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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.47 by root, Tue Apr 17 18:24:30 2007 UTC vs.
Revision 1.109 by root, Sun May 2 20:37:57 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
44 42
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
57 54
58/* 55//TODO: class method
59 * Initialize global archtype pointers: 56static void free_treasurestruct (treasure *t); // bleh desu
60 */ 57static void
61void 58clear (treasurelist *tl)
62init_archetype_pointers ()
63{ 59{
64 int prev_warn = warn_archetypes; 60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65 65
66 warn_archetypes = 1; 66 tl->total_chance = 0;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78} 67}
79 68
80/* 69/*
81 * Searches for the given treasurelist 70 * Searches for the given treasurelist
82 */ 71 */
115 } 104 }
116 105
117 return tl; 106 return tl;
118} 107}
119 108
120//TODO: class method
121void
122clear (treasurelist *tl)
123{
124 if (tl->items)
125 {
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129
130 tl->total_chance = 0;
131}
132
133#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
134/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
135 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
136 */ 112 */
137static void 113static void
162 138
163 f.next (); 139 f.next ();
164 140
165 for (;;) 141 for (;;)
166 { 142 {
167 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
168 144
169 switch (f.kw) 145 switch (f.kw)
170 { 146 {
171 case KW_arch: 147 case KW_arch:
172 if (!(t->item = archetype::find (f.get_str ()))) 148 t->item = archetype::find (f.get_str ());
173 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
174 break; 156 break;
175 157
176 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
177 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
178 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
192 t->next = read_treasure (f); 174 t->next = read_treasure (f);
193 return t; 175 return t;
194 176
195 default: 177 default:
196 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
197 return 0; 179 goto error;
198 180
199 return t; 181 return t;
200 } 182 }
201 183
202 f.next (); 184 f.next ();
203 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
204} 192}
205 193
206/* 194/*
207 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
208 */ 196 */
220 208
221 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
224 */ 212 */
225 tl->total_chance = 0;
226
227 if (one) 213 if (one)
228 { 214 {
229 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
230 { 216 {
231 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
232 { 218 {
233 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
234 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
235 } 221 }
236 222
237 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
238 } 224 }
253 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
254 */ 240 */
255static void 241static void
256put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
257{ 243{
258 object *tmp; 244 if (flags & GT_ENVIRONMENT)
259 245 {
260 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
261 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
262 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
263 * by another object. 249 * by another object.
264 */ 250 */
265 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
266 { 252 if (op->type == SPELL)
267 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map ()
261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy ();
263 else
264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
269 } 268 }
270 else 269 else
271 { 270 {
272 op = creator->insert (op); 271 op = creator->insert (op);
273 272
274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
275 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
276
277 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
278 esrv_send_item (tmp, op);
279 } 275 }
280} 276}
281 277
282/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
283 * in the generated object 279 * in the generated object
312 else 308 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 } 310 }
315 else 311 else
316 { 312 {
317 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 { 314 {
319 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
320 316
321 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
323 319
324 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
369 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
370 } 366 }
371 else if (t->nrof) 367 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
373 } 369 }
374 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 { 371 {
376 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
377 { 373 {
378 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
380 376
381 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
382 change_treasure (t, tmp); 378 change_treasure (t, tmp);
383 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
384 } 380 }
385 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
386} 388}
387 389
388/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
389 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
390 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
403 { 405 {
404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405 return; 407 return;
406 } 408 }
407 409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
408 if (tl->total_chance) 419 if (tl->total_chance)
409 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
410 else 421 else
411 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
412} 423}
419object * 430object *
420generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
421{ 432{
422 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
423 434
424 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
425 436
426 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
427 438
428 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 440 object *tmp = ob->inv;
430 if (tmp != NULL) 441 if (tmp)
431 tmp->remove (); 442 tmp->remove ();
432 443
433 if (ob->inv) 444 if (ob->inv)
434 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
435 446
436 ob->destroy (); 447 ob->destroy ();
448
437 return tmp; 449 return tmp;
438} 450}
439 451
440/* 452/*
441 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
443 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
444 * magical bonus "wanted". 456 * magical bonus "wanted".
445 */ 457 */
446 458
447static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
448
449// chance of magic difficulty 460// chance of magic difficulty
450// +0 +1 +2 +3 +4 461// +0 +1 +2 +3 +4
451 {95, 2, 2, 1, 0}, // 1 462 {95, 2, 2, 1, 0}, // 1
452 {92, 5, 2, 1, 0}, // 2 463 {92, 5, 2, 1, 0}, // 2
453 {85, 10, 4, 1, 0}, // 3 464 {85, 10, 4, 1, 0}, // 3
479 { 0, 0, 0, 3, 97}, // 29 490 { 0, 0, 0, 3, 97}, // 29
480 { 0, 0, 0, 0, 100}, // 30 491 { 0, 0, 0, 0, 100}, // 30
481 { 0, 0, 0, 0, 100}, // 31 492 { 0, 0, 0, 0, 100}, // 31
482}; 493};
483 494
484
485/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
486 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
487 * 497 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */ 500 */
491 501static int
492int
493level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
494{ 503{
495 int olevel = 0;
496
497 if (!op->inv) 504 if (!op->inv)
498 { 505 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0; 507 return 0;
501 } 508 }
502 509
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 511
505 if (olevel <= 0) 512 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
507 514
508 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 516}
513 517
514/* 518/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
519 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
521 * weird integer between 1-31. 525 * weird integer between 1-31.
