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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.15 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.39 by pippijn, Thu Mar 1 12:28:16 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.15 2006/09/09 21:48:28 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
340void 331void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 333{
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 || (rndm (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 = rndm (t->nrof) + 1;
354
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 356 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
362 } 358 }
363 } 359 }
364 360
365 if (t->next_yes != NULL) 361 if (t->next_yes != NULL)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 362 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 363 }
368 else if (t->next_no != NULL) 364 else if (t->next_no != NULL)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 365 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 366
371 if (t->next != NULL) 367 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 369}
374 370
375void 371void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 373{
378 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
379 treasure *t; 375 treasure *t;
380 376
381 if (tries++ > 100) 377 if (tries++ > 100)
382 { 378 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
387 for (t = tl->items; t != NULL; t = t->next) 383 for (t = tl->items; t != NULL; t = t->next)
388 { 384 {
389 value -= t->chance; 385 value -= t->chance;
390 386
391 if (value < 0) 387 if (value < 0)
392 break; 388 break;
393 } 389 }
394 390
395 if (!t || value >= 0) 391 if (!t || value >= 0)
396 { 392 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
399 return; 395 return;
400 } 396 }
401 397
402 if (t->name) 398 if (t->name)
403 { 399 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 400 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 401 {
402 treasurelist *tl = find_treasurelist (t->name);
403 if (tl)
404 create_treasure (tl, op, flag, difficulty, tries);
405 }
409 else if (t->nrof) 406 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 407 create_one_treasure (tl, op, flag, difficulty, tries);
411 408
412 return; 409 return;
413 } 410 }
414 411
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 413 {
417 object *tmp = arch_to_object (t->item); 414 object *tmp = arch_to_object (t->item);
418 415
419 if (!tmp) 416 if (!tmp)
420 return; 417 return;
421 418
422 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
424 421
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 423 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
428 } 425 }
434 * list transitions, or so that excessively good treasure will not be 431 * 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 432 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 433 * to do that.
437 */ 434 */
438void 435void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 437{
441
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 }
443
447 if (t->total_chance) 444 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 446 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 448}
452 449
453/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 451 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
457 */ 454 */
458object * 455object *
459generate_treasure (treasurelist * t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
460{ 457{
458 difficulty = clamp (difficulty, 1, settings.max_level);
459
461 object *ob = get_object (), *tmp; 460 object *ob = object::create (), *tmp;
462 461
463 create_treasure (t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
464 463
465 /* Don't want to free the object we are about to return */ 464 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 465 tmp = ob->inv;
467 if (tmp != NULL) 466 if (tmp != NULL)
468 remove_ob (tmp); 467 tmp->remove ();
468
469 if (ob->inv) 469 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 470 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 471
473 free_object (ob); 472 ob->destroy ();
474 return tmp; 473 return tmp;
475} 474}
476 475
477/* 476/*
478 * This is a new way of calculating the chance for an item to have 477 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 479 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 480 * magical bonus "wanted".
482 */ 481 */
483 482
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 483static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484
485/*chance of magic difficulty*/ 485/*chance of magic difficulty*/
486
486/* +0 +1 +2 +3 +4 */ 487/* +0 +1 +2 +3 +4 */
487 {95, 2, 2, 1, 0}, /*1 */ 488 {95, 2, 2, 1, 0}, /*1 */
488 {92, 5, 2, 1, 0}, /*2 */ 489 {92, 5, 2, 1, 0}, /*2 */
489 {85, 10, 4, 1, 0}, /*3 */ 490 {85, 10, 4, 1, 0}, /*3 */
490 {80, 14, 4, 2, 0}, /*4 */ 491 {80, 14, 4, 2, 0}, /*4 */
491 {75, 17, 5, 2, 1}, /*5 */ 492 {75, 17, 5, 2, 1}, /*5 */
492 {70, 18, 8, 3, 1}, /*6 */ 493 {70, 18, 8, 3, 1}, /*6 */
493 {65, 21, 10, 3, 1}, /*7 */ 494 {65, 21, 10, 3, 1}, /*7 */
494 {60, 22, 12, 4, 2}, /*8 */ 495 {60, 22, 12, 4, 2}, /*8 */
495 {55, 25, 14, 4, 2}, /*9 */ 496 {55, 25, 14, 4, 2}, /*9 */
496 {50, 27, 16, 5, 2}, /*10 */ 497 {50, 27, 16, 5, 2}, /*10 */
497 {45, 28, 18, 6, 3}, /*11 */ 498 {45, 28, 18, 6, 3}, /*11 */
498 {42, 28, 20, 7, 3}, /*12 */ 499 {42, 28, 20, 7, 3}, /*12 */
499 {40, 27, 21, 8, 4}, /*13 */ 500 {40, 27, 21, 8, 4}, /*13 */
500 {38, 25, 22, 10, 5}, /*14 */ 501 {38, 25, 22, 10, 5}, /*14 */
501 {36, 23, 23, 12, 6}, /*15 */ 502 {36, 23, 23, 12, 6}, /*15 */
502 {33, 21, 24, 14, 8}, /*16 */ 503 {33, 21, 24, 14, 8}, /*16 */
503 {31, 19, 25, 16, 9}, /*17 */ 504 {31, 19, 25, 16, 9}, /*17 */
504 {27, 15, 30, 18, 10}, /*18 */ 505 {27, 15, 30, 18, 10}, /*18 */
505 {20, 12, 30, 25, 13}, /*19 */ 506 {20, 12, 30, 25, 13}, /*19 */
