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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.12 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.32 by pippijn, Mon Jan 15 21:06:18 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.12 2006/09/04 13:55:54 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
31 26
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
35 * left on 30 * left on
36 */ 31 */
37#define TREASURE_DEBUG 32#define TREASURE_DEBUG
38 33
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 34/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35
40/* #define TREASURE_VERBOSE */ 36/* #define TREASURE_VERBOSE */
41 37
42#include <global.h> 38#include <global.h>
43#include <treasure.h> 39#include <treasure.h>
44#include <funcpoint.h> 40#include <funcpoint.h>
45#include <loader.h> 41#include <loader.h>
46 42
47 43
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 45extern char *spell_mapping[];
50 46
51/* 47/*
52 * Initialize global archtype pointers: 48 * Initialize global archtype pointers:
53 */ 49 */
54 50
55void 51void
56init_archetype_pointers () 52init_archetype_pointers ()
57{ 53{
58 int prev_warn = warn_archetypes; 54 int prev_warn = warn_archetypes;
55
59 warn_archetypes = 1; 56 warn_archetypes = 1;
60 if (ring_arch == NULL) 57 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 58 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 59 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 60 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 61 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 62 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 63 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 64 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 65 warn_archetypes = prev_warn;
69} 66}
70 67
71/* 68/*
72 * Allocate and return the pointer to an empty treasurelist structure. 69 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 105 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 106 {
110 (*line)++; 107 (*line)++;
111 108
112 if (*buf == '#') 109 if (*buf == '#')
113 continue; 110 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 111 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 112 *cp = '\0';
116 cp = buf; 113 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 114 while (isspace (*cp)) /* Skip blanks */
118 cp++; 115 cp++;
119 116
120 if (sscanf (cp, "arch %s", variable)) 117 if (sscanf (cp, "arch %s", variable))
121 { 118 {
122 if ((t->item = find_archetype (variable)) == NULL) 119 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 121 }
125 else if (sscanf (cp, "list %s", variable)) 122 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 123 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 124 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 125 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 126 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 127 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 128 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 129 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 130 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 131 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 132 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 133 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 134 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 135 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 136 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 137 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 138 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 139 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 140 else if (!strcmp (cp, "end"))
144 return t; 141 return t;
145 else if (!strcmp (cp, "more")) 142 else if (!strcmp (cp, "more"))
146 { 143 {
147 t->next = load_treasure (fp, line); 144 t->next = load_treasure (fp, line);
148 return t; 145 return t;
149 } 146 }
150 else 147 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 149 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 150 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 151 return t;
155} 152}
156 153
157#ifdef TREASURE_DEBUG 154#ifdef TREASURE_DEBUG
155
158/* recursived checks the linked list. Treasurelist is passed only 156/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
160 */ 158 */
161static void 159static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 161{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 164 /* find_treasurelist will print out its own error message */
169 if (t->name && *t->name) 165 if (t->name && *t->name)
170 (void) find_treasurelist (t->name); 166 find_treasurelist (t->name);
171 if (t->next) 167 if (t->next)
172 check_treasurelist (t->next, tl); 168 check_treasurelist (t->next, tl);
173 if (t->next_yes) 169 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 170 check_treasurelist (t->next_yes, tl);
175 if (t->next_no) 171 if (t->next_no)
199 } 195 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 196 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 197 {
202 line++; 198 line++;
203 if (*buf == '#') 199 if (*buf == '#')
204 continue; 200 continue;
205 201
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 203 {
208 treasurelist *tl = get_empty_treasurelist (); 204 treasurelist *tl = get_empty_treasurelist ();
205
209 tl->name = name; 206 tl->name = name;
210 if (previous == NULL) 207 if (previous == NULL)
211 first_treasurelist = tl; 208 first_treasurelist = tl;
212 else 209 else
213 previous->next = tl; 210 previous->next = tl;
214 previous = tl; 211 previous = tl;
215 tl->items = load_treasure (fp, &line); 212 tl->items = load_treasure (fp, &line);
216 213
217 /* This is a one of the many items on the list should be generated. 214 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 215 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 216 * fields of the treasures are not being used.
220 */ 217 */
221 if (!strncmp (buf, "treasureone", 11)) 218 if (!strncmp (buf, "treasureone", 11))
222 { 219 {
223 for (t = tl->items; t != NULL; t = t->next) 220 for (t = tl->items; t != NULL; t = t->next)
224 { 221 {
225#ifdef TREASURE_DEBUG 222#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 223 if (t->next_yes || t->next_no)
227 { 224 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n"); 226 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 227 }
231#endif 228#endif
232 tl->total_chance += t->chance; 229 tl->total_chance += t->chance;
233 } 230 }
234 } 231 }
235 } 232 }
236 else 233 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 235 }
239 close_and_delete (fp, comp); 236 close_and_delete (fp, comp);
240 237
241#ifdef TREASURE_DEBUG 238#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 239 /* Perform some checks on how valid the treasure data actually is.
255 */ 252 */
256 253
257treasurelist * 254treasurelist *
258find_treasurelist (const char *name) 255find_treasurelist (const char *name)
259{ 256{
260 /* Special cases - randomitems of NULL is to override default. If 257 shstr_cmp name_ (name);
261 * first_treasurelist is null, it means we are on the first pass of 258
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name) 259 if (!name_)
266 return 0; 260 return 0;
267 261
268 if (const char *tmp = shstr::find (name))
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (tmp == tl->name) 263 if (name_ == tl->name)
271 return tl; 264 return tl;
272 265
273 if (first_treasurelist) 266 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275 268
276 return 0; 269 return 0;
286 * being generated. 279 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 280 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
290 */ 283 */
291
292
293static void 284static void
294put_treasure (object * op, object * creator, int flags) 285put_treasure (object *op, object *creator, int flags)
295{ 286{
296 object *tmp; 287 object *tmp;
297 288
298 /* Bit of a hack - spells should never be put onto the map. The entire 289 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 290 * treasure stuff is a problem - there is no clear idea of knowing
300 * this is the original object, or if this is an object that should be created 291 * this is the original object, or if this is an object that should be created
301 * by another object. 292 * by another object.
