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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.34 by root, Sat Jan 20 22:09:51 2007 UTC vs.
Revision 1.102 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25#define ALLOWED_COMBINATION
26 24
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h>
41#include <loader.h>
42 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
43 42
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 44
47/* 45typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 46 const char *,
49 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
50 52
51void 53static tl_map_t tl_map;
52init_archetype_pointers ()
53{
54 int prev_warn = warn_archetypes;
55 54
56 warn_archetypes = 1; 55//TODO: class method
57 if (ring_arch == NULL) 56static void free_treasurestruct (treasure *t); // bleh desu
58 ring_arch = archetype::find ("ring"); 57static void
59 if (amulet_arch == NULL) 58clear (treasurelist *tl)
60 amulet_arch = archetype::find ("amulet"); 59{
61 if (staff_arch == NULL) 60 if (tl->items)
62 staff_arch = archetype::find ("staff"); 61 {
63 if (crown_arch == NULL) 62 free_treasurestruct (tl->items);
64 crown_arch = archetype::find ("crown"); 63 tl->items = 0;
65 warn_archetypes = prev_warn; 64 }
66}
67 65
68/* 66 tl->total_chance = 0;
69 * Allocate and return the pointer to an empty treasurelist structure. 67}
70 */
71 68
69/*
70 * Searches for the given treasurelist
71 */
72static treasurelist * 72treasurelist *
73get_empty_treasurelist (void) 73treasurelist::find (const char *name)
74{ 74{
75 if (!name)
76 return 0;
77
78 auto (i, tl_map.find (name));
79
80 if (i == tl_map.end ())
81 return 0;
82
83 return i->second;
84}
85
86/*
87 * Searches for the given treasurelist in the globally linked list
88 * of treasurelists which has been built by load_treasures().
89 */
90treasurelist *
91treasurelist::get (const char *name)
92{
93 treasurelist *tl = find (name);
94
95 if (!tl)
96 {
75 return new treasurelist; 97 tl = new treasurelist;
76}
77 98
78/* 99 tl->name = name;
79 * Allocate and return the pointer to an empty treasure structure. 100 tl->next = first_treasurelist;
80 */ 101 first_treasurelist = tl;
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86 102
87 t->chance = 100; 103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
88 105
89 return t; 106 return tl;
90} 107}
108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
91 129
92/* 130/*
93 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
95 */ 133 */
96
97static treasure * 134static treasure *
98load_treasure (FILE * fp, int *line) 135read_treasure (object_thawer &f)
99{ 136{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 137 treasure *t = new treasure;
102 int value;
103 138
104 nroftreasures++; 139 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 140
109 if (*buf == '#') 141 for (;;)
110 continue; 142 {
111 if ((cp = strchr (buf, '\n')) != NULL) 143 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 144
117 if (sscanf (cp, "arch %s", variable)) 145 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 146 {
122 else if (sscanf (cp, "list %s", variable)) 147 case KW_arch:
123 t->name = variable; 148 t->item = archetype::find (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 149
125 t->change_arch.name = variable; 150 if (!t->item)
126 else if (sscanf (cp, "change_title %s", variable))
127 t->change_arch.title = variable;
128 else if (sscanf (cp, "change_slaying %s", variable))
129 t->change_arch.slaying = variable;
130 else if (sscanf (cp, "chance %d", &value))
131 t->chance = (uint8) value;
132 else if (sscanf (cp, "nrof %d", &value))
133 t->nrof = (uint16) value;
134 else if (sscanf (cp, "magic %d", &value))
135 t->magic = (uint8) value;
136 else if (!strcmp (cp, "yes"))
137 t->next_yes = load_treasure (fp, line);
138 else if (!strcmp (cp, "no"))
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 { 151 {
144 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
145 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
146 } 182 }
147 else 183
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
149 } 185 }
150 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
151 return t; 191 return 0;
152} 192}
153 193
154#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out
158 */
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175
176/* 194/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
179 */ 196 */
180 197treasurelist *
181void 198treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 199{
184 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189 201
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 204 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
194 return; 207 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 208
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
215 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
217 */ 212 */
218 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
219 { 218 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no)
224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 221 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 222
238#ifdef TREASURE_DEBUG 223 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 224 }
240 * verify that list transitions work (ie, the list that it is supposed 225 }
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246#endif
247}
248 226
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0; 227 return tl;
270} 228}
271
272 229
273/* 230/*
274 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
283 */ 240 */
284static void 241static void
285put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
286{ 243{
287 object *tmp; 244 if (flags & GT_ENVIRONMENT)
288 245 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
290 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
291 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
292 * by another object. 249 * by another object.