506 {15, 10, 28, 30, 17}, /*20 */ 507 {15, 10, 28, 30, 17}, /*20 */
507 {13, 9, 27, 28, 23}, /*21 */ 508 {13, 9, 27, 28, 23}, /*21 */
508 {10, 8, 25, 28, 29}, /*22 */ 509 {10, 8, 25, 28, 29}, /*22 */
509 {8, 7, 23, 26, 36}, /*23 */ 510 {8, 7, 23, 26, 36}, /*23 */
510 {6, 6, 20, 22, 46}, /*24 */ 511 {6, 6, 20, 22, 46}, /*24 */
511 {4, 5, 17, 18, 56}, /*25 */ 512 {4, 5, 17, 18, 56}, /*25 */
512 {2, 4, 12, 14, 68}, /*26 */ 513 {2, 4, 12, 14, 68}, /*26 */
513 {0, 3, 7, 10, 80}, /*27 */ 514 {0, 3, 7, 10, 80}, /*27 */
514 {0, 0, 3, 7, 90}, /*28 */ 515 {0, 0, 3, 7, 90}, /*28 */
515 {0, 0, 0, 3, 97}, /*29 */ 516 {0, 0, 0, 3, 97}, /*29 */
516 {0, 0, 0, 0, 100}, /*30 */ 517 {0, 0, 0, 0, 100}, /*30 */
517 {0, 0, 0, 0, 100}, /*31 */ 518 {0, 0, 0, 0, 100}, /*31 */
518}; 519};
519 520
520 521
521/* calculate the appropriate level for wands staves and scrolls. 522/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 523 * This code presumes that op has had its spell object created (in op->inv)
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 525 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 526 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 527 */
527 528
528int 529int
529level_for_item (const object * op, int difficulty) 530level_for_item (const object *op, int difficulty)
530{ 531{
531 int olevel = 0; 532 int olevel = 0;
532 533
533 if (!op->inv) 534 if (!op->inv)
534 { 535 {
570 scaled_diff = 0; 571 scaled_diff = 0;
571 572
572 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
574 575
575 percent = RANDOM () % 100; 576 percent = rndm (100);
576 577
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 579 {
579 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
580 581
581 if (percent < 0) 582 if (percent < 0)
582 break; 583 break;
583 } 584 }
584 585
585 if (magic == (MAXMAGIC + 1)) 586 if (magic == (MAXMAGIC + 1))
586 { 587 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 589 magic = 0;
589 } 590 }
590 591
591 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 593 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 594
594 return magic; 595 return magic;
595} 596}
596 597
600 * This function doesn't work properly, should add use of archetypes 601 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 602 * to make it truly absolute.
602 */ 603 */
603 604
604void 605void
605set_abs_magic (object * op, int magic) 606set_abs_magic (object *op, int magic)
606{ 607{
607 if (!magic) 608 if (!magic)
608 return; 609 return;
609 610
610 op->magic = magic; 611 op->magic = magic;
611 if (op->arch) 612 if (op->arch)
612 { 613 {
613 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 616
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 618 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 620 }
620 else 621 else
621 { 622 {
622 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 626 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 628 }
628} 629}
629 630
630/* 631/*
631 * Sets a random magical bonus in the given object based upon 632 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 633 * the given difficulty, and the given max possible bonus.
633 */ 634 */
634 635
635static void 636static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 637set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 638{
638 int i; 639 int i;
640
639 i = magic_from_difficulty (difficulty); 641 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 642 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 643 i = -i;
642 if (i > max_magic) 644 if (i > max_magic)
643 i = max_magic; 645 i = max_magic;
654 * other bonuses previously rolled and ones the item might natively have. 656 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 657 * 2) Add code to deal with new PR method.
656 */ 658 */
657 659
658void 660void
659set_ring_bonus (object * op, int bonus) 661set_ring_bonus (object *op, int bonus)
660{ 662{
661 663
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
663 665
664 if (op->type == AMULET) 666 if (op->type == AMULET)
665 { 667 {
666 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
668 else 670 else
669 { 671 {
670 if (RANDOM () & 2) 672 if (rndm (2))
671 r = 10; 673 r = 10;
672 else 674 else
673 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
674 } 676 }
675 } 677 }
676 678
677 switch (r) 679 switch (r)
678 { 680 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 681 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 682 * bonuses and penalties will stack and add to existing values.
681 * of the item. 683 * of the item.
682 */ 684 */
683 case 0: 685 case 0:
684 case 1: 686 case 1:
685 case 2: 687 case 2:
686 case 3: 688 case 3:
687 case 4: 689 case 4:
688 case 5: 690 case 5:
689 case 6: 691 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break; 693 break;
692 694
693 case 7: 695 case 7:
694 op->stats.dam += bonus; 696 op->stats.dam += bonus;
695 break; 697 break;
696 698
697 case 8: 699 case 8:
698 op->stats.wc += bonus; 700 op->stats.wc += bonus;
699 break; 701 break;
700 702
701 case 9: 703 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 704 op->stats.food += bonus; /* hunger/sustenance */
703 break; 705 break;
704 706
705 case 10: 707 case 10:
706 op->stats.ac += bonus; 708 op->stats.ac += bonus;
707 break; 709 break;
708 710
709 /* Item that gives protections/vulnerabilities */ 711 /* Item that gives protections/vulnerabilities */
710 case 11: 712 case 11:
711 case 12: 713 case 12:
712 case 13: 714 case 13:
713 case 14: 715 case 14:
714 case 15: 716 case 15:
715 case 16: 717 case 16:
716 case 17: 718 case 17:
717 case 18: 719 case 18:
718 case 19: 720 case 19:
719 { 721 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 723
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 726
725 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
728 * even values. 730 * even values.
