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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.9 by elmex, Sun Sep 3 14:33:48 2006 UTC vs.
Revision 1.33 by root, Thu Jan 18 19:42:09 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.9 2006/09/03 14:33:48 elmex Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
31 26
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
35 * left on 30 * left on
36 */ 31 */
37#define TREASURE_DEBUG 32#define TREASURE_DEBUG
38 33
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 34/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35
40/* #define TREASURE_VERBOSE */ 36/* #define TREASURE_VERBOSE */
41 37
42#include <global.h> 38#include <global.h>
43#include <treasure.h> 39#include <treasure.h>
44#include <funcpoint.h> 40#include <funcpoint.h>
45#include <loader.h> 41#include <loader.h>
46 42
47 43
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 45extern char *spell_mapping[];
50 46
51/* 47/*
52 * Initialize global archtype pointers: 48 * Initialize global archtype pointers:
53 */ 49 */
54 50
55void 51void
56init_archetype_pointers () 52init_archetype_pointers ()
57{ 53{
58 int prev_warn = warn_archetypes; 54 int prev_warn = warn_archetypes;
55
59 warn_archetypes = 1; 56 warn_archetypes = 1;
60 if (ring_arch == NULL) 57 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 58 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 59 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 60 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 61 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 62 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 63 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 64 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 65 warn_archetypes = prev_warn;
69} 66}
70 67
71/* 68/*
72 * Allocate and return the pointer to an empty treasurelist structure. 69 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 105 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 106 {
110 (*line)++; 107 (*line)++;
111 108
112 if (*buf == '#') 109 if (*buf == '#')
113 continue; 110 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 111 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 112 *cp = '\0';
116 cp = buf; 113 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 114 while (isspace (*cp)) /* Skip blanks */
118 cp++; 115 cp++;
119 116
120 if (sscanf (cp, "arch %s", variable)) 117 if (sscanf (cp, "arch %s", variable))
121 { 118 {
122 if ((t->item = find_archetype (variable)) == NULL) 119 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 121 }
125 else if (sscanf (cp, "list %s", variable)) 122 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 123 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 124 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 125 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 126 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 127 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 128 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 129 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 130 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 131 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 132 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 133 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 134 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 135 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 136 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 137 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 138 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 139 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 140 else if (!strcmp (cp, "end"))
144 return t; 141 return t;
145 else if (!strcmp (cp, "more")) 142 else if (!strcmp (cp, "more"))
146 { 143 {
147 t->next = load_treasure (fp, line); 144 t->next = load_treasure (fp, line);
148 return t; 145 return t;
149 } 146 }
150 else 147 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 149 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 150 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 151 return t;
155} 152}
156 153
157#ifdef TREASURE_DEBUG 154#ifdef TREASURE_DEBUG
155
158/* recursived checks the linked list. Treasurelist is passed only 156/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
160 */ 158 */
161static void 159static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 161{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 164 /* find_treasurelist will print out its own error message */
169 if (t->name && *t->name) 165 if (t->name && *t->name)
170 (void) find_treasurelist (t->name); 166 find_treasurelist (t->name);
171 if (t->next) 167 if (t->next)
172 check_treasurelist (t->next, tl); 168 check_treasurelist (t->next, tl);
173 if (t->next_yes) 169 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 170 check_treasurelist (t->next_yes, tl);
175 if (t->next_no) 171 if (t->next_no)
199 } 195 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 196 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 197 {
202 line++; 198 line++;
203 if (*buf == '#') 199 if (*buf == '#')
204 continue; 200 continue;
205 201
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 203 {
208 treasurelist *tl = get_empty_treasurelist (); 204 treasurelist *tl = get_empty_treasurelist ();
205
209 tl->name = name; 206 tl->name = name;
210 if (previous == NULL) 207 if (previous == NULL)
211 first_treasurelist = tl; 208 first_treasurelist = tl;
212 else 209 else
213 previous->next = tl; 210 previous->next = tl;
214 previous = tl; 211 previous = tl;
215 tl->items = load_treasure (fp, &line); 212 tl->items = load_treasure (fp, &line);
216 213
217 /* This is a one of the many items on the list should be generated. 214 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 215 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 216 * fields of the treasures are not being used.
220 */ 217 */
221 if (!strncmp (buf, "treasureone", 11)) 218 if (!strncmp (buf, "treasureone", 11))
222 { 219 {
223 for (t = tl->items; t != NULL; t = t->next) 220 for (t = tl->items; t != NULL; t = t->next)
224 { 221 {
225#ifdef TREASURE_DEBUG 222#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 223 if (t->next_yes || t->next_no)
227 { 224 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n"); 226 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 227 }
231#endif 228#endif
232 tl->total_chance += t->chance; 229 tl->total_chance += t->chance;
233 } 230 }
234 } 231 }
235 } 232 }
236 else 233 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 235 }
239 close_and_delete (fp, comp); 236 close_and_delete (fp, comp);
240 237
241#ifdef TREASURE_DEBUG 238#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 239 /* Perform some checks on how valid the treasure data actually is.
255 */ 252 */
256 253
257treasurelist * 254treasurelist *
258find_treasurelist (const char *name) 255find_treasurelist (const char *name)
259{ 256{
260 const char *tmp = shstr::find (name); 257 shstr_cmp name_ (name);
261 treasurelist *tl;
262 258
263 /* Special cases - randomitems of none is to override default. If 259 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; 260 return 0;
270 261
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
273 {
274 if (tmp == tl->name) 263 if (name_ == tl->name)
275 return tl; 264 return tl;
276 }
277 265
278 if (first_treasurelist) 266 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
280 268
281 return NULL; 269 return 0;
282} 270}
283 271
284 272
285/* 273/*
286 * Generates the objects specified by the given treasure. 274 * Generates the objects specified by the given treasure.
291 * being generated. 279 * being generated.
292 * 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
293 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
295 */ 283 */
296
297
298static void 284static void
299put_treasure (object * op, object * creator, int flags) 285put_treasure (object *op, object *creator, int flags)
300{ 286{
301 object *tmp; 287 object *tmp;
302 288
303 /* 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
304 * 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
305 * 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
306 * by another object. 292 * by another object.