293 */ 250 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
298 } 267 }
299 else 268 else
300 { 269 {
301 op = creator->insert (op); 270 op = creator->insert (op);
302 271
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
305
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
307 esrv_send_item (tmp, op);
308 } 274 }
309} 275}
310 276
311/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 278 * in the generated object
326 292
327 if (t->change_arch.slaying) 293 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 294 op->slaying = t->change_arch.slaying;
329} 295}
330 296
331void 297static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 298create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 299{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 300 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 301 {
338 if (t->name) 302 if (t->name)
339 { 303 {
340 if (difficulty >= t->magic) 304 if (difficulty >= t->magic)
305 if (treasurelist *tl = treasurelist::find (t->name))
306 create_treasure (tl, op, flag, difficulty, tries);
307 else
308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
309 }
310 else
311 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 313 {
342 treasurelist *tl = find_treasurelist (t->name); 314 object *tmp = t->item->instance ();
343 if (tl) 315
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item);
352 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
318
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 320 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 321 put_treasure (tmp, op, flag);
357 } 322 }
358 } 323 }
359 324
360 if (t->next_yes != NULL) 325 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 326 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 327 }
363 else if (t->next_no != NULL) 328 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 329 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 330
366 if (t->next != NULL) 331 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 332 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 333}
369 334
370void 335static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 336create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 337{
373 int value = RANDOM () % tl->total_chance; 338 int value = rndm (tl->total_chance);
374 treasure *t; 339 treasure *t;
375 340
376 if (tries++ > 100) 341 if (tries++ > 100)
377 { 342 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 343 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 344 return;
380 } 345 }
381 346
382 for (t = tl->items; t != NULL; t = t->next) 347 for (t = tl->items; t; t = t->next)
383 { 348 {
384 value -= t->chance; 349 value -= t->chance;
385 350
386 if (value < 0) 351 if (value < 0)
387 break; 352 break;
388 } 353 }
389 354
390 if (!t || value >= 0) 355 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 356 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 357
397 if (t->name) 358 if (t->name)
398 { 359 {
399 if (difficulty >= t->magic) 360 if (difficulty >= t->magic)
400 { 361 {
401 treasurelist *tl = find_treasurelist (t->name); 362 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 363 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
404 } 365 }
405 else if (t->nrof) 366 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 368 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
412 { 370 {
413 object *tmp = arch_to_object (t->item); 371 if (object *tmp = t->item->instance ())
414 372 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
420 375
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 377 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
379 }
424 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 387}
426 388
427/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 390 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 391 * have been made. It is really in place to prevent infinite loops with
432 * to do that. 394 * to do that.
433 */ 395 */
434void 396void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 397create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 398{
399 // empty treasurelists are legal
400 if (!tl->items)
401 return;
437 402
438 if (tries++ > 100) 403 if (tries++ > 100)
439 { 404 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 406 return;
442 } 407 }
408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
443 if (tl->total_chance) 418 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 420 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 422}
454object * 429object *
455generate_treasure (treasurelist *tl, int difficulty) 430generate_treasure (treasurelist *tl, int difficulty)
456{ 431{
457 difficulty = clamp (difficulty, 1, settings.max_level); 432 difficulty = clamp (difficulty, 1, settings.max_level);
458 433
459 object *ob = object::create (), *tmp; 434 object *ob = object::create ();
460 435
461 create_treasure (tl, ob, 0, difficulty, 0); 436 create_treasure (tl, ob, 0, difficulty, 0);
462 437
463 /* Don't want to free the object we are about to return */ 438 /* Don't want to free the object we are about to return */
464 tmp = ob->inv; 439 object *tmp = ob->inv;
465 if (tmp != NULL) 440 if (tmp)
466 tmp->remove (); 441 tmp->remove ();
467 442
468 if (ob->inv) 443 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
470 445
471 ob->destroy (); 446 ob->destroy ();
447
472 return tmp; 448 return tmp;
473} 449}
474 450
475/* 451/*
476 * This is a new way of calculating the chance for an item to have 452 * This is a new way of calculating the chance for an item to have
478 * The array has two arguments, the difficulty of the level, and the 454 * The array has two arguments, the difficulty of the level, and the
479 * magical bonus "wanted". 455 * magical bonus "wanted".
480 */ 456 */
481 457
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 458static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484/*chance of magic difficulty*/ 459// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 460// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 461 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 462 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 463 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 464 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 465 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 466 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 467 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 468 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 469 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 470 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 471 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 472 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 473 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 474 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 475 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 476 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 477 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 478 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 479 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 480 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 481 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 482 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 483 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 484 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 485 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 486 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 487 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 488 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 489 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 490 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 491 { 0, 0, 0, 0, 100}, // 31
518}; 492};
519
520 493
521/* calculate the appropriate level for wands staves and scrolls. 494/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 495 * This code presumes that op has had its spell object created (in op->inv)
523 * 496 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 499 */
527 500static int
528int
529level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
530{ 502{
531 int olevel = 0;
532
533 if (!op->inv) 503 if (!op->inv)
534 { 504 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 506 return 0;
537 } 507 }
538 508
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
540 510
541 if (olevel <= 0) 511 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
543 513
544 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
545 olevel = MAXLEVEL;
546
547 return olevel;
548} 515}
549 516
550/* 517/*
551 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 523 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 524 * weird integer between 1-31.
