1836 1861
1837 delete at; 1862 delete at;
1838} 1863}
1839 1864
1840void 1865void
1841free_artifactlist (artifactlist * al) 1866free_artifactlist (artifactlist * al)
1842{ 1867{
1843 artifactlist *nextal; 1868 artifactlist *nextal;
1869
1844 for (al = first_artifactlist; al != NULL; al = nextal) 1870 for (al = first_artifactlist; al; al = nextal)
1845 { 1871 {
1846 nextal = al->next; 1872 nextal = al->next;
1873
1847 if (al->items) 1874 if (al->items)
1848 {
1849 free_artifact (al->items); 1875 free_artifact (al->items);
1850 } 1876
1851 free (al); 1877 free (al);
1852 } 1878 }
1853} 1879}
1854 1880
1855void 1881void
1860 1886
1861 for (tl = first_treasurelist; tl != NULL; tl = next) 1887 for (tl = first_treasurelist; tl != NULL; tl = next)
1862 { 1888 {
1863 next = tl->next; 1889 next = tl->next;
1864 if (tl->items) 1890 if (tl->items)
1865 free_treasurestruct (tl->items); 1891 free_treasurestruct (tl->items);
1866 delete tl; 1892 delete tl;
1867 } 1893 }
1868 free_artifactlist (first_artifactlist); 1894 free_artifactlist (first_artifactlist);
1869} 1895}

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