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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.30 by elmex, Wed Jan 3 02:30:51 2007 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.7 2006/09/03 00:18:40 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#define ALLOWED_COMBINATION 24#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
35 * left on 29 * left on
36 */ 30 */
37#define TREASURE_DEBUG 31#define TREASURE_DEBUG
38 32
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
40/* #define TREASURE_VERBOSE */ 35/* #define TREASURE_VERBOSE */
41 36
42#include <global.h> 37#include <global.h>
43#include <treasure.h> 38#include <treasure.h>
44#include <funcpoint.h> 39#include <funcpoint.h>
45#include <loader.h> 40#include <loader.h>
46 41
47 42
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 44extern char *spell_mapping[];
50 45
51/* 46/*
52 * Initialize global archtype pointers: 47 * Initialize global archtype pointers:
53 */ 48 */
54 49
55void 50void
56init_archetype_pointers () 51init_archetype_pointers ()
57{ 52{
58 int prev_warn = warn_archetypes; 53 int prev_warn = warn_archetypes;
54
59 warn_archetypes = 1; 55 warn_archetypes = 1;
60 if (ring_arch == NULL) 56 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 57 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 58 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 59 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 60 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 61 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 62 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 63 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 64 warn_archetypes = prev_warn;
69} 65}
70 66
71/* 67/*
72 * Allocate and return the pointer to an empty treasurelist structure. 68 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 104 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 105 {
110 (*line)++; 106 (*line)++;
111 107
112 if (*buf == '#') 108 if (*buf == '#')
113 continue; 109 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 110 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 111 *cp = '\0';
116 cp = buf; 112 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 113 while (isspace (*cp)) /* Skip blanks */
118 cp++; 114 cp++;
119 115
120 if (sscanf (cp, "arch %s", variable)) 116 if (sscanf (cp, "arch %s", variable))
121 { 117 {
122 if ((t->item = find_archetype (variable)) == NULL) 118 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 120 }
125 else if (sscanf (cp, "list %s", variable)) 121 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 122 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 123 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 124 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 125 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 126 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 127 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 128 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 129 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 130 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 131 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 132 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 133 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 134 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 135 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 136 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 137 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 138 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 139 else if (!strcmp (cp, "end"))
144 return t; 140 return t;
145 else if (!strcmp (cp, "more")) 141 else if (!strcmp (cp, "more"))
146 { 142 {
147 t->next = load_treasure (fp, line); 143 t->next = load_treasure (fp, line);
148 return t; 144 return t;
149 } 145 }
150 else 146 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 148 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 149 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 150 return t;
155} 151}
156 152
157#ifdef TREASURE_DEBUG 153#ifdef TREASURE_DEBUG
154
158/* recursived checks the linked list. Treasurelist is passed only 155/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 156 * so that the treasure name can be printed out
160 */ 157 */
161static void 158static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 159check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 160{
164 if (t->item == NULL && t->name == NULL)
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)) 161 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); 162 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 */ 163 /* find_treasurelist will print out its own error message */
169 if (t->name && *t->name) 164 if (t->name && *t->name)
170 (void) find_treasurelist (t->name); 165 find_treasurelist (t->name);
171 if (t->next) 166 if (t->next)
172 check_treasurelist (t->next, tl); 167 check_treasurelist (t->next, tl);
173 if (t->next_yes) 168 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 169 check_treasurelist (t->next_yes, tl);
175 if (t->next_no) 170 if (t->next_no)
199 } 194 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 195 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 196 {
202 line++; 197 line++;
203 if (*buf == '#') 198 if (*buf == '#')
204 continue; 199 continue;
205 200
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 201 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 202 {
208 treasurelist *tl = get_empty_treasurelist (); 203 treasurelist *tl = get_empty_treasurelist ();
204
209 tl->name = name; 205 tl->name = name;
210 if (previous == NULL) 206 if (previous == NULL)
211 first_treasurelist = tl; 207 first_treasurelist = tl;
212 else 208 else
213 previous->next = tl; 209 previous->next = tl;
214 previous = tl; 210 previous = tl;
215 tl->items = load_treasure (fp, &line); 211 tl->items = load_treasure (fp, &line);
216 212
217 /* This is a one of the many items on the list should be generated. 213 /* 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 214 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 215 * fields of the treasures are not being used.
220 */ 216 */
221 if (!strncmp (buf, "treasureone", 11)) 217 if (!strncmp (buf, "treasureone", 11))
222 { 218 {
223 for (t = tl->items; t != NULL; t = t->next) 219 for (t = tl->items; t != NULL; t = t->next)
224 { 220 {
225#ifdef TREASURE_DEBUG 221#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 222 if (t->next_yes || t->next_no)
227 { 223 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 224 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"); 225 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 226 }
231#endif 227#endif
232 tl->total_chance += t->chance; 228 tl->total_chance += t->chance;
233 } 229 }
234 } 230 }
235 } 231 }
236 else 232 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 233 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 234 }
239 close_and_delete (fp, comp); 235 close_and_delete (fp, comp);
240 236
241#ifdef TREASURE_DEBUG 237#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 238 /* Perform some checks on how valid the treasure data actually is.
255 */ 251 */
256 252
257treasurelist * 253treasurelist *
258find_treasurelist (const char *name) 254find_treasurelist (const char *name)
259{ 255{
260 const char *tmp = shstr::find (name); 256 shstr_cmp name_ (name);
261 treasurelist *tl;
262 257
263 /* Special cases - randomitems of none is to override default. If 258 if (!name_)
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL; 259 return 0;
270 260
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next) 261 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
273 if (tmp == tl->name) 262 if (name_ == tl->name)
274 return tl; 263 return tl;
275 264
265 if (first_treasurelist)
276 LOG (llevError, "Couldn't find treasurelist %s\n", name); 266 LOG (llevError, "Couldn't find treasurelist %s\n", name);
267
277 return NULL; 268 return 0;
278} 269}
279 270
280 271
281/* 272/*
282 * Generates the objects specified by the given treasure. 273 * Generates the objects specified by the given treasure.
287 * being generated. 278 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 279 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters 280 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 281 * start with equipment, but only their abilities).
291 */ 282 */
292
293
294static void 283static void
295put_treasure (object * op, object * creator, int flags) 284put_treasure (object *op, object *creator, int flags)
296{ 285{
297 object *tmp; 286 object *tmp;
298 287
299 /* Bit of a hack - spells should never be put onto the map. The entire 288 /* Bit of a hack - spells should never be put onto the map. The entire
300 * treasure stuff is a problem - there is no clear idea of knowing 289 * treasure stuff is a problem - there is no clear idea of knowing
301 * this is the original object, or if this is an object that should be created 290 * this is the original object, or if this is an object that should be created
302 * by another object. 291 * by another object.