522 * 526 *
523 */ 527 */
524int 528static int
525magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
526{ 530{
527 int percent = 0, magic = 0;
528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
529 533
530 scaled_diff--;
531
532 if (scaled_diff < 0)
533 scaled_diff = 0;
534
535 if (scaled_diff >= DIFFLEVELS)
536 scaled_diff = DIFFLEVELS - 1;
537
538 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
539 536
540 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
541 { 538 {
542 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
543 540
544 if (percent < 0) 541 if (percent < 0)
545 break; 542 break;
546 } 543 }
547 544
548 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
549 { 546 {
550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
551 magic = 0; 548 magic = 0;
552 } 549 }
553 550
561 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
562 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
563 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
564 * to make it truly absolute. 561 * to make it truly absolute.
565 */ 562 */
566
567void 563void
568set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
569{ 565{
570 if (!magic) 566 if (!magic)
571 return; 567 return;
572 568
573 op->magic = magic; 569 op->magic = magic;
574 if (op->arch) 570 if (op->arch)
575 { 571 {
576 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 574
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 576 magic = (-magic);
577
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 579 }
583 else 580 else
584 { 581 {
585 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 magic = (-magic); 586 magic = (-magic);
587
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 589 }
591} 590}
592 591
593/* 592/*
596 */ 595 */
597 596
598static void 597static void
599set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
600{ 599{
601 int i;
602
603 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
604 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
605 i = -i; 603 i = -i;
604
606 if (i > max_magic) 605 i = min (i, max_magic);
607 i = max_magic; 606
608 set_abs_magic (op, i); 607 set_abs_magic (op, i);
609 if (i < 0) 608 if (i < 0)
610 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
611} 610}
612 611
613/* 612/*
614 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
615 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
616 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
620 */ 619 */
621void 620static void
622set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
623{ 622{
624
625 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
626 624
627 if (op->type == AMULET) 625 if (op->type == AMULET)
628 {
629 if (!(rndm (21))) 626 if (!rndm (21))
630 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
631 else 630 else
632 {
633 if (rndm (2))
634 r = 10;
635 else
636 r = 11 + rndm (9); 631 r = 11 + rndm (9);
637 }
638 }
639 632
640 switch (r) 633 switch (r)
641 { 634 {
642 /* Redone by MSW 2000-11-26 to have much less code. Also, 635 /* Redone by MSW 2000-11-26 to have much less code. Also,
643 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
644 * of the item. 637 * of the item.
645 */ 638 */
646 case 0: 639 case 0:
647 case 1: 640 case 1:
648 case 2: 641 case 2:
649 case 3: 642 case 3:
650 case 4: 643 case 4:
651 case 5: 644 case 5:
652 case 6: 645 case 6:
653 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
654 break; 647 break;
655 648
656 case 7: 649 case 7:
657 op->stats.dam += bonus; 650 op->stats.dam += bonus;
658 break; 651 break;
690 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
691 * even values. 684 * even values.
692 */ 685 */
693 if (bonus < 0) 686 if (bonus < 0)
694 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
695 if (val > 35) 688
696 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
697 b = 0; 691 b = 0;
698 692
699 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
700 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
701 695
709 break; 703 break;
710 } 704 }
711 case 20: 705 case 20:
712 if (op->type == AMULET) 706 if (op->type == AMULET)
713 { 707 {
714 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
715 op->value *= 11; 709 op->value *= 11;
716 } 710 }
717 else 711 else
718 { 712 {
719 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
722 break; 716 break;
723 717
724 case 21: 718 case 21:
725 if (op->type == AMULET) 719 if (op->type == AMULET)
726 { 720 {
727 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
728 op->value *= 9; 722 op->value *= 9;
729 } 723 }
730 else 724 else
731 { 725 {
732 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
734 } 728 }
735 break; 729 break;
736 730
737 case 22: 731 case 22:
738 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
739 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
740 break; 734 break;
741 } 735 }
742 736
743 if (bonus > 0) 737 if (bonus > 0)
744 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
745 else 739 else
746 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
747} 741}
748 742
749/* 743/*
750 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
751 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
752 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
753 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
754 * rings and amulets. 748 * rings and amulets.
755 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
756 */ 750 */
757int 751static int
758get_magic (int diff) 752get_magic (int diff)
759{ 753{
760 int i; 754 diff = min (3, diff);
761 755
762 if (diff < 3)
763 diff = 3;
764
765 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
766 if (rndm (diff)) 757 if (rndm (diff))
767 return i; 758 return i;
768 759
769 return 4; 760 return 4;
770} 761}
771 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
772#define DICE2 (get_magic(2)==2?2:1) 780#define DICE2 (get_magic(2) == 2 ? 2 : 1)
773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 781#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774 782
775/* 783/*
776 * fix_generated_item(): This is called after an item is generated, in 784 * fix_generated_item(): This is called after an item is generated, in
777 * order to set it up right. This produced magical bonuses, puts spells 785 * order to set it up right. This produced magical bonuses, puts spells
806 save_item_power = op->item_power; 814 save_item_power = op->item_power;
807 op->item_power = 0; 815 op->item_power = 0;
808 816
809 if (op->randomitems && op->type != SPELL) 817 if (op->randomitems && op->type != SPELL)
810 { 818 {
811 create_treasure (op->randomitems, op, flags, difficulty, 0); 819 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 if (!op->inv)
813 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
814
815 /* So the treasure doesn't get created again */ 820 /* So the treasure doesn't get created again */
816 op->randomitems = 0; 821 op->randomitems = 0;
817 } 822 }
818 823
819 if (difficulty < 1) 824 max_it (difficulty, 1);
820 difficulty = 1;
821 825
822 if (INVOKE_OBJECT (ADD_BONUS, op, 826 if (INVOKE_OBJECT (ADD_BONUS, op,
