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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.16 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.56 by root, Sat Apr 21 22:12:59 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * 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
34 * 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
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40 33
41/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
42 35
43#include <global.h> 36#include <global.h>
44#include <treasure.h> 37#include <treasure.h>
45#include <funcpoint.h> 38#include <funcpoint.h>
46#include <loader.h> 39#include <loader.h>
47 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
48 44
49static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
50extern char *spell_mapping[];
51 46
52/* 47typedef std::tr1::unordered_map<
53 * Initialize global archtype pointers: 48 const char *,
54 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
56void 99void
57init_archetype_pointers () 100clear (treasurelist *tl)
58{ 101{
59 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
60 107
61 warn_archetypes = 1;
62 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring");
64 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet");
66 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff");
68 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown");
70 warn_archetypes = prev_warn;
71}
72
73/*
74 * Allocate and return the pointer to an empty treasurelist structure.
75 */
76
77static treasurelist *
78get_empty_treasurelist (void)
79{
80 return new treasurelist;
81}
82
83/*
84 * Allocate and return the pointer to an empty treasure structure.
85 */
86//TODO: make this a constructor
87static treasure *
88get_empty_treasure (void)
89{
90 treasure *t = new treasure;
91
92 t->chance = 100; 108 tl->total_chance = 0;
93
94 return t;
95} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
96 131
97/* 132/*
98 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
99 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
100 */ 135 */
101
102static treasure * 136static treasure *
103load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
104{ 138{
105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
106 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
107 int value;
108 140
109 nroftreasures++; 141 f.next ();
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113 142
114 if (*buf == '#') 143 for (;;)
115 continue; 144 {
116 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121 146
122 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
123 {
124 if ((t->item = find_archetype (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 148 {
127 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
128 t->name = variable; 150 t->item = archetype::get (f.get_str ());
129 else if (sscanf (cp, "change_name %s", variable)) 151 break;
130 t->change_arch.name = variable; 152
131 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
132 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
133 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
134 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
135 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
136 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
137 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
138 t->nrof = (uint16) value; 160
139 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
140 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
141 else if (!strcmp (cp, "yes")) 163
142 t->next_yes = load_treasure (fp, line); 164 case KW_end:
143 else if (!strcmp (cp, "no")) 165 f.next ();
144 t->next_no = load_treasure (fp, line);
145 else if (!strcmp (cp, "end"))
146 return t;
147 else if (!strcmp (cp, "more"))
148 {
149 t->next = load_treasure (fp, line);
150 return t; 166 return t;
151 }
152 else
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
154 }
155 LOG (llevError, "treasure lacks 'end'.\n");
156 return t;
157}
158 167
159#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
160 171
161/* recursived checks the linked list. Treasurelist is passed only 172 default:
162 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
163 */ 174 return 0;
164static void
165check_treasurelist (const treasure *t, const treasurelist * tl)
166{
167 if (t->item == NULL && t->name == NULL)
168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171 /* find_treasurelist will print out its own error message */
172 if (t->name && *t->name)
173 (void) find_treasurelist (t->name);
174 if (t->next)
175 check_treasurelist (t->next, tl);
176 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl);
178 if (t->next_no)
179 check_treasurelist (t->next_no, tl);
180}
181#endif
182 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
183/* 183/*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
186 */ 185 */
187 186treasurelist *
188void 187treasurelist::read (object_thawer &f)
189load_treasures (void)
190{ 188{
191 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193 treasurelist *previous = NULL;
194 treasure *t;
195 int comp, line = 0;
196 190
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
199 { 193 clear (tl);
200 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
201 return; 196 return 0;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 {
205 line++;
206 if (*buf == '#')
207 continue;
208 197
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 {
211 treasurelist *tl = get_empty_treasurelist ();
212
213 tl->name = name;
214 if (previous == NULL)
215 first_treasurelist = tl;
216 else
217 previous->next = tl;
218 previous = tl;
219 tl->items = load_treasure (fp, &line);
220
221 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
224 */ 201 */
225 if (!strncmp (buf, "treasureone", 11)) 202 tl->total_chance = 0;
203
204 if (one)
205 {
206 for (treasure *t = tl->items; t; t = t->next)
207 {
208 if (t->next_yes || t->next_no)
226 { 209 {
227 for (t = tl->items; t != NULL; t = t->next)
228 {
229#ifdef TREASURE_DEBUG
230 if (t->next_yes || t->next_no)
231 {
232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
233 LOG (llevError, " the next_yes or next_no field is set\n"); 211 LOG (llevError, " the next_yes or next_no field is set\n");
234 }
235#endif
236 tl->total_chance += t->chance;
237 }
238 } 212 }
239 }
240 else
241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
242 }
243 close_and_delete (fp, comp);
244 213
245#ifdef TREASURE_DEBUG 214 tl->total_chance += t->chance;
246 /* Perform some checks on how valid the treasure data actually is. 215 }
247 * verify that list transitions work (ie, the list that it is supposed 216 }
248 * to transition to exists). Also, verify that at least the name
249 * or archetype is set for each treasure element.