729 */ 731 */
730 if (bonus < 0) 732 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
732 if (val > 35) 734 if (val > 35)
733 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
734 b = 0; 736 b = 0;
737
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 739 resist = rndm (num_resist_table);
737 resist = RANDOM () % num_resist_table; 740
738 } 741 if (b == 4)
739 if (b == 4)
740 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
741 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
744 */ 747 */
745 break; 748 break;
746 } 749 }
747 case 20: 750 case 20:
748 if (op->type == AMULET) 751 if (op->type == AMULET)
749 { 752 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 753 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 754 op->value *= 11;
752 } 755 }
753 else 756 else
754 { 757 {
755 op->stats.hp = 1; /* regenerate hit points */ 758 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 759 op->value *= 4;
757 } 760 }
758 break; 761 break;
759 762
760 case 21: 763 case 21:
761 if (op->type == AMULET) 764 if (op->type == AMULET)
762 { 765 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 766 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 767 op->value *= 9;
765 } 768 }
766 else 769 else
767 { 770 {
768 op->stats.sp = 1; /* regenerate spell points */ 771 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 772 op->value *= 3;
770 } 773 }
771 break; 774 break;
772 775
773 case 22: 776 case 22:
774 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
776 break; 779 break;
777 } 780 }
781
778 if (bonus > 0) 782 if (bonus > 0)
779 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
780 else 784 else
781 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
782} 786}
787 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 793 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 795 */
792
793int 796int
794get_magic (int diff) 797get_magic (int diff)
795{ 798{
796 int i; 799 int i;
800
797 if (diff < 3) 801 if (diff < 3)
798 diff = 3; 802 diff = 3;
803
799 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 805 if (rndm (diff))
801 return i; 806 return i;
807
802 return 4; 808 return 4;
803} 809}
804 810
805#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 813
808/* 814/*
809 * fix_generated_item(): This is called after an item is generated, in 815 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 816 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 818 */
819
813/* 4/28/96 added creator object from which op may now inherit properties based on 820/* 4/28/96 added creator object from which op may now inherit properties based on
814 * op->type. Right now, which stuff the creator passes on is object type 821 * op->type. Right now, which stuff the creator passes on is object type
815 * dependant. I know this is a spagetti manuever, but is there a cleaner 822 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 823 * way to do this? b.t. */
824
817/* 825/*
818 * ! (flags & GT_ENVIRONMENT): 826 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 827 * Automatically calls fix_flesh_item().
820 * 828 *
821 * flags: 829 * flags:
823 * value. 831 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material 833 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 834 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 835 */
828
829void 836void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 838{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 840
834 if (!creator || creator->type == op->type) 841 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 842 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 843
837 /* If we make an artifact, this information will be destroyed */ 844 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 845 save_item_power = op->item_power;
839 op->item_power = 0; 846 op->item_power = 0;
840 847
841 if (op->randomitems && op->type != SPELL) 848 if (op->randomitems && op->type != SPELL)
842 { 849 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 850 create_treasure (op->randomitems, op, flags, difficulty, 0);
844 if (!op->inv) 851 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846 853
847 /* So the treasure doesn't get created again */ 854 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 855 op->randomitems = NULL;
849 } 856 }
850 857
851 if (difficulty < 1) 858 if (difficulty < 1)
852 difficulty = 1; 859 difficulty = 1;
853 860
861 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags)))
865 return;
866
854 if (!(flags & GT_MINIMAL)) 867 if (!(flags & GT_MINIMAL))
855 { 868 {
856 if (op->arch == crown_arch) 869 if (op->arch == crown_arch)
857 { 870 {
858 set_magic (difficulty, op, max_magic, flags); 871 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 872 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
861 } 874 }
862 else 875 else
863 { 876 {
864 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
866 879
867 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
868 881
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
870 * used for shop_floors or treasures */ 883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
885 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
872 } 887 }
873 888
874 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 890 * the item_power in the object is what the artfiact adds.
876 */ 891 */
877 if (op->title) 892 if (op->title)
878 { 893 {
879 /* if save_item_power is set, then most likely we started with an 894 /* if save_item_power is set, then most likely we started with an
880 * artifact and have added new abilities to it - this is rare, but 895 * artifact and have added new abilities to it - this is rare, but
881 * but I have seen things like 'strange rings of fire'. So just figure 896 * but I have seen things like 'strange rings of fire'. So just figure
882 * out the power from the base power plus what this one adds. Note 897 * out the power from the base power plus what this one adds. Note
883 * that since item_power is not quite linear, this actually ends up 898 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 899 * being somewhat of a bonus
885 */ 900 */
886 if (save_item_power) 901 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 902 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 903 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 904 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 905 }
891 else if (save_item_power) 906 else if (save_item_power)
892 { 907 {
893 /* restore the item_power field to the object if we haven't changed it. 908 /* restore the item_power field to the object if we haven't changed it.
894 * we don't care about num_enchantments - that will basically just 909 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 910 * have calculated some value from the base attributes of the archetype.
896 */ 911 */
897 op->item_power = save_item_power; 912 op->item_power = save_item_power;
898 } 913 }
899 else 914 else
900 { 915 {
901 /* item_power was zero. This is suspicious, as it may be because it 916 /* item_power was zero. This is suspicious, as it may be because it
902 * was never previously calculated. Let's compute a value and see if 917 * was never previously calculated. Let's compute a value and see if
903 * it is non-zero. If it indeed is, then assign it as the new 918 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 919 * item_power value.
905 * - gros, 21th of July 2006. 920 * - gros, 21th of July 2006.