303 */ 292 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 293 if (flags & GT_ENVIRONMENT && op->type != SPELL)
305 { 294 {
306 op->x = creator->x;
307 op->y = creator->y;
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 295 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 296 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
310 } 297 }
311 else 298 else
312 { 299 {
313 op = insert_ob_in_ob (op, creator); 300 op = creator->insert (op);
301
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 302 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op); 303 monster_check_apply (creator, op);
304
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 305 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
317 esrv_send_item (tmp, op); 306 esrv_send_item (tmp, op);
318 } 307 }
319} 308}
320 309
321/* if there are change_xxx commands in the treasure, we include the changes 310/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 311 * in the generated object
323 */ 312 */
324static void 313static void
325change_treasure (treasure * t, object * op) 314change_treasure (treasure *t, object *op)
326{ 315{
327 /* CMD: change_name xxxx */ 316 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 317 if (t->change_arch.name)
329 { 318 {
330 op->name = t->change_arch.name; 319 op->name = t->change_arch.name;
337 if (t->change_arch.slaying) 326 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 327 op->slaying = t->change_arch.slaying;
339} 328}
340 329
341void 330void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 331create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 332{
344 object *tmp; 333 object *tmp;
345 334
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 335 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
348 { 336 {
349 if (t->name) 337 if (t->name)
350 { 338 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 339 if (difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 340 {
353 } 341 treasurelist *tl = find_treasurelist (t->name);
342 if (tl)
343 create_treasure (tl, op, flag, difficulty, tries);
344 }
345 }
354 else 346 else
355 { 347 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 348 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 349 {
358 tmp = arch_to_object (t->item); 350 tmp = arch_to_object (t->item);
359 if (t->nrof && tmp->nrof <= 1) 351 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 353 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 354 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 355 put_treasure (tmp, op, flag);
364 } 356 }
365 } 357 }
358
366 if (t->next_yes != NULL) 359 if (t->next_yes != NULL)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 360 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 361 }
369 else if (t->next_no != NULL) 362 else if (t->next_no != NULL)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 363 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364
371 if (t->next != NULL) 365 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 366 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 367}
374 368
375void 369void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
377{ 371{
378 int value = RANDOM () % tl->total_chance; 372 int value = RANDOM () % tl->total_chance;
379 treasure *t; 373 treasure *t;
380 374
381 if (tries++ > 100) 375 if (tries++ > 100)
382 { 376 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 378 return;
385 } 379 }
380
386 for (t = tl->items; t != NULL; t = t->next) 381 for (t = tl->items; t != NULL; t = t->next)
387 { 382 {
388 value -= t->chance; 383 value -= t->chance;
384
389 if (value < 0) 385 if (value < 0)
390 break; 386 break;
391 } 387 }
392 388
393 if (!t || value >= 0) 389 if (!t || value >= 0)
394 { 390 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
396 abort (); 392 abort ();
397 return; 393 return;
398 } 394 }
395
399 if (t->name) 396 if (t->name)
400 { 397 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 398 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 399 {
400 treasurelist *tl = find_treasurelist (t->name);
401 if (tl)
402 create_treasure (tl, op, flag, difficulty, tries);
403 }
405 else if (t->nrof) 404 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 405 create_one_treasure (tl, op, flag, difficulty, tries);
406
407 return; 407 return;
408 } 408 }
409
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 410 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 411 {
411 object *tmp = arch_to_object (t->item); 412 object *tmp = arch_to_object (t->item);
413
412 if (!tmp) 414 if (!tmp)
413 return; 415 return;
416
414 if (t->nrof && tmp->nrof <= 1) 417 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 418 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
419
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 420 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 421 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 422 put_treasure (tmp, op, flag);
419 } 423 }
420} 424}
425 * list transitions, or so that excessively good treasure will not be 429 * list transitions, or so that excessively good treasure will not be
426 * created on weak maps, because it will exceed the number of allowed tries 430 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 431 * to do that.
428 */ 432 */
429void 433void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 435{
432 436
433 if (tries++ > 100) 437 if (tries++ > 100)
434 { 438 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 440 return;
437 } 441 }
438 if (t->total_chance) 442 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 443 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 444 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 445 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 446}
443 447
444/* This is similar to the old generate treasure function. However, 448/* This is similar to the old generate treasure function. However,
445 * it instead takes a treasurelist. It is really just a wrapper around 449 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 450 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 451 * inserted into, and then return that treausre
448 */ 452 */
449object * 453object *
450generate_treasure (treasurelist * t, int difficulty) 454generate_treasure (treasurelist *tl, int difficulty)
451{ 455{
456 difficulty = clamp (difficulty, 1, settings.max_level);
457
452 object *ob = get_object (), *tmp; 458 object *ob = object::create (), *tmp;
453 459
454 create_treasure (t, ob, 0, difficulty, 0); 460 create_treasure (tl, ob, 0, difficulty, 0);
455 461
456 /* Don't want to free the object we are about to return */ 462 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 463 tmp = ob->inv;
458 if (tmp != NULL) 464 if (tmp != NULL)
459 remove_ob (tmp); 465 tmp->remove ();
466
460 if (ob->inv) 467 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 468 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 469
464 free_object (ob); 470 ob->destroy ();
465 return tmp; 471 return tmp;
466} 472}
467 473
468/* 474/*
469 * This is a new way of calculating the chance for an item to have 475 * This is a new way of calculating the chance for an item to have
471 * The array has two arguments, the difficulty of the level, and the 477 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 478 * magical bonus "wanted".
473 */ 479 */
474 480
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 481static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
482
476/*chance of magic difficulty*/ 483/*chance of magic difficulty*/
484
477/* +0 +1 +2 +3 +4 */ 485/* +0 +1 +2 +3 +4 */
478 {95, 2, 2, 1, 0}, /*1 */ 486 {95, 2, 2, 1, 0}, /*1 */
479 {92, 5, 2, 1, 0}, /*2 */ 487 {92, 5, 2, 1, 0}, /*2 */
480 {85, 10, 4, 1, 0}, /*3 */ 488 {85, 10, 4, 1, 0}, /*3 */
481 {80, 14, 4, 2, 0}, /*4 */ 489 {80, 14, 4, 2, 0}, /*4 */
482 {75, 17, 5, 2, 1}, /*5 */ 490 {75, 17, 5, 2, 1}, /*5 */
483 {70, 18, 8, 3, 1}, /*6 */ 491 {70, 18, 8, 3, 1}, /*6 */
484 {65, 21, 10, 3, 1}, /*7 */ 492 {65, 21, 10, 3, 1}, /*7 */