307 */ 293 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
309 { 295 {
310 op->x = creator->x;
311 op->y = creator->y;
312 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
313 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);
314 } 298 }
315 else 299 else
316 { 300 {
317 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
321 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
322 } 308 }
323} 309}
324 310
325/* 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
326 * in the generated object 312 * in the generated object
327 */ 313 */
328static void 314static void
329change_treasure (treasure * t, object * op) 315change_treasure (treasure *t, object *op)
330{ 316{
331 /* CMD: change_name xxxx */ 317 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 318 if (t->change_arch.name)
333 { 319 {
334 op->name = t->change_arch.name; 320 op->name = t->change_arch.name;
341 if (t->change_arch.slaying) 327 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 328 op->slaying = t->change_arch.slaying;
343} 329}
344 330
345void 331void
346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
347{ 333{
348 object *tmp; 334 object *tmp;
349 335
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
352 { 337 {
353 if (t->name) 338 if (t->name)
354 { 339 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 341 {
357 } 342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
358 else 347 else
359 { 348 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
361 { 350 {
362 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
363 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 355 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 356 put_treasure (tmp, op, flag);
368 } 357 }
369 } 358 }
359
370 if (t->next_yes != NULL) 360 if (t->next_yes != NULL)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 361 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 362 }
373 else if (t->next_no != NULL) 363 else if (t->next_no != NULL)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 364 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365
375 if (t->next != NULL) 366 if (t->next != NULL)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 367 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 368}
378 369
379void 370void
380create_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)
381{ 372{
382 int value = RANDOM () % tl->total_chance; 373 int value = RANDOM () % tl->total_chance;
383 treasure *t; 374 treasure *t;
384 375
385 if (tries++ > 100) 376 if (tries++ > 100)
386 { 377 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 379 return;
389 } 380 }
381
390 for (t = tl->items; t != NULL; t = t->next) 382 for (t = tl->items; t != NULL; t = t->next)
391 { 383 {
392 value -= t->chance; 384 value -= t->chance;
385
393 if (value < 0) 386 if (value < 0)
394 break; 387 break;
395 } 388 }
396 389
397 if (!t || value >= 0) 390 if (!t || value >= 0)
398 { 391 {
399 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");
400 abort (); 393 abort ();
401 return; 394 return;
402 } 395 }
396
403 if (t->name) 397 if (t->name)
404 { 398 {
405 if (!strcmp (t->name, "NONE"))
406 return;
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);
407
411 return; 408 return;
412 } 409 }
410
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
414 { 412 {
415 object *tmp = arch_to_object (t->item); 413 object *tmp = arch_to_object (t->item);
414
416 if (!tmp) 415 if (!tmp)
417 return; 416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 418 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
420
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 421 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 422 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 423 put_treasure (tmp, op, flag);
423 } 424 }
424} 425}
429 * list transitions, or so that excessively good treasure will not be 430 * list transitions, or so that excessively good treasure will not be
430 * 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
431 * to do that. 432 * to do that.
432 */ 433 */
433void 434void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 436{
436 437
437 if (tries++ > 100) 438 if (tries++ > 100)
438 { 439 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 441 return;
441 } 442 }
442 if (t->total_chance) 443 if (tl->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries); 444 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 445 else
445 create_all_treasures (t->items, op, flag, difficulty, tries); 446 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 447}
447 448
448/* This is similar to the old generate treasure function. However, 449/* This is similar to the old generate treasure function. However,
449 * 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
450 * create_treasure. We create a dummy object that the treasure gets 451 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 452 * inserted into, and then return that treausre
452 */ 453 */
453object * 454object *
454generate_treasure (treasurelist * t, int difficulty) 455generate_treasure (treasurelist *tl, int difficulty)
455{ 456{
457 difficulty = clamp (difficulty, 1, settings.max_level);
458
456 object *ob = get_object (), *tmp; 459 object *ob = object::create (), *tmp;
457 460
458 create_treasure (t, ob, 0, difficulty, 0); 461 create_treasure (tl, ob, 0, difficulty, 0);
459 462
460 /* 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 */
461 tmp = ob->inv; 464 tmp = ob->inv;
462 if (tmp != NULL) 465 if (tmp != NULL)
463 remove_ob (tmp); 466 tmp->remove ();
467
464 if (ob->inv) 468 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 469 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 470
468 free_object (ob); 471 ob->destroy ();
469 return tmp; 472 return tmp;
470} 473}
471 474
472/* 475/*
473 * 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
475 * 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
476 * magical bonus "wanted". 479 * magical bonus "wanted".
477 */ 480 */
478 481
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
480/*chance of magic difficulty*/ 484/*chance of magic difficulty*/
485
481/* +0 +1 +2 +3 +4 */ 486/* +0 +1 +2 +3 +4 */
482 {95, 2, 2, 1, 0}, /*1 */ 487 {95, 2, 2, 1, 0}, /*1 */
483 {92, 5, 2, 1, 0}, /*2 */ 488 {92, 5, 2, 1, 0}, /*2 */
484 {85, 10, 4, 1, 0}, /*3 */ 489 {85, 10, 4, 1, 0}, /*3 */
485 {80, 14, 4, 2, 0}, /*4 */ 490 {80, 14, 4, 2, 0}, /*4 */
486 {75, 17, 5, 2, 1}, /*5 */ 491 {75, 17, 5, 2, 1}, /*5 */
487 {70, 18, 8, 3, 1}, /*6 */ 492 {70, 18, 8, 3, 1}, /*6 */
488 {65, 21, 10, 3, 1}, /*7 */ 493 {65, 21, 10, 3, 1}, /*7 */
489 {60, 22, 12, 4, 2}, /*8 */ 494 {60, 22, 12, 4, 2}, /*8 */
490 {55, 25, 14, 4, 2}, /*9 */ 495 {55, 25, 14, 4, 2}, /*9 */
491 {50, 27, 16, 5, 2}, /*10 */ 496 {50, 27, 16, 5, 2}, /*10 */
492 {45, 28, 18, 6, 3}, /*11 */ 497 {45, 28, 18, 6, 3}, /*11 */
493 {42, 28, 20, 7, 3}, /*12 */ 498 {42, 28, 20, 7, 3}, /*12 */
494 {40, 27, 21, 8, 4}, /*13 */ 499 {40, 27, 21, 8, 4}, /*13 */
495 {38, 25, 22, 10, 5}, /*14 */ 500 {38, 25, 22, 10, 5}, /*14 */
496 {36, 23, 23, 12, 6}, /*15 */ 501 {36, 23, 23, 12, 6}, /*15 */
497 {33, 21, 24, 14, 8}, /*16 */ 502 {33, 21, 24, 14, 8}, /*16 */
498 {31, 19, 25, 16, 9}, /*17 */ 503 {31, 19, 25, 16, 9}, /*17 */
499 {27, 15, 30, 18, 10}, /*18 */ 504 {27, 15, 30, 18, 10}, /*18 */
500 {20, 12, 30, 25, 13}, /*19 */ 505 {20, 12, 30, 25, 13}, /*19 */
501 {15, 10, 28, 30, 17}, /*20 */ 506 {15, 10, 28, 30, 17}, /*20 */
502 {13, 9, 27, 28, 23}, /*21 */ 507 {13, 9, 27, 28, 23}, /*21 */
503 {10, 8, 25, 28, 29}, /*22 */ 508 {10, 8, 25, 28, 29}, /*22 */
504 {8, 7, 23, 26, 36}, /*23 */ 509 {8, 7, 23, 26, 36}, /*23 */
505 {6, 6, 20, 22, 46}, /*24 */ 510 {6, 6, 20, 22, 46}, /*24 */
506 {4, 5, 17, 18, 56}, /*25 */ 511 {4, 5, 17, 18, 56}, /*25 */
507 {2, 4, 12, 14, 68}, /*26 */ 512 {2, 4, 12, 14, 68}, /*26 */
508 {0, 3, 7, 10, 80}, /*27 */ 513 {0, 3, 7, 10, 80}, /*27 */
509 {0, 0, 3, 7, 90}, /*28 */ 514 {0, 0, 3, 7, 90}, /*28 */
510 {0, 0, 0, 3, 97}, /*29 */ 515 {0, 0, 0, 3, 97}, /*29 */
511 {0, 0, 0, 0, 100}, /*30 */ 516 {0, 0, 0, 0, 100}, /*30 */
512 {0, 0, 0, 0, 100}, /*31 */ 517 {0, 0, 0, 0, 100}, /*31 */
513}; 518};
514 519
515 520
516/* calculate the appropriate level for wands staves and scrolls. 521/* calculate the appropriate level for wands staves and scrolls.