906 */ 921 */
907 op->item_power = calc_item_power (op, 0); 922 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 923 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 924 * again below */
910 } 925 }
911 } 926 }
912 927
913 /* materialtype modifications. Note we allow this on artifacts. */ 928 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 929 set_materialname (op, difficulty, NULL);
915 930
916 if (flags & GT_MINIMAL) 931 if (flags & GT_MINIMAL)
917 { 932 {
918 if (op->type == POTION) 933 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 934 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 935 if (op->stats.sp && !op->randomitems)
921 { 936 {
922 object *tmp; 937 object *tmp;
923 938
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 939 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 940 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 941 op->stats.sp = 0;
927 } 942 }
928 } 943 }
929 else if (!op->title) /* Only modify object if not special */ 944 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 945 switch (op->type)
931 { 946 {
932 case WEAPON: 947 case WEAPON:
933 case ARMOUR: 948 case ARMOUR:
934 case SHIELD: 949 case SHIELD:
935 case HELMET: 950 case HELMET:
936 case CLOAK: 951 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
939 break; 954 break;
940 955
941 case BRACERS: 956 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
943 { 958 {
959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
960 if (!QUERY_FLAG (op, FLAG_CURSED))
961 op->value *= 3;
962 }
963 break;
964
965 case POTION:
966 {
967 int too_many_tries = 0, is_special = 0;
968
969 /* Handle healing and magic power potions */
970 if (op->stats.sp && !op->randomitems)
971 {
972 object *tmp;
973
974 tmp = get_archetype (spell_mapping[op->stats.sp]);
975 insert_ob_in_ob (tmp, op);
976 op->stats.sp = 0;
977 }
978
979 while (!(is_special = special_potion (op)) && !op->inv)
980 {
981 generate_artifact (op, difficulty);
982 if (too_many_tries++ > 10)
983 break;
984 }
985
986 /* don't want to change value for healing/magic power potions,
987 * since the value set on those is already correct.
988 */
989 if (op->inv && op->randomitems)
990 {
991 /* value multiplier is same as for scrolls */
992 op->value = (op->value * op->inv->value);
993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 }
995 else
996 {
997 op->name = "potion";
998 op->name_pl = "potions";
999 }
1000
1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 SET_FLAG (op, FLAG_CURSED);
1003 break;
1004 }
1005
1006 case AMULET:
1007 if (op->arch == amulet_arch)
1008 op->value *= 5; /* Since it's not just decoration */
1009
1010 case RING:
1011 if (op->arch == NULL)
1012 {
1013 op->destroy ();
1014 op = 0;
1015 break;
1016 }
1017
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1019 break;
1020
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED);
1023
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 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 1025
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 */ 1026 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1027 break;
1014 1028
1015 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1016 { 1030 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1032
1019 if (d > 0) 1033 if (d > 0)
1020 op->value *= 3; 1034 op->value *= 3;
1021 1035
1022 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1023 1037
1024 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1025 { 1039 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (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 1041
1042 if (d > 0)
1043 op->value *= 5;
1044 set_ring_bonus (op, d);
1045 }
1046 }
1047
1033 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1035 1050
1036 break; 1051 break;
1037 1052
1038 case BOOK: 1053 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1042 */ 1057 */
1043 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1044 { 1059 {
1045 /* set the book level properly */ 1060 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1062 {
1048 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1050 else 1065 else
1051 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1052 } 1067 }
1053 else 1068 else
1054 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1055 1070
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1074 /* creator related stuff */
1060 1075
1061 /* for library, chained books. Note that some monsters have no_pick 1076 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1077 * set - we don't want to set no pick in that case.
1063 */ 1078 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1079 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1080 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1082 op->slaying = creator->slaying;
1068 1083
1069 /* add exp so reading it gives xp (once) */ 1084 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1085 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1086 }
1072 break; 1087 break;
1073 1088
1074 case SPELLBOOK: 1089 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1090 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1091 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1092 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1093 op->stats.exp = op->value;
1079 break; 1094 break;
1080 1095
1081 case WAND: 1096 case WAND:
1082 /* nrof in the treasure list is number of charges, 1097 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1098 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1099 * and reset nrof.
1085 */ 1100 */
1086 op->stats.food = op->inv->nrof; 1101 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1102 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1103 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1104 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1105 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1106 * the spell, and value calculation is simpler.
1092 */ 1107 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1108 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1109 {
1110 op->level = level_for_item (op, difficulty);
1111 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1112 }
1113 else
1114 {
1115 op->level = op->inv->level;
1116 op->value = op->value * op->inv->value;
1117 }
1118 break;
1119
1120 case ROD:
1095 op->level = level_for_item (op, difficulty); 1121 op->level = level_for_item (op, difficulty);
1122 /* Add 50 to both level an divisor to keep prices a little more
1123 * reasonable. Otherwise, a high level version of a low level
1124 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1125 * 10 time multiplier). This way, the value are a bit more reasonable.
1126 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1127 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1128 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1129 if (op->stats.maxhp)
1099 { 1130 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1131 else
1101 op->value = op->value * op->inv->value; 1132 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1133
1134 op->stats.hp = op->stats.maxhp;
1135 break;
1136
1105 case ROD: 1137 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1138 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); 1139 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 1140
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 */ 1141 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1142 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1143 op->nrof = op->inv->nrof;
1129 break; 1144 break;
1130 1145
1131 case RUNE: 1146 case RUNE:
1132 trap_adjust (op, difficulty); 1147 trap_adjust (op, difficulty);
1133 break; 1148 break;
1134 1149
1135 case TRAP: 1150 case TRAP:
1136 trap_adjust (op, difficulty); 1151 trap_adjust (op, difficulty);
1137 break; 1152 break;
1138 } /* switch type */ 1153 } /* switch type */
1139 1154
1140 if (flags & GT_STARTEQUIP) 1155 if (flags & GT_STARTEQUIP)
1141 { 1156 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1157 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1158 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1159 else if (op->type != MONEY)
1145 op->value = 0; 1160 op->value = 0;
1146 } 1161 }
1147 1162
1148 if (!(flags & GT_ENVIRONMENT)) 1163 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1164 fix_flesh_item (op, creator);
1150} 1165}
1158 */ 1173 */
1159 1174
1160/* 1175/*
1161 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1162 */ 1177 */
1163
1164static artifactlist * 1178static artifactlist *
1165get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1166{ 1180{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1182
1168 if (tl == NULL) 1183 if (al == NULL)
1169 fatal (OUT_OF_MEMORY); 1184 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL; 1185 al->next = NULL;
1171 tl->items = NULL; 1186 al->items = NULL;
1172 tl->total_chance = 0; 1187 al->total_chance = 0;
1173 return tl; 1188 return al;
1174} 1189}
1175 1190
1176/* 1191/*
1177 * Allocate and return the pointer to an empty artifact structure. 1192 * Allocate and return the pointer to an empty artifact structure.