485 {60, 22, 12, 4, 2}, /*8 */ 493 {60, 22, 12, 4, 2}, /*8 */
486 {55, 25, 14, 4, 2}, /*9 */ 494 {55, 25, 14, 4, 2}, /*9 */
487 {50, 27, 16, 5, 2}, /*10 */ 495 {50, 27, 16, 5, 2}, /*10 */
488 {45, 28, 18, 6, 3}, /*11 */ 496 {45, 28, 18, 6, 3}, /*11 */
489 {42, 28, 20, 7, 3}, /*12 */ 497 {42, 28, 20, 7, 3}, /*12 */
490 {40, 27, 21, 8, 4}, /*13 */ 498 {40, 27, 21, 8, 4}, /*13 */
491 {38, 25, 22, 10, 5}, /*14 */ 499 {38, 25, 22, 10, 5}, /*14 */
492 {36, 23, 23, 12, 6}, /*15 */ 500 {36, 23, 23, 12, 6}, /*15 */
493 {33, 21, 24, 14, 8}, /*16 */ 501 {33, 21, 24, 14, 8}, /*16 */
494 {31, 19, 25, 16, 9}, /*17 */ 502 {31, 19, 25, 16, 9}, /*17 */
495 {27, 15, 30, 18, 10}, /*18 */ 503 {27, 15, 30, 18, 10}, /*18 */
496 {20, 12, 30, 25, 13}, /*19 */ 504 {20, 12, 30, 25, 13}, /*19 */
497 {15, 10, 28, 30, 17}, /*20 */ 505 {15, 10, 28, 30, 17}, /*20 */
498 {13, 9, 27, 28, 23}, /*21 */ 506 {13, 9, 27, 28, 23}, /*21 */
499 {10, 8, 25, 28, 29}, /*22 */ 507 {10, 8, 25, 28, 29}, /*22 */
500 {8, 7, 23, 26, 36}, /*23 */ 508 {8, 7, 23, 26, 36}, /*23 */
501 {6, 6, 20, 22, 46}, /*24 */ 509 {6, 6, 20, 22, 46}, /*24 */
502 {4, 5, 17, 18, 56}, /*25 */ 510 {4, 5, 17, 18, 56}, /*25 */
503 {2, 4, 12, 14, 68}, /*26 */ 511 {2, 4, 12, 14, 68}, /*26 */
504 {0, 3, 7, 10, 80}, /*27 */ 512 {0, 3, 7, 10, 80}, /*27 */
505 {0, 0, 3, 7, 90}, /*28 */ 513 {0, 0, 3, 7, 90}, /*28 */
506 {0, 0, 0, 3, 97}, /*29 */ 514 {0, 0, 0, 3, 97}, /*29 */
507 {0, 0, 0, 0, 100}, /*30 */ 515 {0, 0, 0, 0, 100}, /*30 */
508 {0, 0, 0, 0, 100}, /*31 */ 516 {0, 0, 0, 0, 100}, /*31 */
509}; 517};
510 518
511 519
512/* calculate the appropriate level for wands staves and scrolls. 520/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 521 * This code presumes that op has had its spell object created (in op->inv)
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 523 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 524 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 525 */
518 526
519int 527int
520level_for_item (const object * op, int difficulty) 528level_for_item (const object *op, int difficulty)
521{ 529{
522 int mult = 0, olevel = 0; 530 int olevel = 0;
523 531
524 if (!op->inv) 532 if (!op->inv)
525 { 533 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 534 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 535 return 0;
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 576 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 577 {
570 percent -= difftomagic_list[scaled_diff][magic]; 578 percent -= difftomagic_list[scaled_diff][magic];
571 579
572 if (percent < 0) 580 if (percent < 0)
573 break; 581 break;
574 } 582 }
575 583
576 if (magic == (MAXMAGIC + 1)) 584 if (magic == (MAXMAGIC + 1))
577 { 585 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 586 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
591 * This function doesn't work properly, should add use of archetypes 599 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 600 * to make it truly absolute.
593 */ 601 */
594 602
595void 603void
596set_abs_magic (object * op, int magic) 604set_abs_magic (object *op, int magic)
597{ 605{
598 if (!magic) 606 if (!magic)
599 return; 607 return;
600 608
601 op->magic = magic; 609 op->magic = magic;
602 if (op->arch) 610 if (op->arch)
603 { 611 {
604 if (op->type == ARMOUR) 612 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 613 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
606 614
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
608 magic = (-magic); 616 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 617 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610 } 618 }
611 else 619 else
612 { 620 {
613 if (op->type == ARMOUR) 621 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 622 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 623 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
616 magic = (-magic); 624 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 625 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 626 }
619} 627}
620 628
621/* 629/*
622 * Sets a random magical bonus in the given object based upon 630 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 631 * the given difficulty, and the given max possible bonus.
624 */ 632 */
625 633
626static void 634static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 635set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 636{
629 int i; 637 int i;
638
630 i = magic_from_difficulty (difficulty); 639 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 640 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 641 i = -i;
633 if (i > max_magic) 642 if (i > max_magic)
634 i = max_magic; 643 i = max_magic;
645 * other bonuses previously rolled and ones the item might natively have. 654 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 655 * 2) Add code to deal with new PR method.
647 */ 656 */
648 657
649void 658void
650set_ring_bonus (object * op, int bonus) 659set_ring_bonus (object *op, int bonus)
651{ 660{
652 661
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 662 int r = RANDOM () % (bonus > 0 ? 25 : 11);
654 663
655 if (op->type == AMULET) 664 if (op->type == AMULET)
656 { 665 {
657 if (!(RANDOM () % 21)) 666 if (!(RANDOM () % 21))
658 r = 20 + RANDOM () % 2; 667 r = 20 + RANDOM () % 2;
659 else 668 else
660 { 669 {
661 if (RANDOM () & 2) 670 if (RANDOM () & 2)
662 r = 10; 671 r = 10;
663 else 672 else
664 r = 11 + RANDOM () % 9; 673 r = 11 + RANDOM () % 9;
665 } 674 }
666 } 675 }
667 676
668 switch (r) 677 switch (r)
669 { 678 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 679 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 680 * bonuses and penalties will stack and add to existing values.
672 * of the item. 681 * of the item.
673 */ 682 */
674 case 0: 683 case 0:
675 case 1: 684 case 1:
676 case 2: 685 case 2:
677 case 3: 686 case 3:
678 case 4: 687 case 4:
679 case 5: 688 case 5:
680 case 6: 689 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
682 break; 691 break;
683 692
684 case 7: 693 case 7:
685 op->stats.dam += bonus; 694 op->stats.dam += bonus;
686 break; 695 break;
687 696
688 case 8: 697 case 8:
689 op->stats.wc += bonus; 698 op->stats.wc += bonus;
690 break; 699 break;
691 700
692 case 9: 701 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 702 op->stats.food += bonus; /* hunger/sustenance */
694 break; 703 break;
695 704
696 case 10: 705 case 10:
697 op->stats.ac += bonus; 706 op->stats.ac += bonus;
698 break; 707 break;
699 708
700 /* Item that gives protections/vulnerabilities */ 709 /* Item that gives protections/vulnerabilities */
701 case 11: 710 case 11:
702 case 12: 711 case 12:
703 case 13: 712 case 13:
704 case 14: 713 case 14:
705 case 15: 714 case 15:
706 case 16: 715 case 16:
707 case 17: 716 case 17:
708 case 18: 717 case 18:
709 case 19: 718 case 19:
710 { 719 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
712 721
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
715 724
716 /* Cursed items need to have higher negative values to equal out with 725 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 726 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 727 * little random element in since that they don't always end up with
719 * even values. 728 * even values.
720 */ 729 */
721 if (bonus < 0) 730 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 731 val = 2 * -val - RANDOM () % b;
723 if (val > 35) 732 if (val > 35)
724 val = 35; /* Upper limit */ 733 val = 35; /* Upper limit */
725 b = 0; 734 b = 0;
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 735 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 736 {
728 resist = RANDOM () % num_resist_table; 737 resist = RANDOM () % num_resist_table;
729 } 738 }
730 if (b == 4) 739 if (b == 4)
731 return; /* Not able to find a free resistance */ 740 return; /* Not able to find a free resistance */
732 op->resist[resist_table[resist]] = val; 741 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 742 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 743 * based on how good a resistance we gave.