517 * 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)
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 524 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * 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.
521 */ 526 */
522 527
523int 528int
524level_for_item (const object * op, int difficulty) 529level_for_item (const object *op, int difficulty)
525{ 530{
526 int mult = 0, olevel = 0; 531 int olevel = 0;
527 532
528 if (!op->inv) 533 if (!op->inv)
529 { 534 {
530 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);
531 return 0; 536 return 0;
565 scaled_diff = 0; 570 scaled_diff = 0;
566 571
567 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
568 scaled_diff = DIFFLEVELS - 1; 573 scaled_diff = DIFFLEVELS - 1;
569 574
570 percent = RANDOM () % 100; 575 percent = rndm (100);
571 576
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 578 {
574 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
575 580
576 if (percent < 0) 581 if (percent < 0)
577 break; 582 break;
578 } 583 }
579 584
580 if (magic == (MAXMAGIC + 1)) 585 if (magic == (MAXMAGIC + 1))
581 { 586 {
582 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);
583 magic = 0; 588 magic = 0;
584 } 589 }
585 590
586 magic = (RANDOM () % 3) ? magic : -magic; 591 magic = (rndm (3)) ? magic : -magic;
587 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
588 593
589 return magic; 594 return magic;
590} 595}
591 596
595 * This function doesn't work properly, should add use of archetypes 600 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 601 * to make it truly absolute.
597 */ 602 */
598 603
599void 604void
600set_abs_magic (object * op, int magic) 605set_abs_magic (object *op, int magic)
601{ 606{
602 if (!magic) 607 if (!magic)
603 return; 608 return;
604 609
605 op->magic = magic; 610 op->magic = magic;
606 if (op->arch) 611 if (op->arch)
607 { 612 {
608 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
609 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;
610 615
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 616 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
612 magic = (-magic); 617 magic = (-magic);
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614 } 619 }
615 else 620 else
616 { 621 {
617 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 624 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
620 magic = (-magic); 625 magic = (-magic);
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 627 }
623} 628}
624 629
625/* 630/*
626 * Sets a random magical bonus in the given object based upon 631 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 632 * the given difficulty, and the given max possible bonus.
628 */ 633 */
629 634
630static void 635static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 636set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 637{
633 int i; 638 int i;
639
634 i = magic_from_difficulty (difficulty); 640 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 641 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 642 i = -i;
637 if (i > max_magic) 643 if (i > max_magic)
638 i = max_magic; 644 i = max_magic;
649 * other bonuses previously rolled and ones the item might natively have. 655 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 656 * 2) Add code to deal with new PR method.
651 */ 657 */
652 658
653void 659void
654set_ring_bonus (object * op, int bonus) 660set_ring_bonus (object *op, int bonus)
655{ 661{
656 662
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
658 664
659 if (op->type == AMULET) 665 if (op->type == AMULET)
660 { 666 {
661 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
662 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
663 else 669 else
664 { 670 {
665 if (RANDOM () & 2) 671 if (RANDOM () & 2)
666 r = 10; 672 r = 10;
667 else 673 else
668 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
669 } 675 }
670 } 676 }
671 677
672 switch (r) 678 switch (r)
673 { 679 {
674 /* 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,
675 * bonuses and penalties will stack and add to existing values. 681 * bonuses and penalties will stack and add to existing values.
676 * of the item. 682 * of the item.
677 */ 683 */
678 case 0: 684 case 0:
679 case 1: 685 case 1:
680 case 2: 686 case 2:
681 case 3: 687 case 3:
682 case 4: 688 case 4:
683 case 5: 689 case 5:
684 case 6: 690 case 6:
685 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)));
686 break; 692 break;
687 693
688 case 7: 694 case 7:
689 op->stats.dam += bonus; 695 op->stats.dam += bonus;
690 break; 696 break;
691 697
692 case 8: 698 case 8:
693 op->stats.wc += bonus; 699 op->stats.wc += bonus;
694 break; 700 break;
695 701
696 case 9: 702 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 703 op->stats.food += bonus; /* hunger/sustenance */
698 break; 704 break;
699 705
700 case 10: 706 case 10:
701 op->stats.ac += bonus; 707 op->stats.ac += bonus;
702 break; 708 break;
703 709
704 /* Item that gives protections/vulnerabilities */ 710 /* Item that gives protections/vulnerabilities */
705 case 11: 711 case 11:
706 case 12: 712 case 12:
707 case 13: 713 case 13:
708 case 14: 714 case 14:
709 case 15: 715 case 15:
710 case 16: 716 case 16:
711 case 17: 717 case 17:
712 case 18: 718 case 18:
713 case 19: 719 case 19:
714 { 720 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
716 722
717 /* 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) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
719 725
720 /* 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
721 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
722 * 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
723 * even values. 729 * even values.
724 */ 730 */
725 if (bonus < 0) 731 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 732 val = 2 * -val - RANDOM () % b;
727 if (val > 35) 733 if (val > 35)
728 val = 35; /* Upper limit */ 734 val = 35; /* Upper limit */
729 b = 0; 735 b = 0;
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 736 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 737 {
732 resist = RANDOM () % num_resist_table; 738 resist = RANDOM () % num_resist_table;
733 } 739 }
734 if (b == 4) 740 if (b == 4)
735 return; /* Not able to find a free resistance */ 741 return; /* Not able to find a free resistance */
736 op->resist[resist_table[resist]] = val; 742 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 743 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 744 * based on how good a resistance we gave.
739 */ 745 */
740 break; 746 break;
741 } 747 }
742 case 20: 748 case 20:
743 if (op->type == AMULET) 749 if (op->type == AMULET)
744 { 750 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 751 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 752 op->value *= 11;
747 } 753 }
748 else 754 else
749 { 755 {
750 op->stats.hp = 1; /* regenerate hit points */ 756 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 757 op->value *= 4;
752 } 758 }
753 break; 759 break;
754 760
755 case 21: 761 case 21:
756 if (op->type == AMULET) 762 if (op->type == AMULET)
757 { 763 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 764 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 765 op->value *= 9;
760 } 766 }
761 else 767 else
762 { 768 {
763 op->stats.sp = 1; /* regenerate spell points */ 769 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 770 op->value *= 3;
765 } 771 }
766 break; 772 break;
767 773
768 case 22: 774 case 22:
769 op->stats.exp += bonus; /* Speed! */ 775 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 776 op->value = (op->value * 2) / 3;
771 break; 777 break;
772 } 778 }
773 if (bonus > 0) 779 if (bonus > 0)
774 op->value *= 2 * bonus; 780 op->value *= 2 * bonus;
775 else 781 else
776 op->value = -(op->value * 2 * bonus) / 3; 782 op->value = -(op->value * 2 * bonus) / 3;
787 793
788int 794int
789get_magic (int diff) 795get_magic (int diff)
790{ 796{
791 int i; 797 int i;
798
792 if (diff < 3) 799 if (diff < 3)
793 diff = 3; 800 diff = 3;
794 for (i = 0; i < 4; i++) 801 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 802 if (RANDOM () % diff)
796 return i; 803 return i;
797 return 4; 804 return 4;
798} 805}
799 806
800#define DICE2 (get_magic(2)==2?2:1) 807#define DICE2 (get_magic(2)==2?2:1)
801#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 808#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
802 809
803/* 810/*
804 * 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
805 * 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
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 813 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 814 */
815
808/* 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
809 * 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
810 * 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
811 * way to do this? b.t. */ 819 * way to do this? b.t. */
820
812/* 821/*
813 * ! (flags & GT_ENVIRONMENT): 822 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 823 * Automatically calls fix_flesh_item().