302 */ 293 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
304 { 295 {
305 op->x = creator->x;
306 op->y = creator->y;
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
309 } 298 }
310 else 299 else
311 { 300 {
312 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
316 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
317 } 308 }
318} 309}
319 310
320/* if there are change_xxx commands in the treasure, we include the changes 311/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 312 * in the generated object
343 object *tmp; 334 object *tmp;
344 335
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
346 { 337 {
347 if (t->name) 338 if (t->name)
348 { 339 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 341 {
351 } 342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
352 else 347 else
353 { 348 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 350 {
356 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
357 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 355 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 356 put_treasure (tmp, op, flag);
362 } 357 }
363 } 358 }
364 359
365 if (t->next_yes != NULL) 360 if (t->next_yes != NULL)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 361 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 362 }
368 else if (t->next_no != NULL) 363 else if (t->next_no != NULL)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 364 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 365
371 if (t->next != NULL) 366 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 367 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 368}
374 369
375void 370void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
377{ 372{
378 int value = RANDOM () % tl->total_chance; 373 int value = RANDOM () % tl->total_chance;
379 treasure *t; 374 treasure *t;
380 375
381 if (tries++ > 100) 376 if (tries++ > 100)
387 for (t = tl->items; t != NULL; t = t->next) 382 for (t = tl->items; t != NULL; t = t->next)
388 { 383 {
389 value -= t->chance; 384 value -= t->chance;
390 385
391 if (value < 0) 386 if (value < 0)
392 break; 387 break;
393 } 388 }
394 389
395 if (!t || value >= 0) 390 if (!t || value >= 0)
396 { 391 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
399 return; 394 return;
400 } 395 }
401 396
402 if (t->name) 397 if (t->name)
403 { 398 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 399 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 400 {
401 treasurelist *tl = find_treasurelist (t->name);
402 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries);
404 }
409 else if (t->nrof) 405 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
411 407
412 return; 408 return;
413 } 409 }
414 410
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 412 {
417 object *tmp = arch_to_object (t->item); 413 object *tmp = arch_to_object (t->item);
418 414
419 if (!tmp) 415 if (!tmp)
420 return; 416 return;
421 417
422 if (t->nrof && tmp->nrof <= 1) 418 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424 420
425// fix_generated_item (tmp, op, difficulty, t->magic, flag); 421 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426// change_treasure (t, tmp); 422 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 423 put_treasure (tmp, op, flag);
428 } 424 }
429} 425}
430 426
431/* This calls the appropriate treasure creation function. tries is passed 427/* This calls the appropriate treasure creation function. tries is passed
434 * list transitions, or so that excessively good treasure will not be 430 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 431 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 432 * to do that.
437 */ 433 */
438void 434void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 436{
441 437
442 if (tries++ > 100) 438 if (tries++ > 100)
443 { 439 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 441 return;
446 } 442 }
447 if (t->total_chance) 443 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 444 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 445 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 446 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 447}
452 448
453/* This is similar to the old generate treasure function. However, 449/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 450 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 451 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 452 * inserted into, and then return that treausre
457 */ 453 */
458object * 454object *
459generate_treasure (treasurelist * t, int difficulty) 455generate_treasure (treasurelist *tl, int difficulty)
460{ 456{
457 difficulty = clamp (difficulty, 1, settings.max_level);
458
461 object *ob = get_object (), *tmp; 459 object *ob = object::create (), *tmp;
462 460
463 create_treasure (t, ob, 0, difficulty, 0); 461 create_treasure (tl, ob, 0, difficulty, 0);
464 462
465 /* Don't want to free the object we are about to return */ 463 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 464 tmp = ob->inv;
467 if (tmp != NULL) 465 if (tmp != NULL)
468 remove_ob (tmp); 466 tmp->remove ();
467
469 if (ob->inv) 468 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 469 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 470
473 free_object (ob); 471 ob->destroy ();
474 return tmp; 472 return tmp;
475} 473}
476 474
477/* 475/*
478 * This is a new way of calculating the chance for an item to have 476 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 478 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 479 * magical bonus "wanted".
482 */ 480 */
483 481
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
485/*chance of magic difficulty*/ 484/*chance of magic difficulty*/
485
486/* +0 +1 +2 +3 +4 */ 486/* +0 +1 +2 +3 +4 */
487 {95, 2, 2, 1, 0}, /*1 */ 487 {95, 2, 2, 1, 0}, /*1 */
488 {92, 5, 2, 1, 0}, /*2 */ 488 {92, 5, 2, 1, 0}, /*2 */
489 {85, 10, 4, 1, 0}, /*3 */ 489 {85, 10, 4, 1, 0}, /*3 */
490 {80, 14, 4, 2, 0}, /*4 */ 490 {80, 14, 4, 2, 0}, /*4 */
491 {75, 17, 5, 2, 1}, /*5 */ 491 {75, 17, 5, 2, 1}, /*5 */
492 {70, 18, 8, 3, 1}, /*6 */ 492 {70, 18, 8, 3, 1}, /*6 */
493 {65, 21, 10, 3, 1}, /*7 */ 493 {65, 21, 10, 3, 1}, /*7 */
494 {60, 22, 12, 4, 2}, /*8 */ 494 {60, 22, 12, 4, 2}, /*8 */
495 {55, 25, 14, 4, 2}, /*9 */ 495 {55, 25, 14, 4, 2}, /*9 */
496 {50, 27, 16, 5, 2}, /*10 */ 496 {50, 27, 16, 5, 2}, /*10 */
497 {45, 28, 18, 6, 3}, /*11 */ 497 {45, 28, 18, 6, 3}, /*11 */
498 {42, 28, 20, 7, 3}, /*12 */ 498 {42, 28, 20, 7, 3}, /*12 */
499 {40, 27, 21, 8, 4}, /*13 */ 499 {40, 27, 21, 8, 4}, /*13 */
500 {38, 25, 22, 10, 5}, /*14 */ 500 {38, 25, 22, 10, 5}, /*14 */
501 {36, 23, 23, 12, 6}, /*15 */ 501 {36, 23, 23, 12, 6}, /*15 */
502 {33, 21, 24, 14, 8}, /*16 */ 502 {33, 21, 24, 14, 8}, /*16 */
503 {31, 19, 25, 16, 9}, /*17 */ 503 {31, 19, 25, 16, 9}, /*17 */
504 {27, 15, 30, 18, 10}, /*18 */ 504 {27, 15, 30, 18, 10}, /*18 */
505 {20, 12, 30, 25, 13}, /*19 */ 505 {20, 12, 30, 25, 13}, /*19 */
506 {15, 10, 28, 30, 17}, /*20 */ 506 {15, 10, 28, 30, 17}, /*20 */
507 {13, 9, 27, 28, 23}, /*21 */ 507 {13, 9, 27, 28, 23}, /*21 */
508 {10, 8, 25, 28, 29}, /*22 */ 508 {10, 8, 25, 28, 29}, /*22 */
509 {8, 7, 23, 26, 36}, /*23 */ 509 {8, 7, 23, 26, 36}, /*23 */
510 {6, 6, 20, 22, 46}, /*24 */ 510 {6, 6, 20, 22, 46}, /*24 */
511 {4, 5, 17, 18, 56}, /*25 */ 511 {4, 5, 17, 18, 56}, /*25 */
512 {2, 4, 12, 14, 68}, /*26 */ 512 {2, 4, 12, 14, 68}, /*26 */
513 {0, 3, 7, 10, 80}, /*27 */ 513 {0, 3, 7, 10, 80}, /*27 */
514 {0, 0, 3, 7, 90}, /*28 */ 514 {0, 0, 3, 7, 90}, /*28 */
515 {0, 0, 0, 3, 97}, /*29 */ 515 {0, 0, 0, 3, 97}, /*29 */
516 {0, 0, 0, 0, 100}, /*30 */ 516 {0, 0, 0, 0, 100}, /*30 */
517 {0, 0, 0, 0, 100}, /*31 */ 517 {0, 0, 0, 0, 100}, /*31 */
518}; 518};
519 519
520 520
521/* calculate the appropriate level for wands staves and scrolls. 521/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 522 * This code presumes that op has had its spell object created (in op->inv)
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 524 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 526 */
527 527
528int 528int
529level_for_item (const object * op, int difficulty) 529level_for_item (const object *op, int difficulty)
530{ 530{
531 int mult = 0, olevel = 0; 531 int olevel = 0;
532 532
533 if (!op->inv) 533 if (!op->inv)
534 { 534 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 536 return 0;
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 578 {
579 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
580 580
581 if (percent < 0) 581 if (percent < 0)
582 break; 582 break;
583 } 583 }
584 584
585 if (magic == (MAXMAGIC + 1)) 585 if (magic == (MAXMAGIC + 1))
586 { 586 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
600 * This function doesn't work properly, should add use of archetypes 600 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 601 * to make it truly absolute.