1178 */ 1193 */
1179
1180static artifact * 1194static artifact *
1181get_empty_artifact (void) 1195get_empty_artifact (void)
1182{ 1196{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1197 artifact *a = (artifact *) malloc (sizeof (artifact));
1198
1184 if (t == NULL) 1199 if (a == NULL)
1185 fatal (OUT_OF_MEMORY); 1200 fatal (OUT_OF_MEMORY);
1201
1186 t->item = NULL; 1202 a->item = NULL;
1187 t->next = NULL; 1203 a->next = NULL;
1188 t->chance = 0; 1204 a->chance = 0;
1189 t->difficulty = 0; 1205 a->difficulty = 0;
1190 t->allowed = NULL; 1206 a->allowed = NULL;
1191 return t; 1207 return a;
1192} 1208}
1193 1209
1194/* 1210/*
1195 * Searches the artifact lists and returns one that has the same type 1211 * Searches the artifact lists and returns one that has the same type
1196 * of objects on it. 1212 * of objects on it.
1197 */ 1213 */
1198
1199artifactlist * 1214artifactlist *
1200find_artifactlist (int type) 1215find_artifactlist (int type)
1201{ 1216{
1202 artifactlist *al; 1217 artifactlist *al;
1203 1218
1204 for (al = first_artifactlist; al != NULL; al = al->next) 1219 for (al = first_artifactlist; al; al = al->next)
1205 if (al->type == type) 1220 if (al->type == type)
1206 return al; 1221 return al;
1222
1207 return NULL; 1223 return 0;
1208} 1224}
1209 1225
1210/* 1226/*
1211 * For debugging purposes. Dumps all tables. 1227 * For debugging purposes. Dumps all tables.
1212 */ 1228 */
1213
1214void 1229void
1215dump_artifacts (void) 1230dump_artifacts (void)
1216{ 1231{
1217 artifactlist *al; 1232 artifactlist *al;
1218 artifact *art; 1233 artifact *art;
1221 fprintf (logfile, "\n"); 1236 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1237 for (al = first_artifactlist; al != NULL; al = al->next)
1223 { 1238 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1239 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225 for (art = al->items; art != NULL; art = art->next) 1240 for (art = al->items; art != NULL; art = art->next)
1226 { 1241 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL) 1243 if (art->allowed != NULL)
1229 { 1244 {
1230 fprintf (logfile, "\tAllowed combinations:"); 1245 fprintf (logfile, "\tallowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next) 1246 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name); 1247 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1234 } 1249 }
1235 } 1250 }
1236 } 1251 }
1237 fprintf (logfile, "\n"); 1252 fprintf (logfile, "\n");
1238} 1253}
1239 1254
1240/* 1255/*
1241 * For debugging purposes. Dumps all treasures recursively (see below). 1256 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */ 1257 */
1243void 1258void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1259dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1245{ 1260{
1246 treasurelist *tl; 1261 treasurelist *tl;
1247 int i; 1262 int i;
1248 1263
1249 if (depth > 100) 1264 if (depth > 100)
1250 return; 1265 return;
1251 while (t != NULL) 1266 while (t)
1252 { 1267 {
1253 if (t->name != NULL) 1268 if (t->name)
1254 { 1269 {
1255 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name); 1272 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name); 1273 tl = find_treasurelist (t->name);
1274 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2); 1275 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++) 1276 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " "); 1277 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1278 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 } 1279 }
1264 else 1280 else
1265 { 1281 {
1266 for (i = 0; i < depth; i++) 1282 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1283 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH) 1284 if (t->item && t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else 1286 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name); 1287 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 } 1288 }
1289
1273 if (t->next_yes != NULL) 1290 if (t->next_yes)
1274 { 1291 {
1275 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n"); 1294 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 } 1296 }
1297
1280 if (t->next_no != NULL) 1298 if (t->next_no)
1281 { 1299 {
1282 for (i = 0; i < depth; i++) 1300 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1301 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n"); 1302 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1303 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 } 1304 }
1305
1287 t = t->next; 1306 t = t->next;
1288 } 1307 }
1289} 1308}
1290 1309
1291/* 1310/*
1299 archetype *at; 1318 archetype *at;
1300 int found; 1319 int found;
1301 1320
1302 found = 0; 1321 found = 0;
1303 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1323
1304 for (at = first_archetype; at != NULL; at = at->next) 1324 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 { 1326 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL) 1328 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else 1330 else
1311 fprintf (logfile, "(nothing)\n"); 1331 fprintf (logfile, "(nothing)\n");
1332
1312 fprintf (logfile, "\n"); 1333 fprintf (logfile, "\n");
1313 found++; 1334 found++;
1314 } 1335 }
1336
1315 if (found == 0) 1337 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name); 1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1339}
1318 1340
1319/* 1341/*
1320 * Builds up the lists of artifacts from the file in the libdir. 1342 * Builds up the lists of artifacts from the file in the libdir.