558 * 525 *
559 */ 526 */
560 527static int
561int
562magic_from_difficulty (int difficulty) 528magic_from_difficulty (int difficulty)
563{ 529{
564 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566 532
609 575
610 op->magic = magic; 576 op->magic = magic;
611 if (op->arch) 577 if (op->arch)
612 { 578 {
613 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
615 581
616 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 583 magic = (-magic);
584
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
619 } 586 }
620 else 587 else
621 { 588 {
622 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
624 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 593 magic = (-magic);
594
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 596 }
628} 597}
629 598
630/* 599/*
653 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
657 */ 626 */
658 627static void
659void
660set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
661{ 629{
662
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
664 631
665 if (op->type == AMULET) 632 if (op->type == AMULET)
666 { 633 {
667 if (!(rndm (21))) 634 if (!(rndm (21)))
668 r = 20 + rndm (2); 635 r = 20 + rndm (2);
669 else 636 else
670 { 637 {
671 if (RANDOM () & 2) 638 if (rndm (2))
672 r = 10; 639 r = 10;
673 else 640 else
674 r = 11 + rndm (9); 641 r = 11 + rndm (9);
675 } 642 }
676 } 643 }
686 case 2: 653 case 2:
687 case 3: 654 case 3:
688 case 4: 655 case 4:
689 case 5: 656 case 5:
690 case 6: 657 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 658 op->stats.stat (r) += bonus;
692 break; 659 break;
693 660
694 case 7: 661 case 7:
695 op->stats.dam += bonus; 662 op->stats.dam += bonus;
696 break; 663 break;
727 * positive values for how protections work out. Put another 694 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 695 * little random element in since that they don't always end up with
729 * even values. 696 * even values.
730 */ 697 */
731 if (bonus < 0) 698 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 699 val = 2 * -val - rndm (b);
733 if (val > 35) 700 if (val > 35)
734 val = 35; /* Upper limit */ 701 val = 35; /* Upper limit */
735 b = 0; 702 b = 0;
736 703
737 while (op->resist[resist_table[resist]] != 0 && b < 4) 704 while (op->resist[resist_table[resist]] != 0 && b < 4)
790 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on 758 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets. 759 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours. 760 * Another scheme is used to calculate the magic of weapons and armours.
794 */ 761 */
795 762static int
796int
797get_magic (int diff) 763get_magic (int diff)
798{ 764{
799 int i; 765 int i;
800 766
801 if (diff < 3) 767 if (diff < 3)
802 diff = 3; 768 diff = 3;
769
803 for (i = 0; i < 4; i++) 770 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff) 771 if (rndm (diff))
805 return i; 772 return i;
773
806 return 4; 774 return 4;
807} 775}
808 776
777/* special_potion() - so that old potion code is still done right. */
778static int
779special_potion (object *op)
780{
781 if (op->attacktype)
782 return 1;
783
784 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
785 return 1;
786
787 for (int i = 0; i < NROFATTACKS; i++)
788 if (op->resist[i])
789 return 1;
790
791 return 0;
792}
793
809#define DICE2 (get_magic(2)==2?2:1) 794#define DICE2 (get_magic(2)==2?2:1)
810#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 795#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 796
812/* 797/*
813 * fix_generated_item(): This is called after an item is generated, in 798 * fix_generated_item(): This is called after an item is generated, in
814 * order to set it up right. This produced magical bonuses, puts spells 799 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 800 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 814 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 815 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material 816 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc 817 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 818 */
834
835void 819void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 820fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 821{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 822 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 823
844 save_item_power = op->item_power; 828 save_item_power = op->item_power;
845 op->item_power = 0; 829 op->item_power = 0;
846 830
847 if (op->randomitems && op->type != SPELL) 831 if (op->randomitems && op->type != SPELL)
848 { 832 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
852
853 /* So the treasure doesn't get created again */ 834 /* So the treasure doesn't get created again */
854 op->randomitems = NULL; 835 op->randomitems = 0;
855 } 836 }
856 837
857 if (difficulty < 1) 838 max_it (difficulty, 1);
858 difficulty = 1;
859 839
860 if (INVOKE_OBJECT (ADD_BONUS, op, 840 if (INVOKE_OBJECT (ADD_BONUS, op,
861 ARG_OBJECT (creator != op ? creator : 0), 841 ARG_OBJECT (creator != op ? creator : 0),
862 ARG_INT (difficulty), ARG_INT (max_magic), 842 ARG_INT (difficulty), ARG_INT (max_magic),
863 ARG_INT (flags))) 843 ARG_INT (flags)))
864 return; 844 return;
865 845
866 if (!(flags & GT_MINIMAL)) 846 if (!(flags & GT_MINIMAL))
867 { 847 {
868 if (op->arch == crown_arch) 848 if (IS_ARCH (op->arch, crown))
869 { 849 {
870 set_magic (difficulty, op, max_magic, flags); 850 set_magic (difficulty, op, max_magic, flags);
871 num_enchantments = calc_item_power (op, 1); 851 num_enchantments = calc_item_power (op, 1);
872 generate_artifact (op, difficulty); 852 generate_artifact (op, difficulty);
873 } 853 }
876 if (!op->magic && max_magic) 856 if (!op->magic && max_magic)
877 set_magic (difficulty, op, max_magic, flags); 857 set_magic (difficulty, op, max_magic, flags);
878 858
879 num_enchantments = calc_item_power (op, 1); 859 num_enchantments = calc_item_power (op, 1);
880 860
881 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 861 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
882 * used for shop_floors or treasures */ 862 || op->type == HORN
863 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
883 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
884 } 865 }
885 866
886 /* Object was made an artifact. Calculate its item_power rating. 867 /* Object was made an artifact. Calculate its item_power rating.
887 * the item_power in the object is what the artfiact adds. 868 * the item_power in the object is what the artfiact adds.