823 ARG_OBJECT (creator != op ? creator : 0), 827 ARG_OBJECT (creator != op ? creator : 0),
824 ARG_INT (difficulty), ARG_INT (max_magic), 828 ARG_INT (difficulty), ARG_INT (max_magic),
825 ARG_INT (flags))) 829 ARG_INT (flags)))
826 return; 830 return;
827 831
828 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
829 { 833 {
830 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
831 { 835 {
832 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
833 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
834 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
835 } 839 }
840 844
841 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
842 846
843 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
844 || op->type == HORN 848 || op->type == HORN
845 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 849 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
846 * used for shop_floors or treasures */
847 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
848 } 851 }
849 852
850 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
851 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
885 * again below */ 888 * again below */
886 } 889 }
887 } 890 }
888 891
889 /* materialtype modifications. Note we allow this on artifacts. */ 892 /* materialtype modifications. Note we allow this on artifacts. */
890 set_materialname (op, difficulty, NULL); 893 select_material (op, difficulty);
891 894
892 if (flags & GT_MINIMAL) 895 if (flags & GT_MINIMAL)
893 { 896 {
894 if (op->type == POTION) 897 if (op->type == POTION)
895 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
896 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
897 { 900 {
898 object *tmp;
899
900 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
901 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
902 op->stats.sp = 0; 903 op->stats.sp = 0;
903 } 904 }
904 } 905 }
905 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
908 case WEAPON: 909 case WEAPON:
909 case ARMOUR: 910 case ARMOUR:
910 case SHIELD: 911 case SHIELD:
911 case HELMET: 912 case HELMET:
912 case CLOAK: 913 case CLOAK:
913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 914 if (op->flag [FLAG_CURSED] && !(rndm (4)))
914 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
915 break; 916 break;
916 917
917 case BRACERS: 918 case BRACERS:
918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 919 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
919 { 920 {
920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
921 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!op->flag [FLAG_CURSED])
922 op->value *= 3; 923 op->value *= 3;
923 } 924 }
924 break; 925 break;
925 926
926 case POTION: 927 case POTION:
928 int too_many_tries = 0, is_special = 0; 929 int too_many_tries = 0, is_special = 0;
929 930
930 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
932 { 933 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0; 936 op->stats.sp = 0;
938 } 937 }
939 938
940 while (!(is_special = special_potion (op)) && !op->inv) 939 while (!(is_special = special_potion (op)) && !op->inv)
948 * since the value set on those is already correct. 947 * since the value set on those is already correct.
949 */ 948 */
950 if (op->inv && op->randomitems) 949 if (op->inv && op->randomitems)
951 { 950 {
952 /* value multiplier is same as for scrolls */ 951 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value); 952 op->value *= op->inv->value;
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 } 954 }
956 else 955 else
957 { 956 {
958 op->name = "potion"; 957 op->name = shstr_potion;
959 op->name_pl = "potions"; 958 op->name_pl = shstr_potions;
960 } 959 }
961 960
962 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED); 962 op->set_flag (FLAG_CURSED);
963
964 break; 964 break;
965 } 965 }
966 966
967 case AMULET: 967 case AMULET:
968 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
970 970
971 case RING: 971 case RING:
972 if (op->arch == NULL)
973 {
974 op->destroy ();
975 op = 0;
976 break;
977 }
978
979 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
980 break; 973 break;
981 974
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED); 976 op->set_flag (FLAG_CURSED);
984 977
985 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
986 979
987 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
988 break; 981 break;
989 982
990 if (!(rndm (4))) 983 if (!rndm (4))
991 { 984 {
992 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
993 986
994 if (d > 0) 987 if (d > 0)
995 op->value *= 3; 988 op->value *= 3;
996 989
997 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
998 991
999 if (!(rndm (4))) 992 if (!rndm (4))
1000 { 993 {
1001 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1002 995
1003 if (d > 0) 996 if (d > 0)
1004 op->value *= 5; 997 op->value *= 5;
998
1005 set_ring_bonus (op, d); 999 set_ring_bonus (op, d);
1006 } 1000 }
1007 } 1001 }
1008 1002
1009 if (GET_ANIM_ID (op)) 1003 if (op->animation_id)
1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1004 op->set_anim_frame (rndm (op->anim_frames ()));
1011 1005
1012 break; 1006 break;
1013 1007
1014 case BOOK: 1008 case BOOK:
1015 /* Is it an empty book?, if yes lets make a special· 1009 /* Is it an empty book?, if yes lets make a special·
1017 * creator and/or map level we found it on. 1011 * creator and/or map level we found it on.
1018 */ 1012 */
1019 if (!op->msg && rndm (10)) 1013 if (!op->msg && rndm (10))
1020 { 1014 {
1021 /* set the book level properly */ 1015 /* set the book level properly */
1022 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1016 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1023 { 1017 {
1024 if (op->map && op->map->difficulty) 1018 if (op->map && op->map->difficulty)
1025 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1019 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1026 else 1020 else
1027 op->level = rndm (20) + 1; 1021 op->level = rndm (20) + 1;
1030 op->level = rndm (creator->level); 1024 op->level = rndm (creator->level);
1031 1025
1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1026 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1033 /* books w/ info are worth more! */ 1027 /* books w/ info are worth more! */
1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1028 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1035 /* creator related stuff */
1036
1037 /* for library, chained books. Note that some monsters have no_pick
1038 * set - we don't want to set no pick in that case.
1039 */
1040 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1041 SET_FLAG (op, FLAG_NO_PICK);
1042 if (creator->slaying && !op->slaying) /* for check_inv floors */
1043 op->slaying = creator->slaying;
1044 1029
1045 /* add exp so reading it gives xp (once) */ 1030 /* add exp so reading it gives xp (once) */
1046 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1031 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1047 } 1032 }
1033
1034 /* creator related stuff */
1035
1036 /* for library, chained books. Note that some monsters have no_pick
1037 * set - we don't want to set no pick in that case.