1321 */ 1343 */
1322
1323void 1344void
1324init_artifacts (void) 1345init_artifacts (void)
1325{ 1346{
1326 static int has_been_inited = 0; 1347 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1348 char filename[MAX_BUF];
1328 artifact *art = NULL; 1349 artifact *art = NULL;
1329 linked_char *tmp;
1330 int value;
1331 artifactlist *al; 1350 artifactlist *al;
1332 1351
1333 if (has_been_inited) 1352 if (has_been_inited)
1334 return; 1353 return;
1335 else 1354 else
1336 has_been_inited = 1; 1355 has_been_inited = 1;
1337 1356
1338 sprintf (filename, "%s/artifacts", settings.datadir); 1357 sprintf (filename, "%s/artifacts", settings.datadir);
1339 object_thawer thawer (filename); 1358 object_thawer f (filename);
1340 1359
1341 if (!thawer) 1360 if (!f)
1342 return; 1361 return;
1343 1362
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1363 f.next ();
1345 {
1346 if (*buf == '#')
1347 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0';
1350 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */
1352 cp++;
1353 if (*cp == '\0')
1354 continue;
1355 1364
1356 if (!strncmp (cp, "Allowed", 7)) 1365 for (;;)
1357 {
1358 if (art == NULL)
1359 { 1366 {
1367 switch (f.kw)
1368 {
1369 case KW_allowed:
1370 if (!art)
1371 {
1360 art = get_empty_artifact (); 1372 art = get_empty_artifact ();
1361 nrofartifacts++; 1373 nrofartifacts++;
1374 }
1375
1376 {
1377 if (!strcmp (f.get_str (), "all"))
1378 break;
1379
1380 char *next, *cp = f.get_str ();
1381
1382 do
1383 {
1384 nrofallowedstr++;
1385
1386 if ((next = strchr (cp, ',')))
1387 *next++ = '\0';
1388
1389 linked_char *tmp = new linked_char;
1390
1391 tmp->name = cp;
1392 tmp->next = art->allowed;
1393 art->allowed = tmp;
1394 }
1395 while ((cp = next));
1396 }
1397 break;
1398
1399 case KW_chance:
1400 f.get (art->chance);
1401 break;
1402
1403 case KW_difficulty:
1404 f.get (art->difficulty);
1405 break;
1406
1407 case KW_object:
1408 {
1409 art->item = object::create ();
1410
1411 if (!art->item->parse_kv (f))
1412 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1413
1414 al = find_artifactlist (art->item->type);
1415
1416 if (!al)
1417 {
1418 al = get_empty_artifactlist ();
1419 al->type = art->item->type;
1420 al->next = first_artifactlist;
1421 first_artifactlist = al;
1422 }
1423
1424 art->next = al->items;
1425 al->items = art;
1426 art = 0;
1427 }
1428 continue;
1429
1430 case KW_EOF:
1431 goto done;
1432
1433 default:
1434 if (!f.parse_error ("artifacts file"))
1435 cleanup ("artifacts file required");
1436 break;
1437 }
1438
1439 f.next ();
1362 } 1440 }
1363 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all"))
1365 continue;
1366 1441
1367 do 1442done:
1368 {
1369 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0';
1372 tmp = new linked_char;
1373 tmp->name = cp;
1374 tmp->next = art->allowed;
1375 art->allowed = tmp;
1376 }
1377 while ((cp = next) != NULL);
1378 }
1379 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6))
1384 {
1385 art->item = get_object ();
1386
1387 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389
1390 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type);
1392 if (al == NULL)
1393 {
1394 al = get_empty_artifactlist ();
1395 al->type = art->item->type;
1396 al->next = first_artifactlist;
1397 first_artifactlist = al;
1398 }
1399 art->next = al->items;
1400 al->items = art;
1401 art = NULL;
1402 }
1403 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 }
1406
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1443 for (al = first_artifactlist; al; al = al->next)
1408 { 1444 {
1409 for (art = al->items; art != NULL; art = art->next) 1445 for (art = al->items; art; art = art->next)
1410 { 1446 {
1411 if (!art->chance) 1447 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1448 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1449 else
1414 al->total_chance += art->chance; 1450 al->total_chance += art->chance;
1415 } 1451 }
1416#if 0 1452#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1453 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1454#endif
1419 } 1455 }
1420 1456
1426 * Used in artifact generation. The bonuses of the first object 1462 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1463 * is modified by the bonuses of the second object.
1428 */ 1464 */
1429 1465
1430void 1466void
1431add_abilities (object * op, object * change) 1467add_abilities (object *op, object *change)
1432{ 1468{
1433 int i, tmp; 1469 int i, tmp;
1434 1470
1435 if (change->face != blank_face) 1471 if (change->face != blank_face)
1436 { 1472 {
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1513 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1514 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1515 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1516 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1517 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1518 op->speed = 0.0;
1483 1519
1484 update_ob_speed (op); 1520 op->set_speed (op->speed);
1485 } 1521 }
1486 1522
1487 if (change->nrof) 1523 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1524 op->nrof = rndm (change->nrof) + 1;
1489 1525
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1526 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1527 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1528 op->stats.ac += change->stats.ac;
1493 1529
1494 if (change->other_arch) 1530 if (change->other_arch)
1495 { 1531 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1532 /* 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 1533 * to cast. So convert that to into a spell and put it into
1498 * this object. 1534 * this object.