921 * again below */ 902 * again below */
922 } 903 }
923 } 904 }
924 905
925 /* materialtype modifications. Note we allow this on artifacts. */ 906 /* materialtype modifications. Note we allow this on artifacts. */
926 set_materialname (op, difficulty, NULL); 907 select_material (op, difficulty);
927 908
928 if (flags & GT_MINIMAL) 909 if (flags & GT_MINIMAL)
929 { 910 {
930 if (op->type == POTION) 911 if (op->type == POTION)
931 /* Handle healing and magic power potions */ 912 /* Handle healing and magic power potions */
932 if (op->stats.sp && !op->randomitems) 913 if (op->stats.sp && !op->randomitems)
933 { 914 {
934 object *tmp;
935
936 tmp = get_archetype (spell_mapping[op->stats.sp]); 915 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
937 insert_ob_in_ob (tmp, op); 916 insert_ob_in_ob (tmp, op);
938 op->stats.sp = 0; 917 op->stats.sp = 0;
939 } 918 }
940 } 919 }
941 else if (!op->title) /* Only modify object if not special */ 920 else if (!op->title) /* Only modify object if not special */
949 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 928 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
950 set_ring_bonus (op, -DICE2); 929 set_ring_bonus (op, -DICE2);
951 break; 930 break;
952 931
953 case BRACERS: 932 case BRACERS:
954 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 933 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
955 { 934 {
956 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
957 if (!QUERY_FLAG (op, FLAG_CURSED)) 936 if (!QUERY_FLAG (op, FLAG_CURSED))
958 op->value *= 3; 937 op->value *= 3;
959 } 938 }
964 int too_many_tries = 0, is_special = 0; 943 int too_many_tries = 0, is_special = 0;
965 944
966 /* Handle healing and magic power potions */ 945 /* Handle healing and magic power potions */
967 if (op->stats.sp && !op->randomitems) 946 if (op->stats.sp && !op->randomitems)
968 { 947 {
969 object *tmp;
970
971 tmp = get_archetype (spell_mapping[op->stats.sp]); 948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
972 insert_ob_in_ob (tmp, op); 949 insert_ob_in_ob (tmp, op);
973 op->stats.sp = 0; 950 op->stats.sp = 0;
974 } 951 }
975 952
976 while (!(is_special = special_potion (op)) && !op->inv) 953 while (!(is_special = special_potion (op)) && !op->inv)
984 * since the value set on those is already correct. 961 * since the value set on those is already correct.
985 */ 962 */
986 if (op->inv && op->randomitems) 963 if (op->inv && op->randomitems)
987 { 964 {
988 /* value multiplier is same as for scrolls */ 965 /* value multiplier is same as for scrolls */
989 op->value = (op->value * op->inv->value); 966 op->value *= op->inv->value;
990 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
991 } 968 }
992 else 969 else
993 { 970 {
994 op->name = "potion"; 971 op->name = "potion";
995 op->name_pl = "potions"; 972 op->name_pl = "potions";
996 } 973 }
997 974
998 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
999 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
977
1000 break; 978 break;
1001 } 979 }
1002 980
1003 case AMULET: 981 case AMULET:
1004 if (op->arch == amulet_arch) 982 if (IS_ARCH (op->arch, amulet))
1005 op->value *= 5; /* Since it's not just decoration */ 983 op->value *= 5; /* Since it's not just decoration */
1006 984
1007 case RING: 985 case RING:
1008 if (op->arch == NULL)
1009 {
1010 op->destroy ();
1011 op = 0;
1012 break;
1013 }
1014
1015 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 986 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1016 break; 987 break;
1017 988
1018 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1019 SET_FLAG (op, FLAG_CURSED); 990 SET_FLAG (op, FLAG_CURSED);
1020 991
1040 op->value *= 5; 1011 op->value *= 5;
1041 set_ring_bonus (op, d); 1012 set_ring_bonus (op, d);
1042 } 1013 }
1043 } 1014 }
1044 1015
1045 if (GET_ANIM_ID (op)) 1016 if (op->animation_id)
1046 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1017 op->set_anim_frame (rndm (op->anim_frames ()));
1047 1018
1048 break; 1019 break;
1049 1020
1050 case BOOK: 1021 case BOOK:
1051 /* Is it an empty book?, if yes lets make a special· 1022 /* Is it an empty book?, if yes lets make a special·
1056 { 1027 {
1057 /* set the book level properly */ 1028 /* set the book level properly */
1058 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1029 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1059 { 1030 {
1060 if (op->map && op->map->difficulty) 1031 if (op->map && op->map->difficulty)
1061 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1; 1032 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1062 else 1033 else
1063 op->level = rndm (20) + 1; 1034 op->level = rndm (20) + 1;
1064 } 1035 }
1065 else 1036 else
1066 op->level = RANDOM () % creator->level; 1037 op->level = rndm (creator->level);
1067 1038
1068 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1039 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1069 /* books w/ info are worth more! */ 1040 /* books w/ info are worth more! */
1070 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1041 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1071 /* creator related stuff */
1072
1073 /* for library, chained books. Note that some monsters have no_pick
1074 * set - we don't want to set no pick in that case.
1075 */
1076 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1077 SET_FLAG (op, FLAG_NO_PICK);
1078 if (creator->slaying && !op->slaying) /* for check_inv floors */
1079 op->slaying = creator->slaying;
1080 1042
1081 /* add exp so reading it gives xp (once) */ 1043 /* add exp so reading it gives xp (once) */
1082 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1044 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1083 } 1045 }
1046
1047 /* creator related stuff */
1048
1049 /* for library, chained books. Note that some monsters have no_pick
1050 * set - we don't want to set no pick in that case.