815 * 824 *
816 * flags: 825 * flags:
820 * 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
821 * 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
822 */ 831 */
823 832
824void 833void
825fix_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)
826{ 835{
827 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;
828 837
829 if (!creator || creator->type == op->type) 838 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 839 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 840
832 /* If we make an artifact, this information will be destroyed */ 841 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 842 save_item_power = op->item_power;
834 op->item_power = 0; 843 op->item_power = 0;
835 844
836 if (op->randomitems && op->type != SPELL) 845 if (op->randomitems && op->type != SPELL)
837 { 846 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 847 create_treasure (op->randomitems, op, flags, difficulty, 0);
839 if (!op->inv) 848 if (!op->inv)
840 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);
841 850
842 /* So the treasure doesn't get created again */ 851 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 852 op->randomitems = NULL;
844 } 853 }
845 854
846 if (difficulty < 1) 855 if (difficulty < 1)
847 difficulty = 1; 856 difficulty = 1;
848 857
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
849 if (!(flags & GT_MINIMAL)) 864 if (!(flags & GT_MINIMAL))
850 { 865 {
851 if (op->arch == crown_arch) 866 if (op->arch == crown_arch)
852 { 867 {
853 set_magic (difficulty, op, max_magic, flags); 868 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 869 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 870 generate_artifact (op, difficulty);
856 } 871 }
857 else 872 else
858 { 873 {
859 if (!op->magic && max_magic) 874 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 875 set_magic (difficulty, op, max_magic, flags);
861 876
862 num_enchantments = calc_item_power (op, 1); 877 num_enchantments = calc_item_power (op, 1);
863 878
864 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,
865 * used for shop_floors or treasures */ 880 * used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 881 generate_artifact (op, difficulty);
867 } 882 }
868 883
869 /* Object was made an artifact. Calculate its item_power rating. 884 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 885 * the item_power in the object is what the artfiact adds.
871 */ 886 */
872 if (op->title) 887 if (op->title)
873 { 888 {
874 /* 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
875 * 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
876 * 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
877 * 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
878 * 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
879 * being somewhat of a bonus 894 * being somewhat of a bonus
880 */ 895 */
881 if (save_item_power) 896 if (save_item_power)
882 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);
883 else 898 else
884 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);
885 } 900 }
886 else if (save_item_power) 901 else if (save_item_power)
887 { 902 {
888 /* 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.
889 * we don't care about num_enchantments - that will basically just 904 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 905 * have calculated some value from the base attributes of the archetype.
891 */ 906 */
892 op->item_power = save_item_power; 907 op->item_power = save_item_power;
893 } 908 }
894 else 909 else
895 { 910 {
896 /* 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
897 * 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
898 * 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
899 * item_power value. 914 * item_power value.
900 * - gros, 21th of July 2006. 915 * - gros, 21th of July 2006.
901 */ 916 */
902 op->item_power = calc_item_power (op, 0); 917 op->item_power = calc_item_power (op, 0);
903 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
904 * again below */ 919 * again below */
905 } 920 }
906 } 921 }
907 922
908 /* materialtype modifications. Note we allow this on artifacts. */ 923 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 924 set_materialname (op, difficulty, NULL);
910 925
911 if (flags & GT_MINIMAL) 926 if (flags & GT_MINIMAL)
912 { 927 {
913 if (op->type == POTION) 928 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 929 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 930 if (op->stats.sp && !op->randomitems)
916 { 931 {
917 object *tmp; 932 object *tmp;
918 933
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 936 op->stats.sp = 0;
922 } 937 }
923 } 938 }
924 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 940 switch (op->type)
926 { 941 {
927 case WEAPON: 942 case WEAPON:
928 case ARMOUR: 943 case ARMOUR:
929 case SHIELD: 944 case SHIELD:
930 case HELMET: 945 case HELMET:
931 case CLOAK: 946 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
933 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
934 break; 949 break;
935 950
936 case BRACERS: 951 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
938 { 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) && rndm (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) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED);
1018
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944 1020
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 1021 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1022 break;
1009 1023
1010 if (!(RANDOM () % 4)) 1024 if (!(rndm (4)))
1011 { 1025 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1026 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 1027
1014 if (d > 0) 1028 if (d > 0)
1015 op->value *= 3; 1029 op->value *= 3;
1016 1030
1017 set_ring_bonus (op, d); 1031 set_ring_bonus (op, d);
1018 1032
1019 if (!(RANDOM () % 4)) 1033 if (!(rndm (4)))
1020 { 1034 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1035 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1036
1037 if (d > 0)
1038 op->value *= 5;
1039 set_ring_bonus (op, d);
1040 }
1041 }
1042
1028 if (GET_ANIM_ID (op)) 1043 if (GET_ANIM_ID (op))
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1030 1045
1031 break; 1046 break;
1032 1047
1033 case BOOK: 1048 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1049 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1050 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1051 * creator and/or map level we found it on.
1037 */ 1052 */
1038 if (!op->msg && RANDOM () % 10) 1053 if (!op->msg && rndm (10))
1039 { 1054 {
1040 /* set the book level properly */ 1055 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1057 {
1043 if (op->map && op->map->difficulty) 1058 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1059 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1045 else 1060 else
1046 op->level = RANDOM () % 20 + 1; 1061 op->level = rndm (20) + 1;
1047 } 1062 }
1048 else 1063 else
1049 op->level = RANDOM () % creator->level; 1064 op->level = RANDOM () % creator->level;
1050 1065
1051 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);
1052 /* books w/ info are worth more! */ 1067 /* books w/ info are worth more! */
1053 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));
1054 /* creator related stuff */ 1069 /* creator related stuff */
1055 1070
1056 /* for library, chained books. Note that some monsters have no_pick 1071 /* for library, chained books. Note that some monsters have no_pick
1057 * 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.