602 */ 602 */
603 603
604void 604void
605set_abs_magic (object * op, int magic) 605set_abs_magic (object *op, int magic)
606{ 606{
607 if (!magic) 607 if (!magic)
608 return; 608 return;
609 609
610 op->magic = magic; 610 op->magic = magic;
611 if (op->arch) 611 if (op->arch)
612 { 612 {
613 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 615
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
617 magic = (-magic); 617 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 619 }
620 else 620 else
621 { 621 {
622 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
625 magic = (-magic); 625 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 627 }
628} 628}
629 629
630/* 630/*
631 * Sets a random magical bonus in the given object based upon 631 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 632 * the given difficulty, and the given max possible bonus.
633 */ 633 */
634 634
635static void 635static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 636set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 637{
638 int i; 638 int i;
639
639 i = magic_from_difficulty (difficulty); 640 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 641 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 642 i = -i;
642 if (i > max_magic) 643 if (i > max_magic)
643 i = max_magic; 644 i = max_magic;
654 * other bonuses previously rolled and ones the item might natively have. 655 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 656 * 2) Add code to deal with new PR method.
656 */ 657 */
657 658
658void 659void
659set_ring_bonus (object * op, int bonus) 660set_ring_bonus (object *op, int bonus)
660{ 661{
661 662
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
663 664
664 if (op->type == AMULET) 665 if (op->type == AMULET)
665 { 666 {
666 if (!(RANDOM () % 21)) 667 if (!(RANDOM () % 21))
667 r = 20 + RANDOM () % 2; 668 r = 20 + RANDOM () % 2;
668 else 669 else
669 { 670 {
670 if (RANDOM () & 2) 671 if (RANDOM () & 2)
671 r = 10; 672 r = 10;
672 else 673 else
673 r = 11 + RANDOM () % 9; 674 r = 11 + RANDOM () % 9;
674 } 675 }
675 } 676 }
676 677
677 switch (r) 678 switch (r)
678 { 679 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 680 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 681 * bonuses and penalties will stack and add to existing values.
681 * of the item. 682 * of the item.
682 */ 683 */
683 case 0: 684 case 0:
684 case 1: 685 case 1:
685 case 2: 686 case 2:
686 case 3: 687 case 3:
687 case 4: 688 case 4:
688 case 5: 689 case 5:
689 case 6: 690 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break; 692 break;
692 693
693 case 7: 694 case 7:
694 op->stats.dam += bonus; 695 op->stats.dam += bonus;
695 break; 696 break;
696 697
697 case 8: 698 case 8:
698 op->stats.wc += bonus; 699 op->stats.wc += bonus;
699 break; 700 break;
700 701
701 case 9: 702 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 703 op->stats.food += bonus; /* hunger/sustenance */
703 break; 704 break;
704 705
705 case 10: 706 case 10:
706 op->stats.ac += bonus; 707 op->stats.ac += bonus;
707 break; 708 break;
708 709
709 /* Item that gives protections/vulnerabilities */ 710 /* Item that gives protections/vulnerabilities */
710 case 11: 711 case 11:
711 case 12: 712 case 12:
712 case 13: 713 case 13:
713 case 14: 714 case 14:
714 case 15: 715 case 15:
715 case 16: 716 case 16:
716 case 17: 717 case 17:
717 case 18: 718 case 18:
718 case 19: 719 case 19:
719 { 720 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
721 722
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
724 725
725 /* Cursed items need to have higher negative values to equal out with 726 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 728 * little random element in since that they don't always end up with
728 * even values. 729 * even values.
729 */ 730 */
730 if (bonus < 0) 731 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 732 val = 2 * -val - RANDOM () % b;
732 if (val > 35) 733 if (val > 35)
733 val = 35; /* Upper limit */ 734 val = 35; /* Upper limit */
734 b = 0; 735 b = 0;
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 736 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 737 {
737 resist = RANDOM () % num_resist_table; 738 resist = RANDOM () % num_resist_table;
738 } 739 }
739 if (b == 4) 740 if (b == 4)
740 return; /* Not able to find a free resistance */ 741 return; /* Not able to find a free resistance */
741 op->resist[resist_table[resist]] = val; 742 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 743 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 744 * based on how good a resistance we gave.
744 */ 745 */
745 break; 746 break;
746 } 747 }
747 case 20: 748 case 20:
748 if (op->type == AMULET) 749 if (op->type == AMULET)
749 { 750 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 751 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 752 op->value *= 11;
752 } 753 }
753 else 754 else
754 { 755 {
755 op->stats.hp = 1; /* regenerate hit points */ 756 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 757 op->value *= 4;
757 } 758 }
758 break; 759 break;
759 760
760 case 21: 761 case 21:
761 if (op->type == AMULET) 762 if (op->type == AMULET)
762 { 763 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 764 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 765 op->value *= 9;
765 } 766 }
766 else 767 else
767 { 768 {
768 op->stats.sp = 1; /* regenerate spell points */ 769 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 770 op->value *= 3;
770 } 771 }
771 break; 772 break;
772 773
773 case 22: 774 case 22:
774 op->stats.exp += bonus; /* Speed! */ 775 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 776 op->value = (op->value * 2) / 3;
776 break; 777 break;
777 } 778 }
778 if (bonus > 0) 779 if (bonus > 0)
779 op->value *= 2 * bonus; 780 op->value *= 2 * bonus;
780 else 781 else
781 op->value = -(op->value * 2 * bonus) / 3; 782 op->value = -(op->value * 2 * bonus) / 3;
792 793
793int 794int
794get_magic (int diff) 795get_magic (int diff)
795{ 796{
796 int i; 797 int i;
798
797 if (diff < 3) 799 if (diff < 3)
798 diff = 3; 800 diff = 3;
799 for (i = 0; i < 4; i++) 801 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 802 if (RANDOM () % diff)
801 return i; 803 return i;
808/* 810/*
809 * fix_generated_item(): This is called after an item is generated, in 811 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 812 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 813 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 814 */
815
813/* 4/28/96 added creator object from which op may now inherit properties based on 816/* 4/28/96 added creator object from which op may now inherit properties based on
814 * op->type. Right now, which stuff the creator passes on is object type 817 * op->type. Right now, which stuff the creator passes on is object type
815 * dependant. I know this is a spagetti manuever, but is there a cleaner 818 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 819 * way to do this? b.t. */
820
817/* 821/*
818 * ! (flags & GT_ENVIRONMENT): 822 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 823 * Automatically calls fix_flesh_item().