1038 */
1039 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1040 op->set_flag (FLAG_NO_PICK);
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying;
1048 break; 1043 break;
1049 1044
1050 case SPELLBOOK: 1045 case SPELLBOOK:
1051 op->value = op->value * op->inv->value; 1046 op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1)
1047 * op->inv->level,
1048 1.5);
1049
1052 /* add exp so learning gives xp */ 1050 /* add exp so learning gives xp */
1053 op->level = op->inv->level; 1051 op->level = op->inv->level;
1054 op->stats.exp = op->value; 1052 op->stats.exp = op->value;
1055 break; 1053 break;
1056 1054
1084 * reasonable. Otherwise, a high level version of a low level 1082 * reasonable. Otherwise, a high level version of a low level
1085 * spell can be worth tons a money (eg, level 20 rod, level 2 spell = 1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1086 * 10 time multiplier). This way, the value are a bit more reasonable. 1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1087 */ 1085 */
1088 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087
1089 /* maxhp is used to denote how many 'charges' the rod holds before */ 1088 /* maxhp is used to denote how many 'charges' the rod holds before */
1090 if (op->stats.maxhp) 1089 if (op->stats.maxhp)
1091 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1090 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1092 else 1091 else
1093 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1092 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1094 1093
1095 op->stats.hp = op->stats.maxhp; 1094 op->stats.hp = op->stats.maxhp;
1096 break; 1095 break;
1097 1096
1098 case SCROLL: 1097 case SCROLL:
1113 break; 1112 break;
1114 } /* switch type */ 1113 } /* switch type */
1115 1114
1116 if (flags & GT_STARTEQUIP) 1115 if (flags & GT_STARTEQUIP)
1117 { 1116 {
1118 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1117 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1119 SET_FLAG (op, FLAG_STARTEQUIP); 1118 op->set_flag (FLAG_STARTEQUIP);
1120 else if (op->type != MONEY) 1119 else if (op->type != MONEY)
1121 op->value = 0; 1120 op->value = 0;
1122 } 1121 }
1123 1122
1124 if (!(flags & GT_ENVIRONMENT)) 1123 if (!(flags & GT_ENVIRONMENT))
1135 1134
1136/* 1135/*
1137 * Allocate and return the pointer to an empty artifactlist structure. 1136 * Allocate and return the pointer to an empty artifactlist structure.
1138 */ 1137 */
1139static artifactlist * 1138static artifactlist *
1140get_empty_artifactlist (void) 1139get_empty_artifactlist ()
1141{ 1140{
1142 return salloc0 <artifactlist> (); 1141 return salloc0<artifactlist> ();
1143} 1142}
1144 1143
1145/* 1144/*
1146 * Allocate and return the pointer to an empty artifact structure. 1145 * Allocate and return the pointer to an empty artifact structure.
1147 */ 1146 */
1148static artifact * 1147static artifact *
1149get_empty_artifact (void) 1148get_empty_artifact ()
1150{ 1149{
1151 return salloc0 <artifact> (); 1150 return salloc0<artifact> ();
1152} 1151}
1153 1152
1154/* 1153/*
1155 * Searches the artifact lists and returns one that has the same type 1154 * Searches the artifact lists and returns one that has the same type
1156 * of objects on it. 1155 * of objects on it.
1164 1163
1165 return 0; 1164 return 0;
1166} 1165}
1167 1166
1168/* 1167/*
1169 * For debugging purposes. Dumps all tables. 1168 * Builds up the lists of artifacts from the file in the libdir.
1170 */ 1169 */
1171void 1170void
1172dump_artifacts (void)
1173{
1174 artifactlist *al;
1175 artifact *art;
1176 linked_char *next;
1177
1178 fprintf (logfile, "\n");
1179 for (al = first_artifactlist; al != NULL; al = al->next)
1180 {
1181 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1182 for (art = al->items; art != NULL; art = art->next)
1183 {
1184 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1185 if (art->allowed != NULL)
1186 {
1187 fprintf (logfile, "\tallowed combinations:");
1188 for (next = art->allowed; next != NULL; next = next->next)
1189 fprintf (logfile, "%s,", &next->name);
1190 fprintf (logfile, "\n");
1191 }
1192 }
1193 }
1194 fprintf (logfile, "\n");
1195}
1196
1197/*
1198 * For debugging purposes. Dumps all treasures recursively (see below).
1199 */
1200void
1201dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1202{
1203 treasurelist *tl;
1204 int i;
1205
1206 if (depth > 100)
1207 return;
1208
1209 while (t)
1210 {
1211 if (t->name)
1212 {
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "{ (list: %s)\n", &t->name);
1217
1218 tl = treasurelist::find (t->name);
1219 if (tl)
1220 dump_monster_treasure_rec (name, tl->items, depth + 2);
1221
1222 for (i = 0; i < depth; i++)
1223 fprintf (logfile, " ");
1224
1225 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1226 }
1227 else
1228 {
1229 for (i = 0; i < depth; i++)
1230 fprintf (logfile, " ");
1231
1232 if (t->item && t->item->clone.type == FLESH)
1233 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1234 else
1235 fprintf (logfile, "%s\n", &t->item->clone.name);
1236 }
1237
1238 if (t->next_yes)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if yes)\n");
1244 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1245 }
1246
1247 if (t->next_no)
1248 {
1249 for (i = 0; i < depth; i++)
1250 fprintf (logfile, " ");
1251
1252 fprintf (logfile, " (if no)\n");
1253 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1254 }
1255
1256 t = t->next;
1257 }
1258}
1259
1260/*
1261 * For debugging purposes. Dumps all treasures for a given monster.
1262 * Created originally by Raphael Quinet for debugging the alchemy code.