1058 */ 1073 */
1059 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))
1060 SET_FLAG (op, FLAG_NO_PICK); 1075 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1076 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1077 op->slaying = creator->slaying;
1063 1078
1064 /* add exp so reading it gives xp (once) */ 1079 /* add exp so reading it gives xp (once) */
1065 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;
1066 } 1081 }
1067 break; 1082 break;
1068 1083
1069 case SPELLBOOK: 1084 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1085 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */ 1086 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1087 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1088 op->stats.exp = op->value;
1074 break; 1089 break;
1075 1090
1076 case WAND: 1091 case WAND:
1077 /* nrof in the treasure list is number of charges, 1092 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1093 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1094 * and reset nrof.
1080 */ 1095 */
1081 op->stats.food = op->inv->nrof; 1096 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1097 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1098 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1099 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1100 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1101 * the spell, and value calculation is simpler.
1087 */ 1102 */
1088 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)
1089 { 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:
1090 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 */
1091 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);
1092 } 1123 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1124 if (op->stats.maxhp)
1094 { 1125 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1126 else
1096 op->value = op->value * op->inv->value; 1127 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1128
1129 op->stats.hp = op->stats.maxhp;
1130 break;
1131
1100 case ROD: 1132 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1133 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 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);
1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 1135
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */ 1136 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1137 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1138 op->nrof = op->inv->nrof;
1124 break; 1139 break;
1125 1140
1126 case RUNE: 1141 case RUNE:
1127 trap_adjust (op, difficulty); 1142 trap_adjust (op, difficulty);
1128 break; 1143 break;
1129 1144
1130 case TRAP: 1145 case TRAP:
1131 trap_adjust (op, difficulty); 1146 trap_adjust (op, difficulty);
1132 break; 1147 break;
1133 } /* switch type */ 1148 } /* switch type */
1134 1149
1135 if (flags & GT_STARTEQUIP) 1150 if (flags & GT_STARTEQUIP)
1136 { 1151 {
1137 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))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1153 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1154 else if (op->type != MONEY)
1140 op->value = 0; 1155 op->value = 0;
1141 } 1156 }
1142 1157
1143 if (!(flags & GT_ENVIRONMENT)) 1158 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1159 fix_flesh_item (op, creator);
1145} 1160}
1157 */ 1172 */
1158 1173
1159static artifactlist * 1174static artifactlist *
1160get_empty_artifactlist (void) 1175get_empty_artifactlist (void)
1161{ 1176{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1178
1163 if (tl == NULL) 1179 if (al == NULL)
1164 fatal (OUT_OF_MEMORY); 1180 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL; 1181 al->next = NULL;
1166 tl->items = NULL; 1182 al->items = NULL;
1167 tl->total_chance = 0; 1183 al->total_chance = 0;
1168 return tl; 1184 return al;
1169} 1185}
1170 1186
1171/* 1187/*
1172 * Allocate and return the pointer to an empty artifact structure. 1188 * Allocate and return the pointer to an empty artifact structure.
1173 */ 1189 */
1174 1190
1175static artifact * 1191static artifact *
1176get_empty_artifact (void) 1192get_empty_artifact (void)
1177{ 1193{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1194 artifact *a = (artifact *) malloc (sizeof (artifact));
1195
1179 if (t == NULL) 1196 if (a == NULL)
1180 fatal (OUT_OF_MEMORY); 1197 fatal (OUT_OF_MEMORY);
1181 t->item = NULL; 1198 a->item = NULL;
1182 t->next = NULL; 1199 a->next = NULL;
1183 t->chance = 0; 1200 a->chance = 0;
1184 t->difficulty = 0; 1201 a->difficulty = 0;
1185 t->allowed = NULL; 1202 a->allowed = NULL;
1186 return t; 1203 return a;
1187} 1204}
1188 1205
1189/* 1206/*
1190 * 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
1191 * of objects on it. 1208 * of objects on it.
1216 fprintf (logfile, "\n"); 1233 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1234 for (al = first_artifactlist; al != NULL; al = al->next)
1218 { 1235 {
1219 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);
1220 for (art = al->items; art != NULL; art = art->next) 1237 for (art = al->items; art != NULL; art = art->next)
1221 { 1238 {
1222 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);
1223 if (art->allowed != NULL) 1240 if (art->allowed != NULL)
1224 { 1241 {
1225 fprintf (logfile, "\tAllowed combinations:"); 1242 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next) 1243 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name); 1244 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n"); 1245 fprintf (logfile, "\n");
1229 } 1246 }
1230 } 1247 }
1231 } 1248 }
1232 fprintf (logfile, "\n"); 1249 fprintf (logfile, "\n");
1233} 1250}
1234 1251
1235/* 1252/*
1236 * For debugging purposes. Dumps all treasures recursively (see below). 1253 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */ 1254 */
1238void 1255void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1256dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1240{ 1257{
1241 treasurelist *tl; 1258 treasurelist *tl;
1242 int i; 1259 int i;
1243 1260
1244 if (depth > 100) 1261 if (depth > 100)
1245 return; 1262 return;
1246 while (t != NULL) 1263 while (t)
1247 { 1264 {
1248 if (t->name != NULL) 1265 if (t->name)
1249 { 1266 {
1250 for (i = 0; i < depth; i++) 1267 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " "); 1268 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name); 1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name); 1270 tl = find_treasurelist (t->name);
1271 if (tl)
1254 dump_monster_treasure_rec (name, tl->items, depth + 2); 1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 } 1276 }
1259 else 1277 else
1260 { 1278 {
1261 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH) 1281 if (t->item && t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else 1283 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name); 1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 } 1285 }
1286
1268 if (t->next_yes != NULL) 1287 if (t->next_yes)
1269 { 1288 {
1270 for (i = 0; i < depth; i++) 1289 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1290 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n"); 1291 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 } 1293 }