820 * 824 *
821 * flags: 825 * flags:
825 * a working object - don't change magic, value, etc, but set it material 829 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 830 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 831 */
828 832
829void 833void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 835{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 837
834 if (!creator || creator->type == op->type) 838 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 839 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 840
837 /* If we make an artifact, this information will be destroyed */ 841 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 842 save_item_power = op->item_power;
839 op->item_power = 0; 843 op->item_power = 0;
840 844
841 if (op->randomitems && op->type != SPELL) 845 if (op->randomitems && op->type != SPELL)
842 { 846 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 847 create_treasure (op->randomitems, op, flags, difficulty, 0);
844 if (!op->inv) 848 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846 850
847 /* So the treasure doesn't get created again */ 851 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 852 op->randomitems = NULL;
849 } 853 }
850 854
851 if (difficulty < 1) 855 if (difficulty < 1)
852 difficulty = 1; 856 difficulty = 1;
853 857
858 if (INVOKE_OBJECT (ADD_BONUS, op,
859 ARG_OBJECT (creator != op ? creator : 0),
860 ARG_INT (difficulty), ARG_INT (max_magic),
861 ARG_INT (flags)))
862 return;
863
854 if (!(flags & GT_MINIMAL)) 864 if (!(flags & GT_MINIMAL))
855 { 865 {
856 if (op->arch == crown_arch) 866 if (op->arch == crown_arch)
857 { 867 {
858 set_magic (difficulty, op, max_magic, flags); 868 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 869 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 870 generate_artifact (op, difficulty);
861 } 871 }
862 else 872 else
863 { 873 {
864 if (!op->magic && max_magic) 874 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 875 set_magic (difficulty, op, max_magic, flags);
866 876
867 num_enchantments = calc_item_power (op, 1); 877 num_enchantments = calc_item_power (op, 1);
868 878
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
870 * used for shop_floors or treasures */ 880 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 881 generate_artifact (op, difficulty);
872 } 882 }
873 883
874 /* Object was made an artifact. Calculate its item_power rating. 884 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 885 * the item_power in the object is what the artfiact adds.
876 */ 886 */
877 if (op->title) 887 if (op->title)
878 { 888 {
879 /* if save_item_power is set, then most likely we started with an 889 /* if save_item_power is set, then most likely we started with an
880 * artifact and have added new abilities to it - this is rare, but 890 * artifact and have added new abilities to it - this is rare, but
881 * but I have seen things like 'strange rings of fire'. So just figure 891 * but I have seen things like 'strange rings of fire'. So just figure
882 * out the power from the base power plus what this one adds. Note 892 * out the power from the base power plus what this one adds. Note
883 * that since item_power is not quite linear, this actually ends up 893 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 894 * being somewhat of a bonus
885 */ 895 */
886 if (save_item_power) 896 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 897 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 898 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 899 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 900 }
891 else if (save_item_power) 901 else if (save_item_power)
892 { 902 {
893 /* restore the item_power field to the object if we haven't changed it. 903 /* restore the item_power field to the object if we haven't changed it.
894 * we don't care about num_enchantments - that will basically just 904 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 905 * have calculated some value from the base attributes of the archetype.
896 */ 906 */
897 op->item_power = save_item_power; 907 op->item_power = save_item_power;
898 } 908 }
899 else 909 else
900 { 910 {
901 /* item_power was zero. This is suspicious, as it may be because it 911 /* item_power was zero. This is suspicious, as it may be because it
902 * was never previously calculated. Let's compute a value and see if 912 * was never previously calculated. Let's compute a value and see if
903 * it is non-zero. If it indeed is, then assign it as the new 913 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 914 * item_power value.
905 * - gros, 21th of July 2006. 915 * - gros, 21th of July 2006.
906 */ 916 */
907 op->item_power = calc_item_power (op, 0); 917 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 918 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 919 * again below */
910 } 920 }
911 } 921 }
912 922
913 /* materialtype modifications. Note we allow this on artifacts. */ 923 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 924 set_materialname (op, difficulty, NULL);
915 925
916 if (flags & GT_MINIMAL) 926 if (flags & GT_MINIMAL)
917 { 927 {
918 if (op->type == POTION) 928 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 929 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 930 if (op->stats.sp && !op->randomitems)
921 { 931 {
922 object *tmp; 932 object *tmp;
923 933
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 936 op->stats.sp = 0;
927 } 937 }
928 } 938 }
929 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 940 switch (op->type)
931 { 941 {
932 case WEAPON: 942 case WEAPON:
933 case ARMOUR: 943 case ARMOUR:
934 case SHIELD: 944 case SHIELD:
935 case HELMET: 945 case HELMET:
936 case CLOAK: 946 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
938 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
939 break; 949 break;
940 950
941 case BRACERS: 951 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
943 { 953 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3;
957 }
958 break;
959
960 case POTION:
961 {
962 int too_many_tries = 0, is_special = 0;
963
964 /* Handle healing and magic power potions */
965 if (op->stats.sp && !op->randomitems)
966 {
967 object *tmp;
968
969 tmp = get_archetype (spell_mapping[op->stats.sp]);
970 insert_ob_in_ob (tmp, op);
971 op->stats.sp = 0;
972 }
973
974 while (!(is_special = special_potion (op)) && !op->inv)
975 {
976 generate_artifact (op, difficulty);
977 if (too_many_tries++ > 10)
978 break;
979 }
980
981 /* don't want to change value for healing/magic power potions,
982 * since the value set on those is already correct.