1051 */
1052 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1053 SET_FLAG (op, FLAG_NO_PICK);
1054 if (creator->slaying && !op->slaying) /* for check_inv floors */
1055 op->slaying = creator->slaying;
1084 break; 1056 break;
1085 1057
1086 case SPELLBOOK: 1058 case SPELLBOOK:
1087 op->value = op->value * op->inv->value; 1059 op->value = op->value * op->inv->value;
1088 /* add exp so learning gives xp */ 1060 /* add exp so learning gives xp */
1122 * 10 time multiplier). This way, the value are a bit more reasonable. 1094 * 10 time multiplier). This way, the value are a bit more reasonable.
1123 */ 1095 */
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125 /* maxhp is used to denote how many 'charges' the rod holds before */ 1097 /* maxhp is used to denote how many 'charges' the rod holds before */
1126 if (op->stats.maxhp) 1098 if (op->stats.maxhp)
1127 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1099 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1128 else 1100 else
1129 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1101 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1130 1102
1131 op->stats.hp = op->stats.maxhp; 1103 op->stats.hp = op->stats.maxhp;
1132 break; 1104 break;
1133 1105
1134 case SCROLL: 1106 case SCROLL:
1170 */ 1142 */
1171 1143
1172/* 1144/*
1173 * Allocate and return the pointer to an empty artifactlist structure. 1145 * Allocate and return the pointer to an empty artifactlist structure.
1174 */ 1146 */
1175
1176static artifactlist * 1147static artifactlist *
1177get_empty_artifactlist (void) 1148get_empty_artifactlist ()
1178{ 1149{
1179 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1150 return salloc0<artifactlist> ();
1180
1181 if (al == NULL)
1182 fatal (OUT_OF_MEMORY);
1183 al->next = NULL;
1184 al->items = NULL;
1185 al->total_chance = 0;
1186 return al;
1187} 1151}
1188 1152
1189/* 1153/*
1190 * Allocate and return the pointer to an empty artifact structure. 1154 * Allocate and return the pointer to an empty artifact structure.
1191 */ 1155 */
1192
1193static artifact * 1156static artifact *
1194get_empty_artifact (void) 1157get_empty_artifact ()
1195{ 1158{
1196 artifact *a = (artifact *) malloc (sizeof (artifact)); 1159 return salloc0<artifact> ();
1197
1198 if (a == NULL)
1199 fatal (OUT_OF_MEMORY);
1200 a->item = NULL;
1201 a->next = NULL;
1202 a->chance = 0;
1203 a->difficulty = 0;
1204 a->allowed = NULL;
1205 return a;
1206} 1160}
1207 1161
1208/* 1162/*
1209 * Searches the artifact lists and returns one that has the same type 1163 * Searches the artifact lists and returns one that has the same type
1210 * of objects on it. 1164 * of objects on it.
1211 */ 1165 */
1212
1213artifactlist * 1166artifactlist *
1214find_artifactlist (int type) 1167find_artifactlist (int type)
1215{ 1168{
1216 artifactlist *al;
1217
1218 for (al = first_artifactlist; al != NULL; al = al->next) 1169 for (artifactlist *al = first_artifactlist; al; al = al->next)
1219 if (al->type == type) 1170 if (al->type == type)
1220 return al; 1171 return al;
1172
1221 return NULL; 1173 return 0;
1222} 1174}
1223 1175
1224/* 1176/*
1225 * For debugging purposes. Dumps all tables. 1177 * Builds up the lists of artifacts from the file in the libdir.
1226 */ 1178 */
1227
1228void 1179void
1229dump_artifacts (void)
1230{
1231 artifactlist *al;
1232 artifact *art;
1233 linked_char *next;
1234
1235 fprintf (logfile, "\n");
1236 for (al = first_artifactlist; al != NULL; al = al->next)
1237 {
1238 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1239 for (art = al->items; art != NULL; art = art->next)
1240 {
1241 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1242 if (art->allowed != NULL)
1243 {
1244 fprintf (logfile, "\tAllowed combinations:");
1245 for (next = art->allowed; next != NULL; next = next->next)
1246 fprintf (logfile, "%s,", &next->name);
1247 fprintf (logfile, "\n");
1248 }
1249 }
1250 }
1251 fprintf (logfile, "\n");
1252}
1253
1254/*
1255 * For debugging purposes. Dumps all treasures recursively (see below).
1256 */
1257void
1258dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1259{
1260 treasurelist *tl;
1261 int i;
1262
1263 if (depth > 100)
1264 return;
1265 while (t)
1266 {
1267 if (t->name)
1268 {
1269 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " ");
1271 fprintf (logfile, "{ (list: %s)\n", &t->name);
1272 tl = find_treasurelist (t->name);
1273 if (tl)
1274 dump_monster_treasure_rec (name, tl->items, depth + 2);
1275 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " ");
1277 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1278 }
1279 else
1280 {
1281 for (i = 0; i < depth; i++)
1282 fprintf (logfile, " ");
1283 if (t->item && t->item->clone.type == FLESH)
1284 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1285 else
1286 fprintf (logfile, "%s\n", &t->item->clone.name);
1287 }
1288
1289 if (t->next_yes)
1290 {
1291 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " ");
1293 fprintf (logfile, " (if yes)\n");
1294 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1295 }
1296
1297 if (t->next_no)
1298 {
1299 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " ");
1301 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 }
1304
1305 t = t->next;
1306 }
1307}
1308
1309/*
1310 * For debugging purposes. Dumps all treasures for a given monster.