1263 */
1264void
1265dump_monster_treasure (const char *name)
1266{
1267 archetype *at;
1268 int found;
1269
1270 found = 0;
1271 fprintf (logfile, "\n");
1272
1273 for (at = first_archetype; at != NULL; at = at->next)
1274 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1275 {
1276 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1277 if (at->clone.randomitems != NULL)
1278 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1279 else
1280 fprintf (logfile, "(nothing)\n");
1281
1282 fprintf (logfile, "\n");
1283 found++;
1284 }
1285
1286 if (found == 0)
1287 fprintf (logfile, "No objects have the name %s!\n\n", name);
1288}
1289
1290/*
1291 * Builds up the lists of artifacts from the file in the libdir.
1292 */
1293void
1294init_artifacts (void) 1171init_artifacts ()
1295{ 1172{
1296 static int has_been_inited = 0; 1173 static int has_been_inited = 0;
1297 char filename[MAX_BUF];
1298 artifact *art = NULL; 1174 artifact *art = NULL;
1299 artifactlist *al; 1175 artifactlist *al;
1300 1176
1301 if (has_been_inited) 1177 if (has_been_inited)
1302 return; 1178 return;
1303 else 1179 else
1304 has_been_inited = 1; 1180 has_been_inited = 1;
1305 1181
1306 sprintf (filename, "%s/artifacts", settings.datadir); 1182 object_thawer f (settings.datadir, "artifacts");
1307 object_thawer f (filename);
1308 1183
1309 if (!f) 1184 if (!f)
1310 return; 1185 return;
1311
1312 f.next ();
1313 1186
1314 for (;;) 1187 for (;;)
1315 { 1188 {
1316 switch (f.kw) 1189 switch (f.kw)
1317 { 1190 {
1321 1194
1322 { 1195 {
1323 if (!strcmp (f.get_str (), "all")) 1196 if (!strcmp (f.get_str (), "all"))
1324 break; 1197 break;
1325 1198
1326 char *next, *cp = f.get_str (); 1199 const char *cp = f.get_str ();
1327 1200 char *next;
1328 do 1201 do
1329 { 1202 {
1330 if ((next = strchr (cp, ','))) 1203 if ((next = (char *)strchr (cp, ',')))
1331 *next++ = '\0'; 1204 *next++ = '\0';
1332 1205
1333 linked_char *tmp = new linked_char; 1206 linked_char *tmp = new linked_char;
1334 1207
1335 tmp->name = cp; 1208 tmp->name = cp;
1349 break; 1222 break;
1350 1223
1351 case KW_object: 1224 case KW_object:
1352 { 1225 {
1353 art->item = object::create (); 1226 art->item = object::create ();
1227 f.get (art->item->name);
1228 f.next ();
1354 1229
1355 if (!art->item->parse_kv (f)) 1230 if (!art->item->parse_kv (f))
1356 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1231 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1357 1232
1358 al = find_artifactlist (art->item->type); 1233 al = find_artifactlist (art->item->type);
1397 } 1272 }
1398#if 0 1273#if 0
1399 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1274 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1400#endif 1275#endif
1401 } 1276 }
1402
1403 LOG (llevDebug, "done.\n");
1404} 1277}
1405 1278
1406/* 1279/*
1407 * Used in artifact generation. The bonuses of the first object 1280 * Used in artifact generation. The bonuses of the first object
1408 * is modified by the bonuses of the second object. 1281 * is modified by the bonuses of the second object.
1409 */ 1282 */
1410void 1283void
1411add_abilities (object *op, object *change) 1284add_abilities (object *op, object *change)
1412{ 1285{
1413 int i, tmp;
1414
1415 if (change->face != blank_face) 1286 if (change->face != blank_face)
1416 {
1417#ifdef TREASURE_VERBOSE
1418 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1419#endif
1420 op->face = change->face; 1287 op->face = change->face;
1421 }
1422 1288
1423 for (i = 0; i < NUM_STATS; i++) 1289 for (int i = 0; i < NUM_STATS; i++)
1424 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1290 change_attr_value (&(op->stats), i, change->stats.stat (i));
1425 1291
1426 op->attacktype |= change->attacktype; 1292 op->attacktype |= change->attacktype;
1427 op->path_attuned |= change->path_attuned; 1293 op->path_attuned |= change->path_attuned;
1428 op->path_repelled |= change->path_repelled; 1294 op->path_repelled |= change->path_repelled;
1429 op->path_denied |= change->path_denied; 1295 op->path_denied |= change->path_denied;
1430 op->move_type |= change->move_type; 1296 op->move_type |= change->move_type;
1431 op->stats.luck += change->stats.luck; 1297 op->stats.luck += change->stats.luck;
1432 1298
1433 if (QUERY_FLAG (change, FLAG_CURSED)) 1299 static const struct copyflags : object::flags_t
1434 SET_FLAG (op, FLAG_CURSED); 1300 {
1435 if (QUERY_FLAG (change, FLAG_DAMNED)) 1301 copyflags ()
1436 SET_FLAG (op, FLAG_DAMNED); 1302 {
1437 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1303 set (FLAG_CURSED);
1304 set (FLAG_DAMNED);
1305 set (FLAG_LIFESAVE);
1306 set (FLAG_REFL_SPELL);
1307 set (FLAG_STEALTH);
1308 set (FLAG_XRAYS);
1309 set (FLAG_BLIND);
1310 set (FLAG_SEE_IN_DARK);
1311 set (FLAG_REFL_MISSILE);
1312 set (FLAG_MAKE_INVIS);
1313 }
1314 } copyflags;
1315
1316 // we might want to just copy, but or'ing is what the original code did
1317 op->flag |= change->flag & copyflags;
1318
1319 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1438 set_abs_magic (op, -op->magic); 1320 set_abs_magic (op, -op->magic);
1439 1321
1440 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1322 if (change->flag [FLAG_STAND_STILL])