735 */ 744 */
736 break; 745 break;
737 } 746 }
738 case 20: 747 case 20:
739 if (op->type == AMULET) 748 if (op->type == AMULET)
740 { 749 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 750 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 751 op->value *= 11;
743 } 752 }
744 else 753 else
745 { 754 {
746 op->stats.hp = 1; /* regenerate hit points */ 755 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 756 op->value *= 4;
748 } 757 }
749 break; 758 break;
750 759
751 case 21: 760 case 21:
752 if (op->type == AMULET) 761 if (op->type == AMULET)
753 { 762 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 763 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 764 op->value *= 9;
756 } 765 }
757 else 766 else
758 { 767 {
759 op->stats.sp = 1; /* regenerate spell points */ 768 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 769 op->value *= 3;
761 } 770 }
762 break; 771 break;
763 772
764 case 22: 773 case 22:
765 op->stats.exp += bonus; /* Speed! */ 774 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 775 op->value = (op->value * 2) / 3;
767 break; 776 break;
768 } 777 }
769 if (bonus > 0) 778 if (bonus > 0)
770 op->value *= 2 * bonus; 779 op->value *= 2 * bonus;
771 else 780 else
772 op->value = -(op->value * 2 * bonus) / 3; 781 op->value = -(op->value * 2 * bonus) / 3;
783 792
784int 793int
785get_magic (int diff) 794get_magic (int diff)
786{ 795{
787 int i; 796 int i;
797
788 if (diff < 3) 798 if (diff < 3)
789 diff = 3; 799 diff = 3;
790 for (i = 0; i < 4; i++) 800 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 801 if (RANDOM () % diff)
792 return i; 802 return i;
799/* 809/*
800 * fix_generated_item(): This is called after an item is generated, in 810 * fix_generated_item(): This is called after an item is generated, in
801 * order to set it up right. This produced magical bonuses, puts spells 811 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 812 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 813 */
814
804/* 4/28/96 added creator object from which op may now inherit properties based on 815/* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type 816 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner 817 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 818 * way to do this? b.t. */
819
808/* 820/*
809 * ! (flags & GT_ENVIRONMENT): 821 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 822 * Automatically calls fix_flesh_item().
811 * 823 *
812 * flags: 824 * flags:
816 * a working object - don't change magic, value, etc, but set it material 828 * a working object - don't change magic, value, etc, but set it material
817 * type as appropriate, for objects that need spell objects, set those, etc 829 * type as appropriate, for objects that need spell objects, set those, etc
818 */ 830 */
819 831
820void 832void
821fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 833fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822{ 834{
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 835 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824 836
825 if (!creator || creator->type == op->type) 837 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 838 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 839
828 /* If we make an artifact, this information will be destroyed */ 840 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 841 save_item_power = op->item_power;
830 op->item_power = 0; 842 op->item_power = 0;
831 843
832 if (op->randomitems && op->type != SPELL) 844 if (op->randomitems && op->type != SPELL)
833 { 845 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 846 create_treasure (op->randomitems, op, flags, difficulty, 0);
835 if (!op->inv) 847 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 848 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837 849
838 /* So the treasure doesn't get created again */ 850 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 851 op->randomitems = NULL;
840 } 852 }
841 853
842 if (difficulty < 1) 854 if (difficulty < 1)
843 difficulty = 1; 855 difficulty = 1;
844 856
857 if (INVOKE_OBJECT (ADD_BONUS, op,
858 ARG_OBJECT (creator != op ? creator : 0),
859 ARG_INT (difficulty), ARG_INT (max_magic),
860 ARG_INT (flags)))
861 return;
862
845 if (!(flags & GT_MINIMAL)) 863 if (!(flags & GT_MINIMAL))
846 { 864 {
847 if (op->arch == crown_arch) 865 if (op->arch == crown_arch)
848 { 866 {
849 set_magic (difficulty, op, max_magic, flags); 867 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 869 generate_artifact (op, difficulty);
852 } 870 }
853 else 871 else
854 { 872 {
855 if (!op->magic && max_magic) 873 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 874 set_magic (difficulty, op, max_magic, flags);
857 875
858 num_enchantments = calc_item_power (op, 1); 876 num_enchantments = calc_item_power (op, 1);
859 877
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 878 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
861 * used for shop_floors or treasures */ 879 * used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 880 generate_artifact (op, difficulty);
863 } 881 }
864 882
865 /* Object was made an artifact. Calculate its item_power rating. 883 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 884 * the item_power in the object is what the artfiact adds.
867 */ 885 */
868 if (op->title) 886 if (op->title)
869 { 887 {
870 /* if save_item_power is set, then most likely we started with an 888 /* if save_item_power is set, then most likely we started with an
871 * artifact and have added new abilities to it - this is rare, but 889 * artifact and have added new abilities to it - this is rare, but
872 * but I have seen things like 'strange rings of fire'. So just figure 890 * but I have seen things like 'strange rings of fire'. So just figure
873 * out the power from the base power plus what this one adds. Note 891 * out the power from the base power plus what this one adds. Note
874 * that since item_power is not quite linear, this actually ends up 892 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 893 * being somewhat of a bonus
876 */ 894 */
877 if (save_item_power) 895 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 896 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 897 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 898 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 899 }
882 else if (save_item_power) 900 else if (save_item_power)
883 { 901 {
884 /* restore the item_power field to the object if we haven't changed it. 902 /* restore the item_power field to the object if we haven't changed it.
885 * we don't care about num_enchantments - that will basically just 903 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 904 * have calculated some value from the base attributes of the archetype.
887 */ 905 */
888 op->item_power = save_item_power; 906 op->item_power = save_item_power;
889 } 907 }
890 else 908 else
891 { 909 {
892 /* item_power was zero. This is suspicious, as it may be because it 910 /* item_power was zero. This is suspicious, as it may be because it
893 * was never previously calculated. Let's compute a value and see if 911 * was never previously calculated. Let's compute a value and see if
894 * it is non-zero. If it indeed is, then assign it as the new 912 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 913 * item_power value.
896 * - gros, 21th of July 2006. 914 * - gros, 21th of July 2006.
897 */ 915 */
898 op->item_power = calc_item_power (op, 0); 916 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 917 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 918 * again below */
901 } 919 }
902 } 920 }
903 921
904 /* materialtype modifications. Note we allow this on artifacts. */ 922 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 923 set_materialname (op, difficulty, NULL);
906 924
907 if (flags & GT_MINIMAL) 925 if (flags & GT_MINIMAL)
908 { 926 {
909 if (op->type == POTION) 927 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 928 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 929 if (op->stats.sp && !op->randomitems)
912 { 930 {
913 object *tmp; 931 object *tmp;
914 932
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 933 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 934 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 935 op->stats.sp = 0;
918 } 936 }
919 } 937 }
920 else if (!op->title) /* Only modify object if not special */ 938 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 939 switch (op->type)
922 { 940 {
923 case WEAPON: 941 case WEAPON:
924 case ARMOUR: 942 case ARMOUR:
925 case SHIELD: 943 case SHIELD:
926 case HELMET: 944 case HELMET:
927 case CLOAK: 945 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 946 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
929 set_ring_bonus (op, -DICE2); 947 set_ring_bonus (op, -DICE2);
930 break; 948 break;
931 949
932 case BRACERS: 950 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 951 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
934 { 952 {
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954 if (!QUERY_FLAG (op, FLAG_CURSED))
955 op->value *= 3;
956 }
957 break;
958
959 case POTION:
960 {
961 int too_many_tries = 0, is_special = 0;
962
963 /* Handle healing and magic power potions */
964 if (op->stats.sp && !op->randomitems)
965 {
966 object *tmp;
967
968 tmp = get_archetype (spell_mapping[op->stats.sp]);
969 insert_ob_in_ob (tmp, op);
970 op->stats.sp = 0;
971 }
972
973 while (!(is_special = special_potion (op)) && !op->inv)
974 {
975 generate_artifact (op, difficulty);
976 if (too_many_tries++ > 10)
977 break;
978 }
979
980 /* don't want to change value for healing/magic power potions,
981 * since the value set on those is already correct.