983 */
984 if (op->inv && op->randomitems)
985 {
986 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
989 }
990 else
991 {
992 op->name = "potion";
993 op->name_pl = "potions";
994 }
995
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
997 SET_FLAG (op, FLAG_CURSED);
998 break;
999 }
1000
1001 case AMULET:
1002 if (op->arch == amulet_arch)
1003 op->value *= 5; /* Since it's not just decoration */
1004
1005 case RING:
1006 if (op->arch == NULL)
1007 {
1008 op->destroy ();
1009 op = 0;
1010 break;
1011 }
1012
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break;
1015
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1017 SET_FLAG (op, FLAG_CURSED);
1018
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3;
947 }
948 break;
949 1020
950 case POTION:
951 {
952 int too_many_tries = 0, is_special = 0;
953
954 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems)
956 {
957 object *tmp;
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]);
960 insert_ob_in_ob (tmp, op);
961 op->stats.sp = 0;
962 }
963
964 while (!(is_special = special_potion (op)) && !op->inv)
965 {
966 generate_artifact (op, difficulty);
967 if (too_many_tries++ > 10)
968 break;
969 }
970
971 /* don't want to change value for healing/magic power potions,
972 * since the value set on those is already correct.
973 */
974 if (op->inv && op->randomitems)
975 {
976 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
979 }
980 else
981 {
982 op->name = "potion";
983 op->name_pl = "potions";
984 }
985
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
987 SET_FLAG (op, FLAG_CURSED);
988 break;
989 }
990
991 case AMULET:
992 if (op->arch == amulet_arch)
993 op->value *= 5; /* Since it's not just decoration */
994
995 case RING:
996 if (op->arch == NULL)
997 {
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005 break;
1006
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1008 SET_FLAG (op, FLAG_CURSED);
1009
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011
1012 if (op->type != RING) /* Amulets have only one ability */ 1021 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1022 break;
1014 1023
1015 if (!(RANDOM () % 4)) 1024 if (!(RANDOM () % 4))
1016 { 1025 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1027
1019 if (d > 0) 1028 if (d > 0)
1020 op->value *= 3; 1029 op->value *= 3;
1021 1030
1022 set_ring_bonus (op, d); 1031 set_ring_bonus (op, d);
1023 1032
1024 if (!(RANDOM () % 4)) 1033 if (!(RANDOM () % 4))
1025 { 1034 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 if (d > 0)
1028 op->value *= 5;
1029 set_ring_bonus (op, d);
1030 }
1031 }
1032 1036
1037 if (d > 0)
1038 op->value *= 5;
1039 set_ring_bonus (op, d);
1040 }
1041 }
1042
1033 if (GET_ANIM_ID (op)) 1043 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1035 1045
1036 break; 1046 break;
1037 1047
1038 case BOOK: 1048 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1049 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1050 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1051 * creator and/or map level we found it on.
1042 */ 1052 */
1043 if (!op->msg && RANDOM () % 10) 1053 if (!op->msg && RANDOM () % 10)
1044 { 1054 {
1045 /* set the book level properly */ 1055 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1057 {
1048 if (op->map && op->map->difficulty) 1058 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1050 else 1060 else
1051 op->level = RANDOM () % 20 + 1; 1061 op->level = RANDOM () % 20 + 1;
1052 } 1062 }
1053 else 1063 else
1054 op->level = RANDOM () % creator->level; 1064 op->level = RANDOM () % creator->level;
1055 1065
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1067 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1069 /* creator related stuff */
1060 1070
1061 /* for library, chained books. Note that some monsters have no_pick 1071 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1072 * set - we don't want to set no pick in that case.
1063 */ 1073 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1074 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1075 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1076 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1077 op->slaying = creator->slaying;
1068 1078
1069 /* add exp so reading it gives xp (once) */ 1079 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1080 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1081 }
1072 break; 1082 break;
1073 1083
1074 case SPELLBOOK: 1084 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1085 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1086 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1087 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1088 op->stats.exp = op->value;
1079 break; 1089 break;
1080 1090
1081 case WAND: 1091 case WAND:
1082 /* nrof in the treasure list is number of charges, 1092 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1093 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1094 * and reset nrof.
1085 */ 1095 */
1086 op->stats.food = op->inv->nrof; 1096 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1097 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1098 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1099 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1100 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1101 * the spell, and value calculation is simpler.
1092 */ 1102 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1103 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1104 {
1105 op->level = level_for_item (op, difficulty);
1106 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1107 }
1108 else
1109 {
1110 op->level = op->inv->level;
1111 op->value = op->value * op->inv->value;
1112 }
1113 break;
1114
1115 case ROD:
1095 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1117 /* Add 50 to both level an divisor to keep prices a little more
1118 * reasonable. Otherwise, a high level version of a low level
1119 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1120 * 10 time multiplier). This way, the value are a bit more reasonable.
1121 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1122 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1123 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1124 if (op->stats.maxhp)
1099 { 1125 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1126 else
1101 op->value = op->value * op->inv->value; 1127 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1128
1129 op->stats.hp = op->stats.maxhp;
1130 break;
1131
1105 case ROD: 1132 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1133 op->level = level_for_item (op, difficulty);
1107 /* Add 50 to both level an divisor to keep prices a little more
1108 * reasonable. Otherwise, a high level version of a low level
1109 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1110 * 10 time multiplier). This way, the value are a bit more reasonable.
1111 */
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1134 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 /* maxhp is used to denote how many 'charges' the rod holds before */
1114 if (op->stats.maxhp)
1115 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1116 else
1117 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1118 1135
1119 op->stats.hp = op->stats.maxhp;
1120 break;
1121
1122 case SCROLL:
1123 op->level = level_for_item (op, difficulty);
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125
1126 /* add exp so reading them properly gives xp */ 1136 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1137 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1138 op->nrof = op->inv->nrof;
1129 break; 1139 break;
1130 1140
1131 case RUNE: 1141 case RUNE:
1132 trap_adjust (op, difficulty); 1142 trap_adjust (op, difficulty);
1133 break; 1143 break;
1134 1144
1135 case TRAP: 1145 case TRAP:
1136 trap_adjust (op, difficulty); 1146 trap_adjust (op, difficulty);
1137 break; 1147 break;
1138 } /* switch type */ 1148 } /* switch type */
1139 1149
1140 if (flags & GT_STARTEQUIP) 1150 if (flags & GT_STARTEQUIP)
1141 { 1151 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1152 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1153 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1154 else if (op->type != MONEY)
1145 op->value = 0; 1155 op->value = 0;
1146 } 1156 }
1147 1157
1148 if (!(flags & GT_ENVIRONMENT)) 1158 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1159 fix_flesh_item (op, creator);
1150} 1160}
1162 */ 1172 */
1163 1173
1164static artifactlist * 1174static artifactlist *
1165get_empty_artifactlist (void) 1175get_empty_artifactlist (void)
1166{ 1176{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1178
1168 if (tl == NULL) 1179 if (al == NULL)
1169 fatal (OUT_OF_MEMORY); 1180 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL; 1181 al->next = NULL;
1171 tl->items = NULL; 1182 al->items = NULL;
1172 tl->total_chance = 0; 1183 al->total_chance = 0;
1173 return tl; 1184 return al;
1174} 1185}
1175 1186
1176/* 1187/*
1177 * Allocate and return the pointer to an empty artifact structure. 1188 * Allocate and return the pointer to an empty artifact structure.