1441 SET_FLAG (op, FLAG_LIFESAVE);
1442 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1443 SET_FLAG (op, FLAG_REFL_SPELL);
1444 if (QUERY_FLAG (change, FLAG_STEALTH))
1445 SET_FLAG (op, FLAG_STEALTH);
1446 if (QUERY_FLAG (change, FLAG_XRAYS))
1447 SET_FLAG (op, FLAG_XRAYS);
1448 if (QUERY_FLAG (change, FLAG_BLIND))
1449 SET_FLAG (op, FLAG_BLIND);
1450 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1451 SET_FLAG (op, FLAG_SEE_IN_DARK);
1452 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1453 SET_FLAG (op, FLAG_REFL_MISSILE);
1454 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1455 SET_FLAG (op, FLAG_MAKE_INVIS);
1456
1457 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1458 { 1323 {
1459 CLEAR_FLAG (op, FLAG_ANIMATE); 1324 op->clr_flag (FLAG_ANIMATE);
1325
1460 /* so artifacts will join */ 1326 /* so artifacts will join */
1461 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1327 if (!op->flag [FLAG_ALIVE])
1462 op->speed = 0.0; 1328 op->speed = 0.;
1463 1329
1464 op->set_speed (op->speed); 1330 op->set_speed (op->speed);
1465 } 1331 }
1466 1332
1467 if (change->nrof) 1333 if (change->nrof)
1468 op->nrof = rndm (change->nrof) + 1; 1334 op->nrof = rndm (change->nrof) + 1;
1469 1335
1470 op->stats.exp += change->stats.exp; /* Speed modifier */ 1336 op->stats.exp += change->stats.exp; /* Speed modifier */
1471 op->stats.wc += change->stats.wc; 1337 op->stats.wc += change->stats.wc;
1472 op->stats.ac += change->stats.ac; 1338 op->stats.ac += change->stats.ac;
1473 1339
1474 if (change->other_arch) 1340 if (change->other_arch)
1475 { 1341 {
1476 /* Basically, for horns & potions, the other_arch field is the spell 1342 /* Basically, for horns & potions, the other_arch field is the spell
1477 * to cast. So convert that to into a spell and put it into 1343 * to cast. So convert that to into a spell and put it into
1478 * this object. 1344 * this object.
1479 */ 1345 */
1480 if (op->type == HORN || op->type == POTION) 1346 if (op->type == HORN || op->type == POTION)
1481 { 1347 {
1482 object *tmp_obj;
1483
1484 /* Remove any spells this object currently has in it */ 1348 /* Remove any spells this object currently has in it */
1485 while (op->inv)
1486 op->inv->destroy (); 1349 op->destroy_inv (false);
1487 1350
1488 tmp_obj = arch_to_object (change->other_arch); 1351 object *tmp = change->other_arch->instance ();
1489 insert_ob_in_ob (tmp_obj, op); 1352 insert_ob_in_ob (tmp, op);
1490 } 1353 }
1354
1491 /* No harm setting this for potions/horns */ 1355 /* No harm setting this for potions/horns */
1492 op->other_arch = change->other_arch; 1356 op->other_arch = change->other_arch;
1493 } 1357 }
1494 1358
1495 if (change->stats.hp < 0) 1359 if (change->stats.hp < 0)
1511 op->stats.maxsp = -change->stats.maxsp; 1375 op->stats.maxsp = -change->stats.maxsp;
1512 else 1376 else
1513 op->stats.maxsp += change->stats.maxsp; 1377 op->stats.maxsp += change->stats.maxsp;
1514 1378
1515 if (change->stats.food < 0) 1379 if (change->stats.food < 0)
1516 op->stats.food = -(change->stats.food); 1380 op->stats.food = -change->stats.food;
1517 else 1381 else
1518 op->stats.food += change->stats.food; 1382 op->stats.food += change->stats.food;
1519 1383
1520 if (change->level < 0) 1384 if (change->level < 0)
1521 op->level = -(change->level); 1385 op->level = -change->level;
1522 else 1386 else
1523 op->level += change->level; 1387 op->level += change->level;
1524 1388
1525 if (change->gen_sp_armour < 0) 1389 if (change->gen_sp_armour < 0)
1526 op->gen_sp_armour = -(change->gen_sp_armour); 1390 op->gen_sp_armour = -change->gen_sp_armour;
1527 else 1391 else
1528 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1392 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1529 1393
1530 op->item_power = change->item_power; 1394 op->item_power = change->item_power;
1531 1395
1532 for (i = 0; i < NROFATTACKS; i++) 1396 for (int i = 0; i < NROFATTACKS; i++)
1533 if (change->resist[i])
1534 op->resist[i] += change->resist[i]; 1397 op->resist[i] += change->resist[i];
1535 1398
1536 if (change->stats.dam) 1399 if (change->stats.dam)
1537 { 1400 {
1538 if (change->stats.dam < 0) 1401 if (change->stats.dam < 0)
1539 op->stats.dam = (-change->stats.dam); 1402 op->stats.dam = -change->stats.dam;
1540 else if (op->stats.dam) 1403 else if (op->stats.dam)
1541 { 1404 {
1542 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1405 int tmp = op->stats.dam * change->stats.dam / 10;
1406
1543 if (tmp == op->stats.dam) 1407 if (tmp == op->stats.dam)
1544 { 1408 {
1545 if (change->stats.dam < 10) 1409 if (change->stats.dam < 10)
1546 op->stats.dam--; 1410 op->stats.dam--;
1547 else 1411 else
1553 } 1417 }
1554 1418
1555 if (change->weight) 1419 if (change->weight)
1556 { 1420 {
1557 if (change->weight < 0) 1421 if (change->weight < 0)
1558 op->weight = (-change->weight); 1422 op->weight = -change->weight;
1559 else 1423 else
1560 op->weight = (op->weight * (change->weight)) / 100; 1424 op->weight = op->weight * change->weight / 100;
1561 } 1425 }
1562 1426
1563 if (change->last_sp) 1427 if (change->last_sp)
1564 { 1428 {
1565 if (change->last_sp < 0) 1429 if (change->last_sp < 0)