1499 */ 1535 */
1500 if (op->type == HORN || op->type == POTION) 1536 if (op->type == HORN || op->type == POTION)
1501 { 1537 {
1502 object *tmp_obj; 1538 object *tmp_obj;
1539
1503 /* Remove any spells this object currently has in it */ 1540 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1541 while (op->inv)
1505 { 1542 op->inv->destroy ();
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1543
1511 tmp_obj = arch_to_object (change->other_arch); 1544 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1545 insert_ob_in_ob (tmp_obj, op);
1513 } 1546 }
1514 /* No harm setting this for potions/horns */ 1547 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1548 op->other_arch = change->other_arch;
1516 } 1549 }
1517 1550
1518 if (change->stats.hp < 0) 1551 if (change->stats.hp < 0)
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1584 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552 1585
1553 op->item_power = change->item_power; 1586 op->item_power = change->item_power;
1554 1587
1555 for (i = 0; i < NROFATTACKS; i++) 1588 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i]) 1589 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1590 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1591
1563 if (change->stats.dam) 1592 if (change->stats.dam)
1564 { 1593 {
1565 if (change->stats.dam < 0) 1594 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1595 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1596 else if (op->stats.dam)
1568 { 1597 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1598 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1599 if (tmp == op->stats.dam)
1571 { 1600 {
1572 if (change->stats.dam < 10) 1601 if (change->stats.dam < 10)
1573 op->stats.dam--; 1602 op->stats.dam--;
1603 else
1604 op->stats.dam++;
1605 }
1574 else 1606 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1607 op->stats.dam = tmp;
1579 } 1608 }
1580 } 1609 }
1581 1610
1582 if (change->weight) 1611 if (change->weight)
1583 { 1612 {
1584 if (change->weight < 0) 1613 if (change->weight < 0)
1585 op->weight = (-change->weight); 1614 op->weight = (-change->weight);
1586 else 1615 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1616 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1617 }
1589 1618
1590 if (change->last_sp) 1619 if (change->last_sp)
1591 { 1620 {
1592 if (change->last_sp < 0) 1621 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1622 op->last_sp = (-change->last_sp);
1594 else 1623 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1624 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1625 }
1597 1626
1598 if (change->gen_sp_armour) 1627 if (change->gen_sp_armour)
1599 { 1628 {
1600 if (change->gen_sp_armour < 0) 1629 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1630 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1631 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1632 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1633 }
1605 1634
1606 op->value *= change->value; 1635 op->value *= change->value;
1607 1636
1608 if (change->material) 1637 if (change->materials)
1609 op->material = change->material; 1638 op->materials = change->materials;
1610 1639
1611 if (change->materialname) 1640 if (change->materialname)
1612 op->materialname = change->materialname; 1641 op->materialname = change->materialname;
1613 1642
1614 if (change->slaying) 1643 if (change->slaying)
1620 if (change->msg) 1649 if (change->msg)
1621 op->msg = change->msg; 1650 op->msg = change->msg;
1622} 1651}
1623 1652
1624static int 1653static int
1625legal_artifact_combination (object * op, artifact * art) 1654legal_artifact_combination (object *op, artifact * art)
1626{ 1655{
1627 int neg, success = 0; 1656 int neg, success = 0;
1628 linked_char *tmp; 1657 linked_char *tmp;
1629 const char *name; 1658 const char *name;
1630 1659
1631 if (art->allowed == (linked_char *) NULL) 1660 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */ 1661 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1662 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1663 {
1635#ifdef TREASURE_VERBOSE 1664#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1665 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1637#endif 1666#endif
1638 if (*tmp->name == '!') 1667 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1668 name = tmp->name + 1, neg = 1;
1640 else 1669 else
1641 name = tmp->name, neg = 0; 1670 name = tmp->name, neg = 0;
1642 1671
1643 /* If we match name, then return the opposite of 'neg' */ 1672 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1673 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg; 1674 return !neg;
1646 1675
1647 /* Set success as true, since if the match was an inverse, it means 1676 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1677 * everything is allowed except what we match
1649 */ 1678 */
1650 else if (neg) 1679 else if (neg)
1651 success = 1; 1680 success = 1;
1652 } 1681 }
1653 return success; 1682 return success;
1654} 1683}
1655 1684
1656/* 1685/*
1663{ 1692{
1664 char new_name[MAX_BUF]; 1693 char new_name[MAX_BUF];
1665 1694
1666 sprintf (new_name, "of %s", &artifct->name); 1695 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1696 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1697 add_abilities (op, artifct); /* Give out the bonuses */
1669 1698
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1699#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1700 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1701 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1702
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1703 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1704 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1705 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1706 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1707 }
1689 1719
1690/* Give 1 re-roll attempt per artifact */ 1720/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1721#define ARTIFACT_TRIES 2
1692 1722
1693void 1723void
1694generate_artifact (object * op, int difficulty) 1724generate_artifact (object *op, int difficulty)
1695{ 1725{
1696 artifactlist *al; 1726 artifactlist *al;
1697 artifact *art; 1727 artifact *art;
1698 int i; 1728 int i;
1699 1729
1700 al = find_artifactlist (op->type); 1730 al = find_artifactlist (op->type);
1701 1731
1702 if (al == NULL) 1732 if (al == NULL)
1703 { 1733 {
1704#if 0 /* This is too verbose, usually */ 1734#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1735 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1736#endif