1178 */ 1189 */
1179 1190
1180static artifact * 1191static artifact *
1181get_empty_artifact (void) 1192get_empty_artifact (void)
1182{ 1193{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1194 artifact *a = (artifact *) malloc (sizeof (artifact));
1195
1184 if (t == NULL) 1196 if (a == NULL)
1185 fatal (OUT_OF_MEMORY); 1197 fatal (OUT_OF_MEMORY);
1186 t->item = NULL; 1198 a->item = NULL;
1187 t->next = NULL; 1199 a->next = NULL;
1188 t->chance = 0; 1200 a->chance = 0;
1189 t->difficulty = 0; 1201 a->difficulty = 0;
1190 t->allowed = NULL; 1202 a->allowed = NULL;
1191 return t; 1203 return a;
1192} 1204}
1193 1205
1194/* 1206/*
1195 * Searches the artifact lists and returns one that has the same type 1207 * Searches the artifact lists and returns one that has the same type
1196 * of objects on it. 1208 * of objects on it.
1221 fprintf (logfile, "\n"); 1233 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1234 for (al = first_artifactlist; al != NULL; al = al->next)
1223 { 1235 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1236 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225 for (art = al->items; art != NULL; art = art->next) 1237 for (art = al->items; art != NULL; art = art->next)
1226 { 1238 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL) 1240 if (art->allowed != NULL)
1229 { 1241 {
1230 fprintf (logfile, "\tAllowed combinations:"); 1242 fprintf (logfile, "\tAllowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next) 1243 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name); 1244 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n"); 1245 fprintf (logfile, "\n");
1234 } 1246 }
1235 } 1247 }
1236 } 1248 }
1237 fprintf (logfile, "\n"); 1249 fprintf (logfile, "\n");
1238} 1250}
1239 1251
1240/* 1252/*
1241 * For debugging purposes. Dumps all treasures recursively (see below). 1253 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */ 1254 */
1243void 1255void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1256dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1245{ 1257{
1246 treasurelist *tl; 1258 treasurelist *tl;
1247 int i; 1259 int i;
1248 1260
1249 if (depth > 100) 1261 if (depth > 100)
1250 return; 1262 return;
1251 while (t != NULL) 1263 while (t)
1252 { 1264 {
1253 if (t->name != NULL) 1265 if (t->name)
1254 { 1266 {
1255 for (i = 0; i < depth; i++) 1267 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1268 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name); 1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name); 1270 tl = find_treasurelist (t->name);
1271 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2); 1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 } 1276 }
1264 else 1277 else
1265 { 1278 {
1266 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH) 1281 if (t->item && t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else 1283 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name); 1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 } 1285 }
1286
1273 if (t->next_yes != NULL) 1287 if (t->next_yes)
1274 { 1288 {
1275 for (i = 0; i < depth; i++) 1289 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1290 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n"); 1291 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 } 1293 }
1294
1280 if (t->next_no != NULL) 1295 if (t->next_no)
1281 { 1296 {
1282 for (i = 0; i < depth; i++) 1297 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1298 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n"); 1299 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 } 1301 }
1302
1287 t = t->next; 1303 t = t->next;
1288 } 1304 }
1289} 1305}
1290 1306
1291/* 1307/*
1302 found = 0; 1318 found = 0;
1303 fprintf (logfile, "\n"); 1319 fprintf (logfile, "\n");
1304 for (at = first_archetype; at != NULL; at = at->next) 1320 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 { 1322 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL) 1324 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else 1326 else
1311 fprintf (logfile, "(nothing)\n"); 1327 fprintf (logfile, "(nothing)\n");
1312 fprintf (logfile, "\n"); 1328 fprintf (logfile, "\n");
1313 found++; 1329 found++;
1314 } 1330 }
1315 if (found == 0) 1331 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name); 1332 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1333}
1318 1334
1325{ 1341{
1326 static int has_been_inited = 0; 1342 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1328 artifact *art = NULL; 1344 artifact *art = NULL;
1329 linked_char *tmp; 1345 linked_char *tmp;
1330 int value, comp; 1346 int value;
1331 artifactlist *al; 1347 artifactlist *al;
1332 1348
1333 if (has_been_inited) 1349 if (has_been_inited)
1334 return; 1350 return;
1335 else 1351 else
1342 return; 1358 return;
1343 1359
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1360 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1345 { 1361 {
1346 if (*buf == '#') 1362 if (*buf == '#')
1347 continue; 1363 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL) 1364 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0'; 1365 *cp = '\0';
1350 cp = buf; 1366 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */ 1367 while (*cp == ' ') /* Skip blanks */
1352 cp++; 1368 cp++;
1353 if (*cp == '\0') 1369 if (*cp == '\0')
1354 continue; 1370 continue;
1355 1371
1356 if (!strncmp (cp, "Allowed", 7)) 1372 if (!strncmp (cp, "Allowed", 7))
1357 { 1373 {
1358 if (art == NULL) 1374 if (art == NULL)
1359 { 1375 {
1360 art = get_empty_artifact (); 1376 art = get_empty_artifact ();
1361 nrofartifacts++; 1377 nrofartifacts++;
1362 } 1378 }
1363 cp = strchr (cp, ' ') + 1; 1379 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all")) 1380 if (!strcmp (cp, "all"))
1365 continue; 1381 continue;
1366 1382
1367 do 1383 do
1368 { 1384 {
1369 nrofallowedstr++; 1385 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL) 1386 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0'; 1387 *(next++) = '\0';
1372 tmp = new linked_char; 1388 tmp = new linked_char;
1389
1373 tmp->name = cp; 1390 tmp->name = cp;
1374 tmp->next = art->allowed; 1391 tmp->next = art->allowed;
1375 art->allowed = tmp; 1392 art->allowed = tmp;
1376 } 1393 }
1377 while ((cp = next) != NULL); 1394 while ((cp = next) != NULL);
1378 } 1395 }
1379 else if (sscanf (cp, "chance %d", &value)) 1396 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value; 1397 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value)) 1398 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value; 1399 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6)) 1400 else if (!strncmp (cp, "Object", 6))
1384 { 1401 {
1385 art->item = get_object (); 1402 art->item = object::create ();
1386 1403
1387 if (!load_object (thawer, art->item, 0)) 1404 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389 1406
1390 art->item->name = strchr (cp, ' ') + 1; 1407 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type); 1408 al = find_artifactlist (art->item->type);
1392 if (al == NULL) 1409 if (al == NULL)
1393 { 1410 {
1394 al = get_empty_artifactlist (); 1411 al = get_empty_artifactlist ();
1395 al->type = art->item->type; 1412 al->type = art->item->type;
1396 al->next = first_artifactlist; 1413 al->next = first_artifactlist;
1397 first_artifactlist = al; 1414 first_artifactlist = al;
1398 } 1415 }
1399 art->next = al->items; 1416 art->next = al->items;
1400 al->items = art; 1417 al->items = art;
1401 art = NULL; 1418 art = NULL;
1402 } 1419 }
1403 else 1420 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 } 1422 }
1406 1423
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1424 for (al = first_artifactlist; al != NULL; al = al->next)
1408 { 1425 {
1409 for (art = al->items; art != NULL; art = art->next) 1426 for (art = al->items; art != NULL; art = art->next)
1410 { 1427 {
1411 if (!art->chance) 1428 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1430 else
1414 al->total_chance += art->chance; 1431 al->total_chance += art->chance;
1415 } 1432 }
1416#if 0 1433#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1434 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1435#endif
1419 } 1436 }
1420 1437
1426 * Used in artifact generation. The bonuses of the first object 1443 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1444 * is modified by the bonuses of the second object.