1311 * Created originally by Raphael Quinet for debugging the alchemy code.
1312 */
1313
1314void
1315dump_monster_treasure (const char *name)
1316{
1317 archetype *at;
1318 int found;
1319
1320 found = 0;
1321 fprintf (logfile, "\n");
1322 for (at = first_archetype; at != NULL; at = at->next)
1323 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1324 {
1325 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1326 if (at->clone.randomitems != NULL)
1327 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1328 else
1329 fprintf (logfile, "(nothing)\n");
1330 fprintf (logfile, "\n");
1331 found++;
1332 }
1333 if (found == 0)
1334 fprintf (logfile, "No objects have the name %s!\n\n", name);
1335}
1336
1337/*
1338 * Builds up the lists of artifacts from the file in the libdir.
1339 */
1340
1341void
1342init_artifacts (void) 1180init_artifacts ()
1343{ 1181{
1344 static int has_been_inited = 0; 1182 static int has_been_inited = 0;
1345 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1183 char filename[MAX_BUF];
1346 artifact *art = NULL; 1184 artifact *art = NULL;
1347 linked_char *tmp;
1348 int value;
1349 artifactlist *al; 1185 artifactlist *al;
1350 1186
1351 if (has_been_inited) 1187 if (has_been_inited)
1352 return; 1188 return;
1353 else 1189 else
1354 has_been_inited = 1; 1190 has_been_inited = 1;
1355 1191
1356 sprintf (filename, "%s/artifacts", settings.datadir); 1192 sprintf (filename, "%s/artifacts", settings.datadir);
1357 object_thawer thawer (filename); 1193 object_thawer f (filename);
1358 1194
1359 if (!thawer) 1195 if (!f)
1360 return; 1196 return;
1361 1197
1362 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1198 for (;;)
1363 { 1199 {
1364 if (*buf == '#') 1200 switch (f.kw)
1365 continue;
1366 if ((cp = strchr (buf, '\n')) != NULL)
1367 *cp = '\0';
1368 cp = buf;
1369 while (*cp == ' ') /* Skip blanks */
1370 cp++;
1371 if (*cp == '\0')
1372 continue;
1373
1374 if (!strncmp (cp, "Allowed", 7))
1375 { 1201 {
1202 case KW_allowed:
1376 if (art == NULL) 1203 if (!art)
1204 art = get_empty_artifact ();
1205
1377 { 1206 {
1378 art = get_empty_artifact (); 1207 if (!strcmp (f.get_str (), "all"))
1379 nrofartifacts++; 1208 break;
1209
1210 const char *cp = f.get_str ();
1211 char *next;
1212 do
1213 {
1214 if ((next = (char *)strchr (cp, ',')))
1215 *next++ = '\0';
1216
1217 linked_char *tmp = new linked_char;
1218
1219 tmp->name = cp;
1220 tmp->next = art->allowed;
1221 art->allowed = tmp;
1222 }
1223 while ((cp = next));
1380 } 1224 }
1381 cp = strchr (cp, ' ') + 1; 1225 break;
1382 if (!strcmp (cp, "all")) 1226
1227 case KW_chance:
1228 f.get (art->chance);
1229 break;
1230
1231 case KW_difficulty:
1232 f.get (art->difficulty);
1233 break;
1234
1235 case KW_object:
1236 {
1237 art->item = object::create ();
1238 f.get (art->item->name);
1239 f.next ();
1240
1241 if (!art->item->parse_kv (f))
1242 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1243
1244 al = find_artifactlist (art->item->type);
1245
1246 if (!al)
1247 {
1248 al = get_empty_artifactlist ();
1249 al->type = art->item->type;
1250 al->next = first_artifactlist;
1251 first_artifactlist = al;
1252 }
1253
1254 art->next = al->items;
1255 al->items = art;
1256 art = 0;
1257 }
1383 continue; 1258 continue;
1384 1259
1385 do 1260 case KW_EOF:
1261 goto done;
1262
1263 default:
1264 if (!f.parse_error ("artifacts file"))
1265 cleanup ("artifacts file required");
1386 { 1266 break;
1387 nrofallowedstr++;
1388 if ((next = strchr (cp, ',')) != NULL)
1389 *(next++) = '\0';
1390 tmp = new linked_char;
1391
1392 tmp->name = cp;
1393 tmp->next = art->allowed;
1394 art->allowed = tmp;
1395 }
1396 while ((cp = next) != NULL);
1397 }
1398 else if (sscanf (cp, "chance %d", &value))
1399 art->chance = (uint16) value;
1400 else if (sscanf (cp, "difficulty %d", &value))
1401 art->difficulty = (uint8) value;
1402 else if (!strncmp (cp, "Object", 6))
1403 { 1267 }
1404 art->item = object::create ();
1405 1268
1406 if (!load_object (thawer, art->item, 0)) 1269 f.next ();
1407 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1408
1409 art->item->name = strchr (cp, ' ') + 1;
1410 al = find_artifactlist (art->item->type);
1411 if (al == NULL)
1412 {
1413 al = get_empty_artifactlist ();
1414 al->type = art->item->type;
1415 al->next = first_artifactlist;
1416 first_artifactlist = al;
1417 }
1418 art->next = al->items;
1419 al->items = art;
1420 art = NULL;
1421 }
1422 else
1423 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1424 } 1270 }
1425 1271
1272done:
1426 for (al = first_artifactlist; al != NULL; al = al->next) 1273 for (al = first_artifactlist; al; al = al->next)
1427 { 1274 {
1275 al->total_chance = 0;
1276
1428 for (art = al->items; art != NULL; art = art->next) 1277 for (art = al->items; art; art = art->next)
1429 { 1278 {
1430 if (!art->chance) 1279 if (!art->chance)
1431 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1280 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1432 else 1281 else
1433 al->total_chance += art->chance; 1282 al->total_chance += art->chance;
1438 } 1287 }
1439 1288
1440 LOG (llevDebug, "done.\n"); 1289 LOG (llevDebug, "done.\n");
1441} 1290}
1442 1291
1443
1444/* 1292/*
1445 * Used in artifact generation. The bonuses of the first object 1293 * Used in artifact generation. The bonuses of the first object
1446 * is modified by the bonuses of the second object. 1294 * is modified by the bonuses of the second object.