1294
1275 if (t->next_no != NULL) 1295 if (t->next_no)
1276 { 1296 {
1277 for (i = 0; i < depth; i++) 1297 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " "); 1298 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n"); 1299 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 } 1301 }
1302
1282 t = t->next; 1303 t = t->next;
1283 } 1304 }
1284} 1305}
1285 1306
1286/* 1307/*
1297 found = 0; 1318 found = 0;
1298 fprintf (logfile, "\n"); 1319 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next) 1320 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 { 1322 {
1302 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);
1303 if (at->clone.randomitems != NULL) 1324 if (at->clone.randomitems != NULL)
1304 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);
1305 else 1326 else
1306 fprintf (logfile, "(nothing)\n"); 1327 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n"); 1328 fprintf (logfile, "\n");
1308 found++; 1329 found++;
1309 } 1330 }
1310 if (found == 0) 1331 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name); 1332 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1333}
1313 1334
1320{ 1341{
1321 static int has_been_inited = 0; 1342 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323 artifact *art = NULL; 1344 artifact *art = NULL;
1324 linked_char *tmp; 1345 linked_char *tmp;
1325 int value, comp; 1346 int value;
1326 artifactlist *al; 1347 artifactlist *al;
1327 1348
1328 if (has_been_inited) 1349 if (has_been_inited)
1329 return; 1350 return;
1330 else 1351 else
1337 return; 1358 return;
1338 1359
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1360 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1340 { 1361 {
1341 if (*buf == '#') 1362 if (*buf == '#')
1342 continue; 1363 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL) 1364 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0'; 1365 *cp = '\0';
1345 cp = buf; 1366 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */ 1367 while (*cp == ' ') /* Skip blanks */
1347 cp++; 1368 cp++;
1348 if (*cp == '\0') 1369 if (*cp == '\0')
1349 continue; 1370 continue;
1350 1371
1351 if (!strncmp (cp, "Allowed", 7)) 1372 if (!strncmp (cp, "Allowed", 7))
1352 { 1373 {
1353 if (art == NULL) 1374 if (art == NULL)
1354 { 1375 {
1355 art = get_empty_artifact (); 1376 art = get_empty_artifact ();
1356 nrofartifacts++; 1377 nrofartifacts++;
1357 } 1378 }
1358 cp = strchr (cp, ' ') + 1; 1379 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all")) 1380 if (!strcmp (cp, "all"))
1360 continue; 1381 continue;
1361 1382
1362 do 1383 do
1363 { 1384 {
1364 nrofallowedstr++; 1385 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL) 1386 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0'; 1387 *(next++) = '\0';
1367 tmp = new linked_char; 1388 tmp = new linked_char;
1389
1368 tmp->name = cp; 1390 tmp->name = cp;
1369 tmp->next = art->allowed; 1391 tmp->next = art->allowed;
1370 art->allowed = tmp; 1392 art->allowed = tmp;
1371 } 1393 }
1372 while ((cp = next) != NULL); 1394 while ((cp = next) != NULL);
1373 } 1395 }
1374 else if (sscanf (cp, "chance %d", &value)) 1396 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value; 1397 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value)) 1398 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value; 1399 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6)) 1400 else if (!strncmp (cp, "Object", 6))
1379 { 1401 {
1380 art->item = (object *) calloc (1, sizeof (object)); 1402 art->item = object::create ();
1381 reset_object (art->item); 1403
1382 if (!load_object (thawer, art->item, LO_LINEMODE, 0)) 1404 if (!load_object (thawer, art->item, 0))
1383 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1384 art->item->name = strchr (cp, ' ') + 1; 1407 art->item->name = strchr (cp, ' ') + 1;
1385 al = find_artifactlist (art->item->type); 1408 al = find_artifactlist (art->item->type);
1386 if (al == NULL) 1409 if (al == NULL)
1387 { 1410 {
1388 al = get_empty_artifactlist (); 1411 al = get_empty_artifactlist ();
1389 al->type = art->item->type; 1412 al->type = art->item->type;
1390 al->next = first_artifactlist; 1413 al->next = first_artifactlist;
1391 first_artifactlist = al; 1414 first_artifactlist = al;
1392 } 1415 }
1393 art->next = al->items; 1416 art->next = al->items;
1394 al->items = art; 1417 al->items = art;
1395 art = NULL; 1418 art = NULL;
1396 } 1419 }
1397 else 1420 else
1398 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1399 } 1422 }
1400 1423
1401 for (al = first_artifactlist; al != NULL; al = al->next) 1424 for (al = first_artifactlist; al != NULL; al = al->next)
1402 { 1425 {
1403 for (art = al->items; art != NULL; art = art->next) 1426 for (art = al->items; art != NULL; art = art->next)
1404 { 1427 {
1405 if (!art->chance) 1428 if (!art->chance)
1406 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);
1407 else 1430 else
1408 al->total_chance += art->chance; 1431 al->total_chance += art->chance;
1409 } 1432 }
1410#if 0 1433#if 0
1411 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);
1412#endif 1435#endif
1413 } 1436 }
1414 1437
1420 * Used in artifact generation. The bonuses of the first object 1443 * Used in artifact generation. The bonuses of the first object
1421 * is modified by the bonuses of the second object. 1444 * is modified by the bonuses of the second object.
1422 */ 1445 */
1423 1446
1424void 1447void
1425add_abilities (object * op, object * change) 1448add_abilities (object *op, object *change)
1426{ 1449{
1427 int i, j, tmp; 1450 int i, tmp;
1428 1451
1429 if (change->face != blank_face) 1452 if (change->face != blank_face)
1430 { 1453 {
1431#ifdef TREASURE_VERBOSE 1454#ifdef TREASURE_VERBOSE
1432 LOG (llevDebug, "FACE: %d\n", change->face->number); 1455 LOG (llevDebug, "FACE: %d\n", change->face->number);
1471 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1494 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1472 { 1495 {
1473 CLEAR_FLAG (op, FLAG_ANIMATE); 1496 CLEAR_FLAG (op, FLAG_ANIMATE);
1474 /* so artifacts will join */ 1497 /* so artifacts will join */
1475 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1498 if (!QUERY_FLAG (op, FLAG_ALIVE))
1476 op->speed = 0.0; 1499 op->speed = 0.0;
1477 update_ob_speed (op); 1500
1501 op->set_speed (op->speed);
1478 } 1502 }
1479 1503
1480 if (change->nrof) 1504 if (change->nrof)
1481 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1505 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1482 1506
1483 op->stats.exp += change->stats.exp; /* Speed modifier */ 1507 op->stats.exp += change->stats.exp; /* Speed modifier */
1484 op->stats.wc += change->stats.wc; 1508 op->stats.wc += change->stats.wc;
1485 op->stats.ac += change->stats.ac; 1509 op->stats.ac += change->stats.ac;
1486 1510
1487 if (change->other_arch) 1511 if (change->other_arch)
1488 { 1512 {
1489 /* Basically, for horns & potions, the other_arch field is the spell 1513 /* Basically, for horns & potions, the other_arch field is the spell
1490 * 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
1491 * this object. 1515 * this object.