1428 */ 1445 */
1429 1446
1430void 1447void
1431add_abilities (object * op, object * change) 1448add_abilities (object *op, object *change)
1432{ 1449{
1433 int i, j, tmp; 1450 int i, tmp;
1434 1451
1435 if (change->face != blank_face) 1452 if (change->face != blank_face)
1436 { 1453 {
1437#ifdef TREASURE_VERBOSE 1454#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number); 1455 LOG (llevDebug, "FACE: %d\n", change->face->number);
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1494 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1495 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1496 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1497 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1498 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1499 op->speed = 0.0;
1483 1500
1484 update_ob_speed (op); 1501 op->set_speed (op->speed);
1485 } 1502 }
1486 1503
1487 if (change->nrof) 1504 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1505 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1489 1506
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1507 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1508 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1509 op->stats.ac += change->stats.ac;
1493 1510
1494 if (change->other_arch) 1511 if (change->other_arch)
1495 { 1512 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1513 /* Basically, for horns & potions, the other_arch field is the spell
1497 * to cast. So convert that to into a spell and put it into 1514 * to cast. So convert that to into a spell and put it into
1498 * this object. 1515 * this object.
1499 */ 1516 */
1500 if (op->type == HORN || op->type == POTION) 1517 if (op->type == HORN || op->type == POTION)
1501 { 1518 {
1502 object *tmp_obj; 1519 object *tmp_obj;
1520
1503 /* Remove any spells this object currently has in it */ 1521 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1522 while (op->inv)
1505 { 1523 op->inv->destroy ();
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1524
1511 tmp_obj = arch_to_object (change->other_arch); 1525 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1526 insert_ob_in_ob (tmp_obj, op);
1513 } 1527 }
1514 /* No harm setting this for potions/horns */ 1528 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1529 op->other_arch = change->other_arch;
1516 } 1530 }
1517 1531
1518 if (change->stats.hp < 0) 1532 if (change->stats.hp < 0)
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1565 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552 1566
1553 op->item_power = change->item_power; 1567 op->item_power = change->item_power;
1554 1568
1555 for (i = 0; i < NROFATTACKS; i++) 1569 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i]) 1570 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1571 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1572
1563 if (change->stats.dam) 1573 if (change->stats.dam)
1564 { 1574 {
1565 if (change->stats.dam < 0) 1575 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1576 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1577 else if (op->stats.dam)
1568 { 1578 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1579 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1580 if (tmp == op->stats.dam)
1571 { 1581 {
1572 if (change->stats.dam < 10) 1582 if (change->stats.dam < 10)
1573 op->stats.dam--; 1583 op->stats.dam--;
1584 else
1585 op->stats.dam++;
1586 }
1574 else 1587 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1588 op->stats.dam = tmp;
1579 } 1589 }
1580 } 1590 }
1581 1591
1582 if (change->weight) 1592 if (change->weight)
1583 { 1593 {
1584 if (change->weight < 0) 1594 if (change->weight < 0)
1585 op->weight = (-change->weight); 1595 op->weight = (-change->weight);
1586 else 1596 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1597 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1598 }
1589 1599
1590 if (change->last_sp) 1600 if (change->last_sp)
1591 { 1601 {
1592 if (change->last_sp < 0) 1602 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1603 op->last_sp = (-change->last_sp);
1594 else 1604 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1605 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1606 }
1597 1607
1598 if (change->gen_sp_armour) 1608 if (change->gen_sp_armour)
1599 { 1609 {
1600 if (change->gen_sp_armour < 0) 1610 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1611 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1612 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1614 }
1605 1615
1606 op->value *= change->value; 1616 op->value *= change->value;
1607 1617
1608 if (change->material) 1618 if (change->material)
1620 if (change->msg) 1630 if (change->msg)
1621 op->msg = change->msg; 1631 op->msg = change->msg;
1622} 1632}
1623 1633
1624static int 1634static int
1625legal_artifact_combination (object * op, artifact * art) 1635legal_artifact_combination (object *op, artifact * art)
1626{ 1636{
1627 int neg, success = 0; 1637 int neg, success = 0;
1628 linked_char *tmp; 1638 linked_char *tmp;
1629 const char *name; 1639 const char *name;
1630 1640
1631 if (art->allowed == (linked_char *) NULL) 1641 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */ 1642 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1643 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1644 {
1635#ifdef TREASURE_VERBOSE 1645#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1646 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1637#endif 1647#endif
1638 if (*tmp->name == '!') 1648 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1649 name = tmp->name + 1, neg = 1;
1640 else 1650 else
1641 name = tmp->name, neg = 0; 1651 name = tmp->name, neg = 0;
1642 1652
1643 /* If we match name, then return the opposite of 'neg' */ 1653 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1654 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg; 1655 return !neg;
1646 1656
1647 /* Set success as true, since if the match was an inverse, it means 1657 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1658 * everything is allowed except what we match
1649 */ 1659 */
1650 else if (neg) 1660 else if (neg)
1651 success = 1; 1661 success = 1;
1652 } 1662 }
1653 return success; 1663 return success;
1654} 1664}
1655 1665
1656/* 1666/*
1663{ 1673{
1664 char new_name[MAX_BUF]; 1674 char new_name[MAX_BUF];
1665 1675
1666 sprintf (new_name, "of %s", &artifct->name); 1676 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1677 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1678 add_abilities (op, artifct); /* Give out the bonuses */
1669 1679
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1680#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1681 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1682 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1683
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1684 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1685 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1686 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1687 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1688 }
1689 1700
1690/* Give 1 re-roll attempt per artifact */ 1701/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1702#define ARTIFACT_TRIES 2