982 */
983 if (op->inv && op->randomitems)
984 {
985 /* value multiplier is same as for scrolls */
986 op->value = (op->value * op->inv->value);
987 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
988 }
989 else
990 {
991 op->name = "potion";
992 op->name_pl = "potions";
993 }
994
995 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
996 SET_FLAG (op, FLAG_CURSED);
997 break;
998 }
999
1000 case AMULET:
1001 if (op->arch == amulet_arch)
1002 op->value *= 5; /* Since it's not just decoration */
1003
1004 case RING:
1005 if (op->arch == NULL)
1006 {
1007 op->destroy ();
1008 op = 0;
1009 break;
1010 }
1011
1012 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1013 break;
1014
1015 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1016 SET_FLAG (op, FLAG_CURSED);
1017
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1018 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED))
937 op->value *= 3;
938 }
939 break;
940 1019
941 case POTION:
942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp;
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0;
953 }
954
955 while (!(is_special = special_potion (op)) && !op->inv)
956 {
957 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10)
959 break;
960 }
961
962 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct.
964 */
965 if (op->inv && op->randomitems)
966 {
967 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value);
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
970 }
971 else
972 {
973 op->name = "potion";
974 op->name_pl = "potions";
975 }
976
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
978 SET_FLAG (op, FLAG_CURSED);
979 break;
980 }
981
982 case AMULET:
983 if (op->arch == amulet_arch)
984 op->value *= 5; /* Since it's not just decoration */
985
986 case RING:
987 if (op->arch == NULL)
988 {
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
996 break;
997
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
999 SET_FLAG (op, FLAG_CURSED);
1000
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 1020 if (op->type != RING) /* Amulets have only one ability */
1004 break; 1021 break;
1005 1022
1006 if (!(RANDOM () % 4)) 1023 if (!(RANDOM () % 4))
1007 { 1024 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1025 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 1026
1010 if (d > 0) 1027 if (d > 0)
1011 op->value *= 3; 1028 op->value *= 3;
1012 1029
1013 set_ring_bonus (op, d); 1030 set_ring_bonus (op, d);
1014 1031
1015 if (!(RANDOM () % 4)) 1032 if (!(RANDOM () % 4))
1016 { 1033 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1034 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 1035
1036 if (d > 0)
1037 op->value *= 5;
1038 set_ring_bonus (op, d);
1039 }
1040 }
1041
1024 if (GET_ANIM_ID (op)) 1042 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1043 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1026 1044
1027 break; 1045 break;
1028 1046
1029 case BOOK: 1047 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1048 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1049 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1050 * creator and/or map level we found it on.
1033 */ 1051 */
1034 if (!op->msg && RANDOM () % 10) 1052 if (!op->msg && RANDOM () % 10)
1035 { 1053 {
1036 /* set the book level properly */ 1054 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1055 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1056 {
1039 if (op->map && op->map->difficulty) 1057 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1058 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1041 else 1059 else
1042 op->level = RANDOM () % 20 + 1; 1060 op->level = RANDOM () % 20 + 1;
1043 } 1061 }
1044 else 1062 else
1045 op->level = RANDOM () % creator->level; 1063 op->level = RANDOM () % creator->level;
1046 1064
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1065 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1066 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1067 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */ 1068 /* creator related stuff */
1051 1069
1052 /* for library, chained books. Note that some monsters have no_pick 1070 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1071 * set - we don't want to set no pick in that case.
1054 */ 1072 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1073 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK); 1074 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1075 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1076 op->slaying = creator->slaying;
1059 1077
1060 /* add exp so reading it gives xp (once) */ 1078 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1079 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 } 1080 }
1063 break; 1081 break;
1064 1082
1065 case SPELLBOOK: 1083 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1084 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1085 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1086 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1087 op->stats.exp = op->value;
1070 break; 1088 break;
1071 1089
1072 case WAND: 1090 case WAND:
1073 /* nrof in the treasure list is number of charges, 1091 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1092 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1093 * and reset nrof.
1076 */ 1094 */
1077 op->stats.food = op->inv->nrof; 1095 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1096 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1097 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1098 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1099 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1100 * the spell, and value calculation is simpler.
1083 */ 1101 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1102 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 { 1103 {
1104 op->level = level_for_item (op, difficulty);
1105 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1106 }
1107 else
1108 {
1109 op->level = op->inv->level;
1110 op->value = op->value * op->inv->value;
1111 }
1112 break;
1113
1114 case ROD:
1086 op->level = level_for_item (op, difficulty); 1115 op->level = level_for_item (op, difficulty);
1116 /* Add 50 to both level an divisor to keep prices a little more
1117 * reasonable. Otherwise, a high level version of a low level
1118 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1119 * 10 time multiplier). This way, the value are a bit more reasonable.