1447 */ 1295 */
1448
1449void 1296void
1450add_abilities (object *op, object *change) 1297add_abilities (object *op, object *change)
1451{ 1298{
1452 int i, tmp; 1299 int i, tmp;
1453 1300
1454 if (change->face != blank_face) 1301 if (change->face != blank_face)
1455 { 1302 {
1456#ifdef TREASURE_VERBOSE 1303#ifdef TREASURE_VERBOSE
1457 LOG (llevDebug, "FACE: %d\n", change->face->number); 1304 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1458#endif 1305#endif
1459 op->face = change->face; 1306 op->face = change->face;
1460 } 1307 }
1461 1308
1462 for (i = 0; i < NUM_STATS; i++) 1309 for (i = 0; i < NUM_STATS; i++)
1463 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1310 change_attr_value (&(op->stats), i, change->stats.stat (i));
1464 1311
1465 op->attacktype |= change->attacktype; 1312 op->attacktype |= change->attacktype;
1466 op->path_attuned |= change->path_attuned; 1313 op->path_attuned |= change->path_attuned;
1467 op->path_repelled |= change->path_repelled; 1314 op->path_repelled |= change->path_repelled;
1468 op->path_denied |= change->path_denied; 1315 op->path_denied |= change->path_denied;
1502 1349
1503 op->set_speed (op->speed); 1350 op->set_speed (op->speed);
1504 } 1351 }
1505 1352
1506 if (change->nrof) 1353 if (change->nrof)
1507 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1354 op->nrof = rndm (change->nrof) + 1;
1508 1355
1509 op->stats.exp += change->stats.exp; /* Speed modifier */ 1356 op->stats.exp += change->stats.exp; /* Speed modifier */
1510 op->stats.wc += change->stats.wc; 1357 op->stats.wc += change->stats.wc;
1511 op->stats.ac += change->stats.ac; 1358 op->stats.ac += change->stats.ac;
1512 1359
1516 * to cast. So convert that to into a spell and put it into 1363 * to cast. So convert that to into a spell and put it into
1517 * this object. 1364 * this object.
1518 */ 1365 */
1519 if (op->type == HORN || op->type == POTION) 1366 if (op->type == HORN || op->type == POTION)
1520 { 1367 {
1521 object *tmp_obj;
1522
1523 /* Remove any spells this object currently has in it */ 1368 /* Remove any spells this object currently has in it */
1524 while (op->inv)
1525 op->inv->destroy (); 1369 op->destroy_inv (false);
1526 1370
1527 tmp_obj = arch_to_object (change->other_arch); 1371 object *tmp = change->other_arch->instance ();
1528 insert_ob_in_ob (tmp_obj, op); 1372 insert_ob_in_ob (tmp, op);
1529 } 1373 }
1374
1530 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1531 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1532 } 1377 }
1533 1378
1534 if (change->stats.hp < 0) 1379 if (change->stats.hp < 0)
1615 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1460 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1616 } 1461 }
1617 1462
1618 op->value *= change->value; 1463 op->value *= change->value;
1619 1464
1620 if (change->material) 1465 if (change->materials)
1466 op->materials = change->materials;
1467
1468 if (change->material != MATERIAL_NULL)
1621 op->material = change->material; 1469 op->material = change->material;
1622
1623 if (change->materialname)
1624 op->materialname = change->materialname;
1625 1470
1626 if (change->slaying) 1471 if (change->slaying)
1627 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1628 1473
1629 if (change->race) 1474 if (change->race)
1632 if (change->msg) 1477 if (change->msg)
1633 op->msg = change->msg; 1478 op->msg = change->msg;
1634} 1479}
1635 1480
1636static int 1481static int
1637legal_artifact_combination (object *op, artifact * art) 1482legal_artifact_combination (object *op, artifact *art)
1638{ 1483{
1639 int neg, success = 0; 1484 int neg, success = 0;
1640 linked_char *tmp; 1485 linked_char *tmp;
1641 const char *name; 1486 const char *name;
1642 1487
1643 if (art->allowed == (linked_char *) NULL) 1488 if (!art->allowed)
1644 return 1; /* Ie, "all" */ 1489 return 1; /* Ie, "all" */
1490
1645 for (tmp = art->allowed; tmp; tmp = tmp->next) 1491 for (tmp = art->allowed; tmp; tmp = tmp->next)
1646 { 1492 {
1647#ifdef TREASURE_VERBOSE 1493#ifdef TREASURE_VERBOSE
1648 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1494 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1649#endif 1495#endif
1650 if (*tmp->name == '!') 1496 if (*tmp->name == '!')