1707 return; 1737 return;
1708 } 1738 }
1709 1739
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1740 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1741 {
1712 int roll = RANDOM () % al->total_chance; 1742 int roll = rndm (al->total_chance);
1713 1743
1714 for (art = al->items; art != NULL; art = art->next) 1744 for (art = al->items; art; art = art->next)
1715 { 1745 {
1716 roll -= art->chance; 1746 roll -= art->chance;
1717 if (roll < 0) 1747 if (roll < 0)
1718 break; 1748 break;
1719 } 1749 }
1720 1750
1721 if (art == NULL || roll >= 0) 1751 if (art == NULL || roll >= 0)
1722 { 1752 {
1723#if 1 1753#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1754 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1755#endif
1726 return; 1756 return;
1727 } 1757 }
1728 if (!strcmp (art->item->name, "NONE")) 1758 if (!strcmp (art->item->name, "NONE"))
1729 return; 1759 return;
1730 if (FABS (op->magic) < art->item->magic) 1760 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1761 continue; /* Not magic enough to be this item */
1732 1762
1733 /* Map difficulty not high enough */ 1763 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1764 if (difficulty < art->difficulty)
1735 continue; 1765 continue;
1736 1766
1737 if (!legal_artifact_combination (op, art)) 1767 if (!legal_artifact_combination (op, art))
1738 { 1768 {
1739#ifdef TREASURE_VERBOSE 1769#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1770 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1741#endif 1771#endif
1742 continue; 1772 continue;
1743 } 1773 }
1744 give_artifact_abilities (op, art->item); 1774 give_artifact_abilities (op, art->item);
1745 return; 1775 return;
1746 } 1776 }
1747} 1777}
1748 1778
1750 * FOOD, except they inherit properties (name, food value, etc). 1780 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1781 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1782 */
1753 1783
1754void 1784void
1755fix_flesh_item (object * item, object * donor) 1785fix_flesh_item (object *item, object *donor)
1756{ 1786{
1757 char tmpbuf[MAX_BUF]; 1787 char tmpbuf[MAX_BUF];
1758 int i; 1788 int i;
1759 1789
1760 if (item->type == FLESH && donor) 1790 if (item->type == FLESH && donor)
1761 { 1791 {
1762 /* change the name */ 1792 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1793 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1794 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1795 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1796 item->name_pl = tmpbuf;
1765 1797
1766 /* weight is FLESH weight/100 * donor */ 1798 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1799 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1800 item->weight = 1;
1769 1801
1770 /* value is multiplied by level of donor */ 1802 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1803 item->value *= isqrt (donor->level * 2);
1772 1804
1773 /* food value */ 1805 /* food value */
1775 1807
1776 /* flesh items inherit some abilities of donor, but not 1808 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1809 * full effect.
1778 */ 1810 */
1779 for (i = 0; i < NROFATTACKS; i++) 1811 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1812 item->resist[i] = donor->resist[i] / 2;
1781 1813
1782 /* item inherits donor's level (important for quezals) */ 1814 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1815 item->level = donor->level;
1784 1816
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1817 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1818 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1819 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1820 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1821 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1822 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1823 }
1792} 1824}
1793 1825
1794/* special_potion() - so that old potion code is still done right. */ 1826/* special_potion() - so that old potion code is still done right. */
1795 1827
1796int 1828int
1797special_potion (object * op) 1829special_potion (object *op)
1798{ 1830{
1799
1800 int i;
1801
1802 if (op->attacktype) 1831 if (op->attacktype)
1803 return 1; 1832 return 1;
1804 1833
1805 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1834 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; 1835 return 1;
1807 1836
1808 for (i = 0; i < NROFATTACKS; i++) 1837 for (int i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i]) 1838 if (op->resist[i])
1810 return 1; 1839 return 1;
1811 1840
1812 return 0; 1841 return 0;
1813} 1842}
1814 1843
1815void 1844void
1816free_treasurestruct (treasure * t) 1845free_treasurestruct (treasure *t)
1817{ 1846{
1818 if (t->next) 1847 if (t->next)
1819 free_treasurestruct (t->next); 1848 free_treasurestruct (t->next);
1820 if (t->next_yes) 1849 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1850 free_treasurestruct (t->next_yes);
1824 1853
1825 delete t; 1854 delete t;
1826} 1855}
1827 1856
1828void 1857void
1829free_charlinks (linked_char * lc) 1858free_charlinks (linked_char *lc)
1830{ 1859{
1831 if (lc->next) 1860 if (lc->next)
1832 free_charlinks (lc->next); 1861 free_charlinks (lc->next);
1833 1862
1834 delete lc; 1863 delete lc;
1841 free_artifact (at->next); 1870 free_artifact (at->next);
1842 1871
1843 if (at->allowed) 1872 if (at->allowed)
1844 free_charlinks (at->allowed); 1873 free_charlinks (at->allowed);
1845 1874
1846 at->item->free (1); 1875 at->item->destroy (1);
1847 1876
1848 delete at; 1877 delete at;
1849} 1878}
1850 1879
1851void 1880void
1852free_artifactlist (artifactlist * al) 1881free_artifactlist (artifactlist * al)
1853{ 1882{
1854 artifactlist *nextal; 1883 artifactlist *nextal;
1855 1884
1856 for (al = first_artifactlist; al != NULL; al = nextal) 1885 for (al = first_artifactlist; al; al = nextal)
1857 { 1886 {
1858 nextal = al->next; 1887 nextal = al->next;
1859 1888
1860 if (al->items) 1889 if (al->items)
1861 free_artifact (al->items); 1890 free_artifact (al->items);
1862 1891
1863 free (al); 1892 free (al);
1864 } 1893 }
1865} 1894}
1866 1895
1872 1901
1873 for (tl = first_treasurelist; tl != NULL; tl = next) 1902 for (tl = first_treasurelist; tl != NULL; tl = next)
1874 { 1903 {
1875 next = tl->next; 1904 next = tl->next;
1876 if (tl->items) 1905 if (tl->items)
1877 free_treasurestruct (tl->items); 1906 free_treasurestruct (tl->items);
1878 delete tl; 1907 delete tl;
1879 } 1908 }
1880 free_artifactlist (first_artifactlist); 1909 free_artifactlist (first_artifactlist);
1881} 1910}

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