1120 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1121 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 } 1122 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1123 if (op->stats.maxhp)
1090 { 1124 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1125 else
1092 op->value = op->value * op->inv->value; 1126 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1127
1128 op->stats.hp = op->stats.maxhp;
1129 break;
1130
1096 case ROD: 1131 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1132 op->level = level_for_item (op, difficulty);
1098 /* Add 50 to both level an divisor to keep prices a little more
1099 * reasonable. Otherwise, a high level version of a low level
1100 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1102 */
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1133 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp)
1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1107 else
1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1109 1134
1110 op->stats.hp = op->stats.maxhp;
1111 break;
1112
1113 case SCROLL:
1114 op->level = level_for_item (op, difficulty);
1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1116
1117 /* add exp so reading them properly gives xp */ 1135 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1136 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1137 op->nrof = op->inv->nrof;
1120 break; 1138 break;
1121 1139
1122 case RUNE: 1140 case RUNE:
1123 trap_adjust (op, difficulty); 1141 trap_adjust (op, difficulty);
1124 break; 1142 break;
1125 1143
1126 case TRAP: 1144 case TRAP:
1127 trap_adjust (op, difficulty); 1145 trap_adjust (op, difficulty);
1128 break; 1146 break;
1129 } /* switch type */ 1147 } /* switch type */
1130 1148
1131 if (flags & GT_STARTEQUIP) 1149 if (flags & GT_STARTEQUIP)
1132 { 1150 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1151 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1152 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1153 else if (op->type != MONEY)
1136 op->value = 0; 1154 op->value = 0;
1137 } 1155 }
1138 1156
1139 if (!(flags & GT_ENVIRONMENT)) 1157 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1158 fix_flesh_item (op, creator);
1141} 1159}
1153 */ 1171 */
1154 1172
1155static artifactlist * 1173static artifactlist *
1156get_empty_artifactlist (void) 1174get_empty_artifactlist (void)
1157{ 1175{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1176 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1177
1159 if (tl == NULL) 1178 if (al == NULL)
1160 fatal (OUT_OF_MEMORY); 1179 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL; 1180 al->next = NULL;
1162 tl->items = NULL; 1181 al->items = NULL;
1163 tl->total_chance = 0; 1182 al->total_chance = 0;
1164 return tl; 1183 return al;
1165} 1184}
1166 1185
1167/* 1186/*
1168 * Allocate and return the pointer to an empty artifact structure. 1187 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1188 */
1170 1189
1171static artifact * 1190static artifact *
1172get_empty_artifact (void) 1191get_empty_artifact (void)
1173{ 1192{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1193 artifact *a = (artifact *) malloc (sizeof (artifact));
1194
1175 if (t == NULL) 1195 if (a == NULL)
1176 fatal (OUT_OF_MEMORY); 1196 fatal (OUT_OF_MEMORY);
1177 t->item = NULL; 1197 a->item = NULL;
1178 t->next = NULL; 1198 a->next = NULL;
1179 t->chance = 0; 1199 a->chance = 0;
1180 t->difficulty = 0; 1200 a->difficulty = 0;
1181 t->allowed = NULL; 1201 a->allowed = NULL;
1182 return t; 1202 return a;
1183} 1203}
1184 1204
1185/* 1205/*
1186 * Searches the artifact lists and returns one that has the same type 1206 * Searches the artifact lists and returns one that has the same type
1187 * of objects on it. 1207 * of objects on it.
1212 fprintf (logfile, "\n"); 1232 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1233 for (al = first_artifactlist; al != NULL; al = al->next)
1214 { 1234 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1235 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1216 for (art = al->items; art != NULL; art = art->next) 1236 for (art = al->items; art != NULL; art = art->next)
1217 { 1237 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1238 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL) 1239 if (art->allowed != NULL)
1220 { 1240 {
1221 fprintf (logfile, "\tAllowed combinations:"); 1241 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next) 1242 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name); 1243 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n"); 1244 fprintf (logfile, "\n");
1225 } 1245 }
1226 } 1246 }
1227 } 1247 }
1228 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1229} 1249}
1230 1250
1231/* 1251/*
1232 * For debugging purposes. Dumps all treasures recursively (see below). 1252 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */ 1253 */
1234void 1254void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1255dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1236{ 1256{
1237 treasurelist *tl; 1257 treasurelist *tl;
1238 int i; 1258 int i;
1239 1259
1240 if (depth > 100) 1260 if (depth > 100)
1241 return; 1261 return;
1242 while (t != NULL) 1262 while (t)
1243 { 1263 {
1244 if (t->name != NULL) 1264 if (t->name)
1245 { 1265 {
1246 for (i = 0; i < depth; i++) 1266 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " "); 1267 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name); 1268 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name); 1269 tl = find_treasurelist (t->name);
1270 if (tl)
1250 dump_monster_treasure_rec (name, tl->items, depth + 2); 1271 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++) 1272 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " "); 1273 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1274 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 } 1275 }
1255 else 1276 else
1256 { 1277 {
1257 for (i = 0; i < depth; i++) 1278 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " "); 1279 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH) 1280 if (t->item && t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1281 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else 1282 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name); 1283 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 } 1284 }
1285
1264 if (t->next_yes != NULL) 1286 if (t->next_yes)
1265 { 1287 {
1266 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n"); 1290 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 } 1292 }
1293
1271 if (t->next_no != NULL) 1294 if (t->next_no)
1272 { 1295 {
1273 for (i = 0; i < depth; i++) 1296 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1297 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n"); 1298 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1299 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 } 1300 }
1301
1278 t = t->next; 1302 t = t->next;
1279 } 1303 }
1280} 1304}
1281 1305
1282/* 1306/*
1293 found = 0; 1317 found = 0;
1294 fprintf (logfile, "\n"); 1318 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next) 1319 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1320 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 { 1321 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1322 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL) 1323 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1324 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else 1325 else
1302 fprintf (logfile, "(nothing)\n"); 1326 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n"); 1327 fprintf (logfile, "\n");
1304 found++; 1328 found++;
1305 } 1329 }
1306 if (found == 0) 1330 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name); 1331 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1332}
1309 1333
1316{ 1340{
1317 static int has_been_inited = 0; 1341 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1342 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319 artifact *art = NULL; 1343 artifact *art = NULL;
1320 linked_char *tmp; 1344 linked_char *tmp;
1321 int value, comp; 1345 int value;
1322 artifactlist *al; 1346 artifactlist *al;
1323 1347
1324 if (has_been_inited) 1348 if (has_been_inited)
1325 return; 1349 return;
1326 else 1350 else
1333 return; 1357 return;
1334 1358
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1359 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1336 { 1360 {
1337 if (*buf == '#') 1361 if (*buf == '#')
1338 continue; 1362 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL) 1363 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0'; 1364 *cp = '\0';
1341 cp = buf; 1365 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */ 1366 while (*cp == ' ') /* Skip blanks */
1343 cp++; 1367 cp++;
1344 if (*cp == '\0') 1368 if (*cp == '\0')
1345 continue; 1369 continue;
1346 1370
1347 if (!strncmp (cp, "Allowed", 7)) 1371 if (!strncmp (cp, "Allowed", 7))
1348 { 1372 {
1349 if (art == NULL) 1373 if (art == NULL)
1350 { 1374 {
1351 art = get_empty_artifact (); 1375 art = get_empty_artifact ();
1352 nrofartifacts++; 1376 nrofartifacts++;
1353 } 1377 }
1354 cp = strchr (cp, ' ') + 1; 1378 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all")) 1379 if (!strcmp (cp, "all"))
1356 continue; 1380 continue;
1357 1381
1358 do 1382 do
1359 { 1383 {
1360 nrofallowedstr++; 1384 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL) 1385 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0'; 1386 *(next++) = '\0';
1363 tmp = new linked_char; 1387 tmp = new linked_char;
1388
1364 tmp->name = cp; 1389 tmp->name = cp;
1365 tmp->next = art->allowed; 1390 tmp->next = art->allowed;
1366 art->allowed = tmp; 1391 art->allowed = tmp;
1367 } 1392 }
1368 while ((cp = next) != NULL); 1393 while ((cp = next) != NULL);
1369 } 1394 }
1370 else if (sscanf (cp, "chance %d", &value)) 1395 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value; 1396 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value)) 1397 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value; 1398 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6)) 1399 else if (!strncmp (cp, "Object", 6))
1375 { 1400 {
1376 art->item = (object *) calloc (1, sizeof (object)); 1401 art->item = object::create ();
1377 reset_object (art->item); 1402
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0)) 1403 if (!load_object (thawer, art->item, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1404 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1405
1380 art->item->name = strchr (cp, ' ') + 1; 1406 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type); 1407 al = find_artifactlist (art->item->type);
1382 if (al == NULL) 1408 if (al == NULL)
1383 { 1409 {
1384 al = get_empty_artifactlist (); 1410 al = get_empty_artifactlist ();
1385 al->type = art->item->type; 1411 al->type = art->item->type;
1386 al->next = first_artifactlist; 1412 al->next = first_artifactlist;
1387 first_artifactlist = al; 1413 first_artifactlist = al;
1388 } 1414 }
1389 art->next = al->items; 1415 art->next = al->items;
1390 al->items = art; 1416 al->items = art;
1391 art = NULL; 1417 art = NULL;
1392 } 1418 }
1393 else 1419 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1420 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 } 1421 }
1396 1422
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1423 for (al = first_artifactlist; al != NULL; al = al->next)
1398 { 1424 {
1399 for (art = al->items; art != NULL; art = art->next) 1425 for (art = al->items; art != NULL; art = art->next)
1400 { 1426 {
1401 if (!art->chance) 1427 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1428 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1429 else
1404 al->total_chance += art->chance; 1430 al->total_chance += art->chance;
1405 } 1431 }
1406#if 0 1432#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1433 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1434#endif
1409 } 1435 }
1410 1436
1416 * Used in artifact generation. The bonuses of the first object 1442 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1443 * is modified by the bonuses of the second object.