1651 name = tmp->name + 1, neg = 1; 1497 name = tmp->name + 1, neg = 1;
1652 else 1498 else
1653 name = tmp->name, neg = 0; 1499 name = tmp->name, neg = 0;
1654 1500
1655 /* If we match name, then return the opposite of 'neg' */ 1501 /* If we match name, then return the opposite of 'neg' */
1656 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1502 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1657 return !neg; 1503 return !neg;
1658 1504
1659 /* Set success as true, since if the match was an inverse, it means 1505 /* Set success as true, since if the match was an inverse, it means
1660 * everything is allowed except what we match 1506 * everything is allowed except what we match
1661 */ 1507 */
1662 else if (neg) 1508 else if (neg)
1663 success = 1; 1509 success = 1;
1664 } 1510 }
1511
1665 return success; 1512 return success;
1666} 1513}
1667 1514
1668/* 1515/*
1669 * Fixes the given object, giving it the abilities and titles 1516 * Fixes the given object, giving it the abilities and titles
1720 return; 1567 return;
1721 } 1568 }
1722 1569
1723 for (i = 0; i < ARTIFACT_TRIES; i++) 1570 for (i = 0; i < ARTIFACT_TRIES; i++)
1724 { 1571 {
1725 int roll = RANDOM () % al->total_chance; 1572 int roll = rndm (al->total_chance);
1726 1573
1727 for (art = al->items; art != NULL; art = art->next) 1574 for (art = al->items; art; art = art->next)
1728 { 1575 {
1729 roll -= art->chance; 1576 roll -= art->chance;
1730 if (roll < 0) 1577 if (roll < 0)
1731 break; 1578 break;
1732 } 1579 }
1736#if 1 1583#if 1
1737 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1584 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1738#endif 1585#endif
1739 return; 1586 return;
1740 } 1587 }
1741 if (!strcmp (art->item->name, "NONE")) 1588
1589 if (art->item->name == shstr_NONE)
1742 return; 1590 return;
1591
1743 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1744 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1745 1594
1746 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1747 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1748 continue; 1597 continue;
1749 1598
1750 if (!legal_artifact_combination (op, art)) 1599 if (!legal_artifact_combination (op, art))
1751 { 1600 {
1752#ifdef TREASURE_VERBOSE 1601#ifdef TREASURE_VERBOSE
1753 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1602 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1754#endif 1603#endif
1755 continue; 1604 continue;
1756 } 1605 }
1606
1757 give_artifact_abilities (op, art->item); 1607 give_artifact_abilities (op, art->item);
1758 return; 1608 return;
1759 } 1609 }
1760} 1610}
1761 1611
1798 item->level = donor->level; 1648 item->level = donor->level;
1799 1649
1800 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1801 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1802 item->type = POISON; 1652 item->type = POISON;
1653
1803 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1804 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1805 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1806 } 1658 }
1807} 1659}
1808 1660
1809/* special_potion() - so that old potion code is still done right. */ 1661static void
1810
1811int
1812special_potion (object *op)
1813{
1814 if (op->attacktype)
1815 return 1;
1816
1817 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1818 return 1;
1819
1820 for (int i = 0; i < NROFATTACKS; i++)
1821 if (op->resist[i])
1822 return 1;
1823
1824 return 0;
1825}
1826
1827void
1828free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1829{ 1663{
1830 if (t->next)
1831 free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1832 if (t->next_yes)
1833 free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1834 if (t->next_no)
1835 free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1836 1667
1837 delete t; 1668 delete t;
1838} 1669}
1839 1670
1840void 1671static void
1841free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1842{ 1673{
1843 if (lc->next) 1674 if (lc->next)
1844 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1845 1676
1846 delete lc; 1677 delete lc;
1847} 1678}
1848 1679
1849void 1680static void
1850free_artifact (artifact * at) 1681free_artifact (artifact *at)
1851{ 1682{
1852 if (at->next)
1853 free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1854
1855 if (at->allowed)
1856 free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1857 1685
1858 at->item->destroy (1); 1686 at->item->destroy ();
1859 1687
1860 delete at;
1861}
1862
1863void
1864free_artifactlist (artifactlist * al)
1865{
1866 artifactlist *nextal;
1867
1868 for (al = first_artifactlist; al; al = nextal)
1869 {
1870 nextal = al->next;
1871
1872 if (al->items)
1873 free_artifact (al->items);
1874
1875 free (al); 1688 sfree (at);
1876 }
1877} 1689}
1878 1690
1879void
1880free_all_treasures (void)
1881{
1882 treasurelist *tl, *next;
1883
1884
1885 for (tl = first_treasurelist; tl != NULL; tl = next)
1886 {
1887 next = tl->next;
1888 if (tl->items)
1889 free_treasurestruct (tl->items);
1890 delete tl;
1891 }
1892 free_artifactlist (first_artifactlist);
1893}

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