1492 */ 1516 */
1493 if (op->type == HORN || op->type == POTION) 1517 if (op->type == HORN || op->type == POTION)
1494 { 1518 {
1495 object *tmp_obj; 1519 object *tmp_obj;
1520
1496 /* Remove any spells this object currently has in it */ 1521 /* Remove any spells this object currently has in it */
1497 while (op->inv) 1522 while (op->inv)
1498 { 1523 op->inv->destroy ();
1499 tmp_obj = op->inv;
1500 remove_ob (tmp_obj);
1501 free_object (tmp_obj);
1502 }
1503 1524
1504 tmp_obj = arch_to_object (change->other_arch); 1525 tmp_obj = arch_to_object (change->other_arch);
1505 insert_ob_in_ob (tmp_obj, op); 1526 insert_ob_in_ob (tmp_obj, op);
1506 } 1527 }
1507 /* No harm setting this for potions/horns */ 1528 /* No harm setting this for potions/horns */
1508 op->other_arch = change->other_arch; 1529 op->other_arch = change->other_arch;
1509 } 1530 }
1510 1531
1511 if (change->stats.hp < 0) 1532 if (change->stats.hp < 0)
1544 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;
1545 1566
1546 op->item_power = change->item_power; 1567 op->item_power = change->item_power;
1547 1568
1548 for (i = 0; i < NROFATTACKS; i++) 1569 for (i = 0; i < NROFATTACKS; i++)
1549 {
1550 if (change->resist[i]) 1570 if (change->resist[i])
1551 {
1552 op->resist[i] += change->resist[i]; 1571 op->resist[i] += change->resist[i];
1553 }
1554 }
1555 1572
1556 if (change->stats.dam) 1573 if (change->stats.dam)
1557 { 1574 {
1558 if (change->stats.dam < 0) 1575 if (change->stats.dam < 0)
1559 op->stats.dam = (-change->stats.dam); 1576 op->stats.dam = (-change->stats.dam);
1560 else if (op->stats.dam) 1577 else if (op->stats.dam)
1561 { 1578 {
1562 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);
1563 if (tmp == op->stats.dam) 1580 if (tmp == op->stats.dam)
1564 { 1581 {
1565 if (change->stats.dam < 10) 1582 if (change->stats.dam < 10)
1566 op->stats.dam--; 1583 op->stats.dam--;
1584 else
1585 op->stats.dam++;
1586 }
1567 else 1587 else
1568 op->stats.dam++;
1569 }
1570 else
1571 op->stats.dam = tmp; 1588 op->stats.dam = tmp;
1572 } 1589 }
1573 } 1590 }
1574 1591
1575 if (change->weight) 1592 if (change->weight)
1576 { 1593 {
1577 if (change->weight < 0) 1594 if (change->weight < 0)
1578 op->weight = (-change->weight); 1595 op->weight = (-change->weight);
1579 else 1596 else
1580 op->weight = (op->weight * (change->weight)) / 100; 1597 op->weight = (op->weight * (change->weight)) / 100;
1581 } 1598 }
1582 1599
1583 if (change->last_sp) 1600 if (change->last_sp)
1584 { 1601 {
1585 if (change->last_sp < 0) 1602 if (change->last_sp < 0)
1586 op->last_sp = (-change->last_sp); 1603 op->last_sp = (-change->last_sp);
1587 else 1604 else
1588 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);
1589 } 1606 }
1590 1607
1591 if (change->gen_sp_armour) 1608 if (change->gen_sp_armour)
1592 { 1609 {
1593 if (change->gen_sp_armour < 0) 1610 if (change->gen_sp_armour < 0)
1594 op->gen_sp_armour = (-change->gen_sp_armour); 1611 op->gen_sp_armour = (-change->gen_sp_armour);
1595 else 1612 else
1596 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);
1597 } 1614 }
1598 1615
1599 op->value *= change->value; 1616 op->value *= change->value;
1600 1617
1601 if (change->material) 1618 if (change->material)
1613 if (change->msg) 1630 if (change->msg)
1614 op->msg = change->msg; 1631 op->msg = change->msg;
1615} 1632}
1616 1633
1617static int 1634static int
1618legal_artifact_combination (object * op, artifact * art) 1635legal_artifact_combination (object *op, artifact * art)
1619{ 1636{
1620 int neg, success = 0; 1637 int neg, success = 0;
1621 linked_char *tmp; 1638 linked_char *tmp;
1622 const char *name; 1639 const char *name;
1623 1640
1624 if (art->allowed == (linked_char *) NULL) 1641 if (art->allowed == (linked_char *) NULL)
1625 return 1; /* Ie, "all" */ 1642 return 1; /* Ie, "all" */
1626 for (tmp = art->allowed; tmp; tmp = tmp->next) 1643 for (tmp = art->allowed; tmp; tmp = tmp->next)
1627 { 1644 {
1628#ifdef TREASURE_VERBOSE 1645#ifdef TREASURE_VERBOSE
1629 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1646 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1630#endif 1647#endif
1631 if (*tmp->name == '!') 1648 if (*tmp->name == '!')
1632 name = tmp->name + 1, neg = 1; 1649 name = tmp->name + 1, neg = 1;
1633 else 1650 else
1634 name = tmp->name, neg = 0; 1651 name = tmp->name, neg = 0;
1635 1652
1636 /* If we match name, then return the opposite of 'neg' */ 1653 /* If we match name, then return the opposite of 'neg' */
1637 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)))
1638 return !neg; 1655 return !neg;
1639 1656
1640 /* 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
1641 * everything is allowed except what we match 1658 * everything is allowed except what we match
1642 */ 1659 */
1643 else if (neg) 1660 else if (neg)
1644 success = 1; 1661 success = 1;
1645 } 1662 }
1646 return success; 1663 return success;
1647} 1664}
1648 1665
1649/* 1666/*
1650 * Fixes the given object, giving it the abilities and titles 1667 * Fixes the given object, giving it the abilities and titles
1651 * it should have due to the second artifact-template. 1668 * it should have due to the second artifact-template.
1652 */ 1669 */
1653 1670
1654void 1671void
1655give_artifact_abilities (object * op, object * artifct) 1672give_artifact_abilities (object *op, object *artifct)
1656{ 1673{
1657 char new_name[MAX_BUF]; 1674 char new_name[MAX_BUF];
1658 1675
1659 sprintf (new_name, "of %s", &artifct->name); 1676 sprintf (new_name, "of %s", &artifct->name);
1660 op->title = new_name; 1677 op->title = new_name;
1661 add_abilities (op, artifct); /* Give out the bonuses */ 1678 add_abilities (op, artifct); /* Give out the bonuses */
1662 1679
1663#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... */
1664 { 1681 {
1665 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1682 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1683
1666 SET_FLAG (op, FLAG_IDENTIFIED); 1684 SET_FLAG (op, FLAG_IDENTIFIED);
1667 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));
1668 if (!identified) 1686 if (!identified)
1669 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1687 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1670 } 1688 }
1682 1700
1683/* Give 1 re-roll attempt per artifact */ 1701/* Give 1 re-roll attempt per artifact */
1684#define ARTIFACT_TRIES 2 1702#define ARTIFACT_TRIES 2
1685 1703
1686void 1704void
1687generate_artifact (object * op, int difficulty) 1705generate_artifact (object *op, int difficulty)
1688{ 1706{
1689 artifactlist *al; 1707 artifactlist *al;
1690 artifact *art; 1708 artifact *art;
1691 int i; 1709 int i;
1692 1710
1693 al = find_artifactlist (op->type); 1711 al = find_artifactlist (op->type);
1694 1712
1695 if (al == NULL) 1713 if (al == NULL)
1696 { 1714 {
1697#if 0 /* This is too verbose, usually */ 1715#if 0 /* This is too verbose, usually */
1698 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);
1699#endif 1717#endif
1700 return; 1718 return;
1701 } 1719 }
1702 1720
1703 for (i = 0; i < ARTIFACT_TRIES; i++) 1721 for (i = 0; i < ARTIFACT_TRIES; i++)
1704 { 1722 {
1705 int roll = RANDOM () % al->total_chance; 1723 int roll = RANDOM () % al->total_chance;
1706 1724
1707 for (art = al->items; art != NULL; art = art->next) 1725 for (art = al->items; art != NULL; art = art->next)
1708 { 1726 {
1709 roll -= art->chance; 1727 roll -= art->chance;
1710 if (roll < 0) 1728 if (roll < 0)
1711 break; 1729 break;
1712 } 1730 }
1713 1731
1714 if (art == NULL || roll >= 0) 1732 if (art == NULL || roll >= 0)
1715 { 1733 {
1716#if 1 1734#if 1
1717 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);
1718#endif 1736#endif
1719 return; 1737 return;
1720 } 1738 }
1721 if (!strcmp (art->item->name, "NONE")) 1739 if (!strcmp (art->item->name, "NONE"))
1722 return; 1740 return;
1723 if (FABS (op->magic) < art->item->magic) 1741 if (FABS (op->magic) < art->item->magic)
1724 continue; /* Not magic enough to be this item */ 1742 continue; /* Not magic enough to be this item */
1725 1743
1726 /* Map difficulty not high enough */ 1744 /* Map difficulty not high enough */
1727 if (difficulty < art->difficulty) 1745 if (difficulty < art->difficulty)
1728 continue; 1746 continue;
1729 1747
1730 if (!legal_artifact_combination (op, art)) 1748 if (!legal_artifact_combination (op, art))
1731 { 1749 {
1732#ifdef TREASURE_VERBOSE 1750#ifdef TREASURE_VERBOSE
1733 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);
1734#endif 1752#endif
1735 continue; 1753 continue;
1736 } 1754 }
1737 give_artifact_abilities (op, art->item); 1755 give_artifact_abilities (op, art->item);
1738 return; 1756 return;
1739 } 1757 }
1740} 1758}
1741 1759
1743 * FOOD, except they inherit properties (name, food value, etc). 1761 * FOOD, except they inherit properties (name, food value, etc).