1566 op->last_sp = (-change->last_sp); 1430 op->last_sp = -change->last_sp;
1567 else 1431 else
1568 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1432 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1569 } 1433 }
1570 1434
1571 if (change->gen_sp_armour) 1435 if (change->gen_sp_armour)
1572 { 1436 {
1573 if (change->gen_sp_armour < 0) 1437 if (change->gen_sp_armour < 0)
1574 op->gen_sp_armour = (-change->gen_sp_armour); 1438 op->gen_sp_armour = -change->gen_sp_armour;
1575 else 1439 else
1576 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1440 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1577 } 1441 }
1578 1442
1579 op->value *= change->value; 1443 op->value *= change->value;
1580 1444
1581 if (change->materials) 1445 if (change->materials)
1582 op->materials = change->materials; 1446 op->materials = change->materials;
1583 1447
1584 if (change->materialname) 1448 if (change->material != MATERIAL_NULL)
1585 op->materialname = change->materialname; 1449 op->material = change->material;
1586 1450
1587 if (change->slaying) 1451 if (change->slaying)
1588 op->slaying = change->slaying; 1452 op->slaying = change->slaying;
1589 1453
1590 if (change->race) 1454 if (change->race)
1593 if (change->msg) 1457 if (change->msg)
1594 op->msg = change->msg; 1458 op->msg = change->msg;
1595} 1459}
1596 1460
1597static int 1461static int
1598legal_artifact_combination (object *op, artifact * art) 1462legal_artifact_combination (object *op, artifact *art)
1599{ 1463{
1600 int neg, success = 0; 1464 int neg, success = 0;
1601 linked_char *tmp; 1465 linked_char *tmp;
1602 const char *name; 1466 const char *name;
1603 1467
1604 if (art->allowed == (linked_char *) NULL) 1468 if (!art->allowed)
1605 return 1; /* Ie, "all" */ 1469 return 1; /* Ie, "all" */
1470
1606 for (tmp = art->allowed; tmp; tmp = tmp->next) 1471 for (tmp = art->allowed; tmp; tmp = tmp->next)
1607 { 1472 {
1608#ifdef TREASURE_VERBOSE 1473#ifdef TREASURE_VERBOSE
1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1474 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1610#endif 1475#endif
1612 name = tmp->name + 1, neg = 1; 1477 name = tmp->name + 1, neg = 1;
1613 else 1478 else
1614 name = tmp->name, neg = 0; 1479 name = tmp->name, neg = 0;
1615 1480
1616 /* If we match name, then return the opposite of 'neg' */ 1481 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1482 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1618 return !neg; 1483 return !neg;
1619 1484
1620 /* Set success as true, since if the match was an inverse, it means 1485 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1486 * everything is allowed except what we match
1622 */ 1487 */
1623 else if (neg) 1488 else if (neg)
1624 success = 1; 1489 success = 1;
1625 } 1490 }
1491
1626 return success; 1492 return success;
1627} 1493}
1628 1494
1629/* 1495/*
1630 * Fixes the given object, giving it the abilities and titles 1496 * Fixes the given object, giving it the abilities and titles
1632 */ 1498 */
1633 1499
1634void 1500void
1635give_artifact_abilities (object *op, object *artifct) 1501give_artifact_abilities (object *op, object *artifct)
1636{ 1502{
1637 char new_name[MAX_BUF]; 1503 op->title = format ("of %s", &artifct->name);
1638 1504
1639 sprintf (new_name, "of %s", &artifct->name);
1640 op->title = new_name;
1641 add_abilities (op, artifct); /* Give out the bonuses */ 1505 add_abilities (op, artifct); /* Give out the bonuses */
1642 1506
1643#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1507#if 0 /* Bit verbose, but keep it here until next time I need it... */
1644 { 1508 {
1645 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1509 char identified = op->flag [FLAG_IDENTIFIED];
1646 1510
1647 SET_FLAG (op, FLAG_IDENTIFIED); 1511 op->set_flag (FLAG_IDENTIFIED);
1648 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1512 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1649 if (!identified) 1513 if (!identified)
1650 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1514 op->clr_flag (FLAG_IDENTIFIED);
1651 } 1515 }
1652#endif 1516#endif
1653 return; 1517 return;
1654} 1518}
1655 1519
1665#define ARTIFACT_TRIES 2 1529#define ARTIFACT_TRIES 2
1666 1530
1667void 1531void
1668generate_artifact (object *op, int difficulty) 1532generate_artifact (object *op, int difficulty)
1669{ 1533{
1670 artifactlist *al;
1671 artifact *art; 1534 artifact *art;
1672 int i;
1673 1535
1674 al = find_artifactlist (op->type); 1536 artifactlist *al = find_artifactlist (op->type);
1675 1537
1676 if (al == NULL) 1538 if (al == NULL)
1677 { 1539 {
1678#if 0 /* This is too verbose, usually */ 1540#if 0 /* This is too verbose, usually */
1679 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1541 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1680#endif 1542#endif
1681 return; 1543 return;
1682 } 1544 }
1683 1545
1684 for (i = 0; i < ARTIFACT_TRIES; i++) 1546 for (int i = 0; i < ARTIFACT_TRIES; i++)
1685 { 1547 {
1686 int roll = rndm (al->total_chance); 1548 int roll = rndm (al->total_chance);
1687 1549
1688 for (art = al->items; art; art = art->next) 1550 for (art = al->items; art; art = art->next)
1689 { 1551 {
1697#if 1 1559#if 1