1418 */ 1444 */
1419 1445
1420void 1446void
1421add_abilities (object * op, object * change) 1447add_abilities (object *op, object *change)
1422{ 1448{
1423 int i, j, tmp; 1449 int i, tmp;
1424 1450
1425 if (change->face != blank_face) 1451 if (change->face != blank_face)
1426 { 1452 {
1427#ifdef TREASURE_VERBOSE 1453#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1454 LOG (llevDebug, "FACE: %d\n", change->face->number);
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1493 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1494 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1495 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1496 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1497 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1498 op->speed = 0.0;
1473 update_ob_speed (op); 1499
1500 op->set_speed (op->speed);
1474 } 1501 }
1475 1502
1476 if (change->nrof) 1503 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1504 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1478 1505
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1506 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1507 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1508 op->stats.ac += change->stats.ac;
1482 1509
1483 if (change->other_arch) 1510 if (change->other_arch)
1484 { 1511 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1512 /* Basically, for horns & potions, the other_arch field is the spell
1486 * to cast. So convert that to into a spell and put it into 1513 * to cast. So convert that to into a spell and put it into
1487 * this object. 1514 * this object.
1488 */ 1515 */
1489 if (op->type == HORN || op->type == POTION) 1516 if (op->type == HORN || op->type == POTION)
1490 { 1517 {
1491 object *tmp_obj; 1518 object *tmp_obj;
1519
1492 /* Remove any spells this object currently has in it */ 1520 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1521 while (op->inv)
1494 { 1522 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1523
1500 tmp_obj = arch_to_object (change->other_arch); 1524 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1525 insert_ob_in_ob (tmp_obj, op);
1502 } 1526 }
1503 /* No harm setting this for potions/horns */ 1527 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1528 op->other_arch = change->other_arch;
1505 } 1529 }
1506 1530
1507 if (change->stats.hp < 0) 1531 if (change->stats.hp < 0)
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1564 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541 1565
1542 op->item_power = change->item_power; 1566 op->item_power = change->item_power;
1543 1567
1544 for (i = 0; i < NROFATTACKS; i++) 1568 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1569 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1570 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1571
1552 if (change->stats.dam) 1572 if (change->stats.dam)
1553 { 1573 {
1554 if (change->stats.dam < 0) 1574 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1575 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1576 else if (op->stats.dam)
1557 { 1577 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1578 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam) 1579 if (tmp == op->stats.dam)
1560 { 1580 {
1561 if (change->stats.dam < 10) 1581 if (change->stats.dam < 10)
1562 op->stats.dam--; 1582 op->stats.dam--;
1583 else
1584 op->stats.dam++;
1585 }
1563 else 1586 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1587 op->stats.dam = tmp;
1568 } 1588 }
1569 } 1589 }
1570 1590
1571 if (change->weight) 1591 if (change->weight)
1572 { 1592 {
1573 if (change->weight < 0) 1593 if (change->weight < 0)
1574 op->weight = (-change->weight); 1594 op->weight = (-change->weight);
1575 else 1595 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1596 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1597 }
1578 1598
1579 if (change->last_sp) 1599 if (change->last_sp)
1580 { 1600 {
1581 if (change->last_sp < 0) 1601 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1602 op->last_sp = (-change->last_sp);
1583 else 1603 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1604 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 } 1605 }
1586 1606
1587 if (change->gen_sp_armour) 1607 if (change->gen_sp_armour)
1588 { 1608 {
1589 if (change->gen_sp_armour < 0) 1609 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1610 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1611 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1612 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 } 1613 }
1594 1614
1595 op->value *= change->value; 1615 op->value *= change->value;
1596 1616
1597 if (change->material) 1617 if (change->material)
1609 if (change->msg) 1629 if (change->msg)
1610 op->msg = change->msg; 1630 op->msg = change->msg;
1611} 1631}
1612 1632
1613static int 1633static int
1614legal_artifact_combination (object * op, artifact * art) 1634legal_artifact_combination (object *op, artifact * art)
1615{ 1635{
1616 int neg, success = 0; 1636 int neg, success = 0;
1617 linked_char *tmp; 1637 linked_char *tmp;
1618 const char *name; 1638 const char *name;
1619 1639
1620 if (art->allowed == (linked_char *) NULL) 1640 if (art->allowed == (linked_char *) NULL)
1621 return 1; /* Ie, "all" */ 1641 return 1; /* Ie, "all" */
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1642 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1643 {
1624#ifdef TREASURE_VERBOSE 1644#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1645 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1626#endif 1646#endif
1627 if (*tmp->name == '!') 1647 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1648 name = tmp->name + 1, neg = 1;
1629 else 1649 else
1630 name = tmp->name, neg = 0; 1650 name = tmp->name, neg = 0;
1631 1651
1632 /* If we match name, then return the opposite of 'neg' */ 1652 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1653 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1634 return !neg; 1654 return !neg;
1635 1655
1636 /* Set success as true, since if the match was an inverse, it means 1656 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1657 * everything is allowed except what we match
1638 */ 1658 */
1639 else if (neg) 1659 else if (neg)
1640 success = 1; 1660 success = 1;
1641 } 1661 }
1642 return success; 1662 return success;
1643} 1663}
1644 1664
1645/* 1665/*
1646 * Fixes the given object, giving it the abilities and titles 1666 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1667 * it should have due to the second artifact-template.