1744 * 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.
1745 */ 1763 */
1746 1764
1747void 1765void
1748fix_flesh_item (object * item, object * donor) 1766fix_flesh_item (object *item, object *donor)
1749{ 1767{
1750 char tmpbuf[MAX_BUF]; 1768 char tmpbuf[MAX_BUF];
1751 int i; 1769 int i;
1752 1770
1753 if (item->type == FLESH && donor) 1771 if (item->type == FLESH && donor)
1754 { 1772 {
1755 /* change the name */ 1773 /* change the name */
1756 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;
1757 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;
1758 1778
1759 /* weight is FLESH weight/100 * donor */ 1779 /* weight is FLESH weight/100 * donor */
1760 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)
1761 item->weight = 1; 1781 item->weight = 1;
1762 1782
1763 /* value is multiplied by level of donor */ 1783 /* value is multiplied by level of donor */
1764 item->value *= isqrt (donor->level * 2); 1784 item->value *= isqrt (donor->level * 2);
1765 1785
1766 /* food value */ 1786 /* food value */
1768 1788
1769 /* flesh items inherit some abilities of donor, but not 1789 /* flesh items inherit some abilities of donor, but not
1770 * full effect. 1790 * full effect.
1771 */ 1791 */
1772 for (i = 0; i < NROFATTACKS; i++) 1792 for (i = 0; i < NROFATTACKS; i++)
1773 item->resist[i] = donor->resist[i] / 2; 1793 item->resist[i] = donor->resist[i] / 2;
1774 1794
1775 /* item inherits donor's level (important for quezals) */ 1795 /* item inherits donor's level (important for quezals) */
1776 item->level = donor->level; 1796 item->level = donor->level;
1777 1797
1778 /* if donor has some attacktypes, the flesh is poisonous */ 1798 /* if donor has some attacktypes, the flesh is poisonous */
1779 if (donor->attacktype & AT_POISON) 1799 if (donor->attacktype & AT_POISON)
1780 item->type = POISON; 1800 item->type = POISON;
1781 if (donor->attacktype & AT_ACID) 1801 if (donor->attacktype & AT_ACID)
1782 item->stats.hp = -1 * item->stats.food; 1802 item->stats.hp = -1 * item->stats.food;
1783 SET_FLAG (item, FLAG_NO_STEAL); 1803 SET_FLAG (item, FLAG_NO_STEAL);
1784 } 1804 }
1785} 1805}
1786 1806
1787/* special_potion() - so that old potion code is still done right. */ 1807/* special_potion() - so that old potion code is still done right. */
1788 1808
1789int 1809int
1790special_potion (object * op) 1810special_potion (object *op)
1791{ 1811{
1792
1793 int i;
1794
1795 if (op->attacktype) 1812 if (op->attacktype)
1796 return 1; 1813 return 1;
1797 1814
1798 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)
1799 return 1; 1816 return 1;
1800 1817
1801 for (i = 0; i < NROFATTACKS; i++) 1818 for (int i = 0; i < NROFATTACKS; i++)
1802 if (op->resist[i]) 1819 if (op->resist[i])
1803 return 1; 1820 return 1;
1804 1821
1805 return 0; 1822 return 0;
1806} 1823}
1807 1824
1808void 1825void
1809free_treasurestruct (treasure * t) 1826free_treasurestruct (treasure *t)
1810{ 1827{
1811 if (t->next) 1828 if (t->next)
1812 free_treasurestruct (t->next); 1829 free_treasurestruct (t->next);
1813 if (t->next_yes) 1830 if (t->next_yes)
1814 free_treasurestruct (t->next_yes); 1831 free_treasurestruct (t->next_yes);
1817 1834
1818 delete t; 1835 delete t;
1819} 1836}
1820 1837
1821void 1838void
1822free_charlinks (linked_char * lc) 1839free_charlinks (linked_char *lc)
1823{ 1840{
1824 if (lc->next) 1841 if (lc->next)
1825 free_charlinks (lc->next); 1842 free_charlinks (lc->next);
1826 1843
1827 delete lc; 1844 delete lc;
1828} 1845}
1829 1846
1830void 1847void
1831free_artifact (artifact * at) 1848free_artifact (artifact * at)
1832{ 1849{
1833
1834 if (at->next) 1850 if (at->next)
1835 free_artifact (at->next); 1851 free_artifact (at->next);
1852
1836 if (at->allowed) 1853 if (at->allowed)
1837 free_charlinks (at->allowed); 1854 free_charlinks (at->allowed);
1838 1855
1839 delete at->item; 1856 at->item->destroy (1);
1840 1857
1841 delete at; 1858 delete at;
1842} 1859}
1843 1860
1844void 1861void
1845free_artifactlist (artifactlist * al) 1862free_artifactlist (artifactlist * al)
1846{ 1863{
1847 artifactlist *nextal; 1864 artifactlist *nextal;
1865
1848 for (al = first_artifactlist; al != NULL; al = nextal) 1866 for (al = first_artifactlist; al; al = nextal)
1849 { 1867 {
1850 nextal = al->next; 1868 nextal = al->next;
1869
1851 if (al->items) 1870 if (al->items)
1852 {
1853 free_artifact (al->items); 1871 free_artifact (al->items);
1854 } 1872
1855 free (al); 1873 free (al);
1856 } 1874 }
1857} 1875}
1858 1876
1859void 1877void
1864 1882
1865 for (tl = first_treasurelist; tl != NULL; tl = next) 1883 for (tl = first_treasurelist; tl != NULL; tl = next)
1866 { 1884 {
1867 next = tl->next; 1885 next = tl->next;
1868 if (tl->items) 1886 if (tl->items)
1869 free_treasurestruct (tl->items); 1887 free_treasurestruct (tl->items);
1870 delete tl; 1888 delete tl;
1871 } 1889 }
1872 free_artifactlist (first_artifactlist); 1890 free_artifactlist (first_artifactlist);
1873} 1891}

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