1698 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1560 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1699#endif 1561#endif
1700 return; 1562 return;
1701 } 1563 }
1702 if (!strcmp (art->item->name, "NONE")) 1564
1565 if (art->item->name == shstr_NONE)
1703 return; 1566 return;
1567
1704 if (FABS (op->magic) < art->item->magic) 1568 if (fabs (op->magic) < art->item->magic)
1705 continue; /* Not magic enough to be this item */ 1569 continue; /* Not magic enough to be this item */
1706 1570
1707 /* Map difficulty not high enough */ 1571 /* Map difficulty not high enough */
1708 if (difficulty < art->difficulty) 1572 if (difficulty < art->difficulty)
1709 continue; 1573 continue;
1727 */ 1591 */
1728 1592
1729void 1593void
1730fix_flesh_item (object *item, object *donor) 1594fix_flesh_item (object *item, object *donor)
1731{ 1595{
1732 char tmpbuf[MAX_BUF];
1733 int i;
1734
1735 if (item->type == FLESH && donor) 1596 if (item->type == FLESH && donor)
1736 { 1597 {
1737 /* change the name */ 1598 /* change the name */
1738 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1599 item->name = format ("%s's %s", &donor->name, &item->name);
1739 item->name = tmpbuf;
1740 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1600 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1741 item->name_pl = tmpbuf;
1742 1601
1743 /* weight is FLESH weight/100 * donor */ 1602 /* weight is FLESH weight/100 * donor */
1744 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1603 item->weight = max (1, item->weight * donor->weight / 100);
1745 item->weight = 1;
1746 1604
1747 /* value is multiplied by level of donor */ 1605 /* value is multiplied by level of donor */
1748 item->value *= isqrt (donor->level * 2); 1606 item->value *= isqrt (donor->level * 2);
1749 1607
1750 /* food value */ 1608 /* food value */
1751 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1609 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1752 1610
1753 /* flesh items inherit some abilities of donor, but not 1611 /* flesh items inherit some abilities of donor, but not
1754 * full effect. 1612 * full effect.
1755 */ 1613 */
1756 for (i = 0; i < NROFATTACKS; i++) 1614 for (int i = 0; i < NROFATTACKS; i++)
1757 item->resist[i] = donor->resist[i] / 2; 1615 item->resist[i] = donor->resist[i] / 2;
1758 1616
1759 /* item inherits donor's level (important for quezals) */ 1617 /* item inherits donor's level (important for quezals) */
1760 item->level = donor->level; 1618 item->level = donor->level;
1761 1619
1762 /* if donor has some attacktypes, the flesh is poisonous */ 1620 /* if donor has some attacktypes, the flesh is poisonous */
1763 if (donor->attacktype & AT_POISON) 1621 if (donor->attacktype & AT_POISON)
1764 item->type = POISON; 1622 item->type = POISON;
1623
1765 if (donor->attacktype & AT_ACID) 1624 if (donor->attacktype & AT_ACID)
1766 item->stats.hp = -1 * item->stats.food; 1625 item->stats.hp = -item->stats.food;
1767 SET_FLAG (item, FLAG_NO_STEAL);
1768 }
1769}
1770 1626
1771/* special_potion() - so that old potion code is still done right. */ 1627 item->set_flag (FLAG_NO_STEAL);
1772int 1628 }
1773special_potion (object *op)
1774{
1775 if (op->attacktype)
1776 return 1;
1777
1778 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1779 return 1;
1780
1781 for (int i = 0; i < NROFATTACKS; i++)
1782 if (op->resist[i])
1783 return 1;
1784
1785 return 0;
1786} 1629}
1787 1630
1788void 1631static void
1789free_treasurestruct (treasure *t) 1632free_treasurestruct (treasure *t)
1790{ 1633{
1791 if (t->next) free_treasurestruct (t->next); 1634 if (t->next) free_treasurestruct (t->next);
1792 if (t->next_yes) free_treasurestruct (t->next_yes); 1635 if (t->next_yes) free_treasurestruct (t->next_yes);
1793 if (t->next_no) free_treasurestruct (t->next_no); 1636 if (t->next_no) free_treasurestruct (t->next_no);
1794 1637
1795 delete t; 1638 delete t;
1796} 1639}
1797 1640
1798void 1641static void
1799free_charlinks (linked_char *lc) 1642free_charlinks (linked_char *lc)
1800{ 1643{
1801 if (lc->next) 1644 if (lc->next)
1802 free_charlinks (lc->next); 1645 free_charlinks (lc->next);
1803 1646
1804 delete lc; 1647 delete lc;
1805} 1648}
1806 1649
1807void 1650static void
1808free_artifact (artifact *at) 1651free_artifact (artifact *at)
1809{ 1652{
1810 if (at->next) free_artifact (at->next); 1653 if (at->next) free_artifact (at->next);
1811 if (at->allowed) free_charlinks (at->allowed); 1654 if (at->allowed) free_charlinks (at->allowed);
1812 1655
1813 at->item->destroy (1); 1656 at->item->destroy ();
1814 1657
1815 sfree (at); 1658 sfree (at);
1816} 1659}
1817 1660
1818void
1819free_artifactlist (artifactlist *al)
1820{
1821 artifactlist *nextal;
1822
1823 for (al = first_artifactlist; al; al = nextal)
1824 {
1825 nextal = al->next;
1826
1827 if (al->items)
1828 free_artifact (al->items);
1829
1830 sfree (al);
1831 }
1832}
1833
1834void
1835free_all_treasures (void)
1836{
1837 treasurelist *tl, *next;
1838
1839 for (tl = first_treasurelist; tl; tl = next)
1840 {
1841 clear (tl);
1842
1843 next = tl->next;
1844 delete tl;
1845 }
1846
1847 free_artifactlist (first_artifactlist);
1848}

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