1648 */ 1668 */
1649 1669
1650void 1670void
1651give_artifact_abilities (object * op, object * artifct) 1671give_artifact_abilities (object *op, object *artifct)
1652{ 1672{
1653 char new_name[MAX_BUF]; 1673 char new_name[MAX_BUF];
1654 1674
1655 sprintf (new_name, "of %s", &artifct->name); 1675 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1676 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1677 add_abilities (op, artifct); /* Give out the bonuses */
1658 1678
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1679#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1680 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1681 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1682
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1683 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1684 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1685 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1686 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1687 }
1678 1699
1679/* Give 1 re-roll attempt per artifact */ 1700/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1701#define ARTIFACT_TRIES 2
1681 1702
1682void 1703void
1683generate_artifact (object * op, int difficulty) 1704generate_artifact (object *op, int difficulty)
1684{ 1705{
1685 artifactlist *al; 1706 artifactlist *al;
1686 artifact *art; 1707 artifact *art;
1687 int i; 1708 int i;
1688 1709
1689 al = find_artifactlist (op->type); 1710 al = find_artifactlist (op->type);
1690 1711
1691 if (al == NULL) 1712 if (al == NULL)
1692 { 1713 {
1693#if 0 /* This is too verbose, usually */ 1714#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1715 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1716#endif
1696 return; 1717 return;
1697 } 1718 }
1698 1719
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1720 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1721 {
1701 int roll = RANDOM () % al->total_chance; 1722 int roll = RANDOM () % al->total_chance;
1702 1723
1703 for (art = al->items; art != NULL; art = art->next) 1724 for (art = al->items; art != NULL; art = art->next)
1704 { 1725 {
1705 roll -= art->chance; 1726 roll -= art->chance;
1706 if (roll < 0) 1727 if (roll < 0)
1707 break; 1728 break;
1708 } 1729 }
1709 1730
1710 if (art == NULL || roll >= 0) 1731 if (art == NULL || roll >= 0)
1711 { 1732 {
1712#if 1 1733#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1734 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1735#endif
1715 return; 1736 return;
1716 } 1737 }
1717 if (!strcmp (art->item->name, "NONE")) 1738 if (!strcmp (art->item->name, "NONE"))
1718 return; 1739 return;
1719 if (FABS (op->magic) < art->item->magic) 1740 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1741 continue; /* Not magic enough to be this item */
1721 1742
1722 /* Map difficulty not high enough */ 1743 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1744 if (difficulty < art->difficulty)
1724 continue; 1745 continue;
1725 1746
1726 if (!legal_artifact_combination (op, art)) 1747 if (!legal_artifact_combination (op, art))
1727 { 1748 {
1728#ifdef TREASURE_VERBOSE 1749#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1750 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1730#endif 1751#endif
1731 continue; 1752 continue;
1732 } 1753 }
1733 give_artifact_abilities (op, art->item); 1754 give_artifact_abilities (op, art->item);
1734 return; 1755 return;
1735 } 1756 }
1736} 1757}
1737 1758
1739 * FOOD, except they inherit properties (name, food value, etc). 1760 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1761 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1762 */
1742 1763
1743void 1764void
1744fix_flesh_item (object * item, object * donor) 1765fix_flesh_item (object *item, object *donor)
1745{ 1766{
1746 char tmpbuf[MAX_BUF]; 1767 char tmpbuf[MAX_BUF];
1747 int i; 1768 int i;
1748 1769
1749 if (item->type == FLESH && donor) 1770 if (item->type == FLESH && donor)
1750 { 1771 {
1751 /* change the name */ 1772 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1773 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1774 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1775 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1776 item->name_pl = tmpbuf;
1754 1777
1755 /* weight is FLESH weight/100 * donor */ 1778 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1779 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1780 item->weight = 1;
1758 1781
1759 /* value is multiplied by level of donor */ 1782 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1783 item->value *= isqrt (donor->level * 2);
1761 1784
1762 /* food value */ 1785 /* food value */
1764 1787
1765 /* flesh items inherit some abilities of donor, but not 1788 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1789 * full effect.
1767 */ 1790 */
1768 for (i = 0; i < NROFATTACKS; i++) 1791 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1792 item->resist[i] = donor->resist[i] / 2;
1770 1793
1771 /* item inherits donor's level (important for quezals) */ 1794 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1795 item->level = donor->level;
1773 1796
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1797 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1798 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1799 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1800 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1801 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1802 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1803 }
1781} 1804}
1782 1805
1783/* special_potion() - so that old potion code is still done right. */ 1806/* special_potion() - so that old potion code is still done right. */
1784 1807
1785int 1808int
1786special_potion (object * op) 1809special_potion (object *op)
1787{ 1810{
1788
1789 int i;
1790
1791 if (op->attacktype) 1811 if (op->attacktype)
1792 return 1; 1812 return 1;
1793 1813
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1814 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1795 return 1; 1815 return 1;
1796 1816
1797 for (i = 0; i < NROFATTACKS; i++) 1817 for (int i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i]) 1818 if (op->resist[i])
1799 return 1; 1819 return 1;
1800 1820
1801 return 0; 1821 return 0;
1802} 1822}
1803 1823
1804void 1824void
1805free_treasurestruct (treasure * t) 1825free_treasurestruct (treasure *t)
1806{ 1826{
1807 if (t->next) 1827 if (t->next)
1808 free_treasurestruct (t->next); 1828 free_treasurestruct (t->next);
1809 if (t->next_yes) 1829 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1830 free_treasurestruct (t->next_yes);
1811 if (t->next_no) 1831 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1832 free_treasurestruct (t->next_no);
1813 free (t);
1814}
1815 1833
1834 delete t;
1835}
1836
1816void 1837void
1817free_charlinks (linked_char * lc) 1838free_charlinks (linked_char *lc)
1818{ 1839{
1819 if (lc->next) 1840 if (lc->next)
1820 free_charlinks (lc->next); 1841 free_charlinks (lc->next);
1821 1842
1822 delete lc; 1843 delete lc;
1823} 1844}
1824 1845
1825void 1846void
1826free_artifact (artifact * at) 1847free_artifact (artifact * at)
1827{ 1848{
1828
1829 if (at->next) 1849 if (at->next)
1830 free_artifact (at->next); 1850 free_artifact (at->next);
1851
1831 if (at->allowed) 1852 if (at->allowed)
1832 free_charlinks (at->allowed); 1853 free_charlinks (at->allowed);
1833 1854
1834 delete at->item; 1855 at->item->destroy (1);
1835 1856
1836 delete at; 1857 delete at;
1837} 1858}
1838 1859
1839void 1860void
1840free_artifactlist (artifactlist * al) 1861free_artifactlist (artifactlist * al)
1841{ 1862{
1842 artifactlist *nextal; 1863 artifactlist *nextal;
1864
1843 for (al = first_artifactlist; al != NULL; al = nextal) 1865 for (al = first_artifactlist; al; al = nextal)
1844 { 1866 {
1845 nextal = al->next; 1867 nextal = al->next;
1868
1846 if (al->items) 1869 if (al->items)
1847 {
1848 free_artifact (al->items); 1870 free_artifact (al->items);
1849 } 1871
1850 free (al); 1872 free (al);
1851 } 1873 }
1852} 1874}
1853 1875
1854void 1876void
1859 1881
1860 for (tl = first_treasurelist; tl != NULL; tl = next) 1882 for (tl = first_treasurelist; tl != NULL; tl = next)
1861 { 1883 {
1862 next = tl->next; 1884 next = tl->next;
1863 if (tl->items) 1885 if (tl->items)
1864 free_treasurestruct (tl->items); 1886 free_treasurestruct (tl->items);
1865 delete tl; 1887 delete tl;
1866 } 1888 }
1867 free_artifactlist (first_artifactlist); 1889 free_artifactlist (first_artifactlist);
1868} 1890}

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