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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.12 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.31 by pippijn, Sat Jan 6 14:42:29 2007 UTC

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

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