1692 1703
1693void 1704void
1694generate_artifact (object * op, int difficulty) 1705generate_artifact (object *op, int difficulty)
1695{ 1706{
1696 artifactlist *al; 1707 artifactlist *al;
1697 artifact *art; 1708 artifact *art;
1698 int i; 1709 int i;
1699 1710
1700 al = find_artifactlist (op->type); 1711 al = find_artifactlist (op->type);
1701 1712
1702 if (al == NULL) 1713 if (al == NULL)
1703 { 1714 {
1704#if 0 /* This is too verbose, usually */ 1715#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1716 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1717#endif
1707 return; 1718 return;
1708 } 1719 }
1709 1720
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1721 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1722 {
1712 int roll = RANDOM () % al->total_chance; 1723 int roll = RANDOM () % al->total_chance;
1713 1724
1714 for (art = al->items; art != NULL; art = art->next) 1725 for (art = al->items; art != NULL; art = art->next)
1715 { 1726 {
1716 roll -= art->chance; 1727 roll -= art->chance;
1717 if (roll < 0) 1728 if (roll < 0)
1718 break; 1729 break;
1719 } 1730 }
1720 1731
1721 if (art == NULL || roll >= 0) 1732 if (art == NULL || roll >= 0)
1722 { 1733 {
1723#if 1 1734#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1735 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1736#endif
1726 return; 1737 return;
1727 } 1738 }
1728 if (!strcmp (art->item->name, "NONE")) 1739 if (!strcmp (art->item->name, "NONE"))
1729 return; 1740 return;
1730 if (FABS (op->magic) < art->item->magic) 1741 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1742 continue; /* Not magic enough to be this item */
1732 1743
1733 /* Map difficulty not high enough */ 1744 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1745 if (difficulty < art->difficulty)
1735 continue; 1746 continue;
1736 1747
1737 if (!legal_artifact_combination (op, art)) 1748 if (!legal_artifact_combination (op, art))
1738 { 1749 {
1739#ifdef TREASURE_VERBOSE 1750#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1741#endif 1752#endif
1742 continue; 1753 continue;
1743 } 1754 }
1744 give_artifact_abilities (op, art->item); 1755 give_artifact_abilities (op, art->item);
1745 return; 1756 return;
1746 } 1757 }
1747} 1758}
1748 1759
1750 * FOOD, except they inherit properties (name, food value, etc). 1761 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1762 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1763 */
1753 1764
1754void 1765void
1755fix_flesh_item (object * item, object * donor) 1766fix_flesh_item (object *item, object *donor)
1756{ 1767{
1757 char tmpbuf[MAX_BUF]; 1768 char tmpbuf[MAX_BUF];
1758 int i; 1769 int i;
1759 1770
1760 if (item->type == FLESH && donor) 1771 if (item->type == FLESH && donor)
1761 { 1772 {
1762 /* change the name */ 1773 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1774 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1775 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1776 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1777 item->name_pl = tmpbuf;
1765 1778
1766 /* weight is FLESH weight/100 * donor */ 1779 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1780 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1781 item->weight = 1;
1769 1782
1770 /* value is multiplied by level of donor */ 1783 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1784 item->value *= isqrt (donor->level * 2);
1772 1785
1773 /* food value */ 1786 /* food value */
1775 1788
1776 /* flesh items inherit some abilities of donor, but not 1789 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1790 * full effect.
1778 */ 1791 */
1779 for (i = 0; i < NROFATTACKS; i++) 1792 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1793 item->resist[i] = donor->resist[i] / 2;
1781 1794
1782 /* item inherits donor's level (important for quezals) */ 1795 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1796 item->level = donor->level;
1784 1797
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1798 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1799 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1800 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1801 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1802 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1803 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1804 }
1792} 1805}
1793 1806
1794/* special_potion() - so that old potion code is still done right. */ 1807/* special_potion() - so that old potion code is still done right. */
1795 1808
1796int 1809int
1797special_potion (object * op) 1810special_potion (object *op)
1798{ 1811{
1799
1800 int i;
1801
1802 if (op->attacktype) 1812 if (op->attacktype)
1803 return 1; 1813 return 1;
1804 1814
1805 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1806 return 1; 1816 return 1;
1807 1817
1808 for (i = 0; i < NROFATTACKS; i++) 1818 for (int i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i]) 1819 if (op->resist[i])
1810 return 1; 1820 return 1;
1811 1821
1812 return 0; 1822 return 0;
1813} 1823}
1814 1824
1815void 1825void
1816free_treasurestruct (treasure * t) 1826free_treasurestruct (treasure *t)
1817{ 1827{
1818 if (t->next) 1828 if (t->next)
1819 free_treasurestruct (t->next); 1829 free_treasurestruct (t->next);
1820 if (t->next_yes) 1830 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1831 free_treasurestruct (t->next_yes);
1824 1834
1825 delete t; 1835 delete t;
1826} 1836}
1827 1837
1828void 1838void
1829free_charlinks (linked_char * lc) 1839free_charlinks (linked_char *lc)
1830{ 1840{
1831 if (lc->next) 1841 if (lc->next)
1832 free_charlinks (lc->next); 1842 free_charlinks (lc->next);
1833 1843
1834 delete lc; 1844 delete lc;
1835} 1845}
1836 1846
1837void 1847void
1838free_artifact (artifact * at) 1848free_artifact (artifact * at)
1839{ 1849{
1840
1841 if (at->next) 1850 if (at->next)
1842 free_artifact (at->next); 1851 free_artifact (at->next);
1852
1843 if (at->allowed) 1853 if (at->allowed)
1844 free_charlinks (at->allowed); 1854 free_charlinks (at->allowed);
1845 1855
1846 delete at->item; 1856 at->item->destroy (1);
1847 1857
1848 delete at; 1858 delete at;
1849} 1859}
1850 1860
1851void 1861void
1852free_artifactlist (artifactlist * al) 1862free_artifactlist (artifactlist * al)
1853{ 1863{
1854 artifactlist *nextal; 1864 artifactlist *nextal;
1865
1855 for (al = first_artifactlist; al != NULL; al = nextal) 1866 for (al = first_artifactlist; al; al = nextal)
1856 { 1867 {
1857 nextal = al->next; 1868 nextal = al->next;
1869
1858 if (al->items) 1870 if (al->items)
1859 {
1860 free_artifact (al->items); 1871 free_artifact (al->items);
1861 } 1872
1862 free (al); 1873 free (al);
1863 } 1874 }
1864} 1875}
1865 1876
1866void 1877void
1871 1882
1872 for (tl = first_treasurelist; tl != NULL; tl = next) 1883 for (tl = first_treasurelist; tl != NULL; tl = next)
1873 { 1884 {
1874 next = tl->next; 1885 next = tl->next;
1875 if (tl->items) 1886 if (tl->items)
1876 free_treasurestruct (tl->items); 1887 free_treasurestruct (tl->items);
1877 delete tl; 1888 delete tl;
1878 } 1889 }
1879 free_artifactlist (first_artifactlist); 1890 free_artifactlist (first_artifactlist);
1880} 1891}

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