250 */
251 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
252 check_treasurelist (previous->items, previous);
253#endif
254}
255 217
256/*
257 * Searches for the given treasurelist in the globally linked list
258 * of treasurelists which has been built by load_treasures().
259 */
260
261treasurelist *
262find_treasurelist (const char *name)
263{
264 /* Special cases - randomitems of NULL is to override default. If
265 * first_treasurelist is null, it means we are on the first pass of
266 * of loading archetypes, so for now, just return - second pass will
267 * init these values.
268 */
269 if (!name)
270 return 0;
271
272 if (const char *tmp = shstr::find (name))
273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
274 if (tmp == tl->name)
275 return tl;
276
277 if (first_treasurelist)
278 LOG (llevError, "Couldn't find treasurelist %s\n", name);
279
280 return 0; 218 return tl;
281} 219}
282
283 220
284/* 221/*
285 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
286 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
287 * If there is a certain percental chance for a treasure to be generated, 224 * If there is a certain percental chance for a treasure to be generated,
290 * being generated. 227 * being generated.
291 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 228 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
292 * abilities. This is used by summon spells, thus no summoned monsters 229 * abilities. This is used by summon spells, thus no summoned monsters
293 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
294 */ 231 */
295
296
297static void 232static void
298put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
299{ 234{
300 object *tmp; 235 if (flags & GT_ENVIRONMENT)
301 236 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 237 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing 238 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created 239 * this is the original object, or if this is an object that should be created
305 * by another object. 240 * by another object.
306 */ 241 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 242 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 243 if (op->type == SPELL)
309 op->x = creator->x; 244 {
310 op->y = creator->y; 245 op->destroy ();
246 return;
247 }
248
249 op->expand_tail ();
250
251 if (ob_blocked (op, creator->map, creator->x, creator->y))
252 op->destroy ();
253 else
254 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 255 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 }
313 } 258 }
314 else 259 else
315 { 260 {
316 op = insert_ob_in_ob (op, creator); 261 op = creator->insert (op);
262
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op); 264 monster_check_apply (creator, op);
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 265
266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
320 esrv_send_item (tmp, op); 268 esrv_send_item (tmp, op);
321 } 269 }
322} 270}
323 271
324/* if there are change_xxx commands in the treasure, we include the changes 272/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 273 * in the generated object
339 287
340 if (t->change_arch.slaying) 288 if (t->change_arch.slaying)
341 op->slaying = t->change_arch.slaying; 289 op->slaying = t->change_arch.slaying;
342} 290}
343 291
344void 292static void
345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 293create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346{ 294{
347 object *tmp;
348
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 295 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 296 {
351 if (t->name) 297 if (t->name)
352 { 298 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 299 if (difficulty >= t->magic)
300 if (treasurelist *tl = treasurelist::find (t->name))
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 301 create_treasure (tl, op, flag, difficulty, tries);
302 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
355 } 304 }
356 else 305 else
357 { 306 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 308 {
360 tmp = arch_to_object (t->item); 309 object *tmp = arch_to_object (t->item);
310
361 if (t->nrof && tmp->nrof <= 1) 311 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 312 tmp->nrof = rndm (t->nrof) + 1;
313
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 314 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp); 315 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag); 316 put_treasure (tmp, op, flag);
366 } 317 }
367 } 318 }
368 319
369 if (t->next_yes != NULL) 320 if (t->next_yes)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 321 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 } 322 }
372 else if (t->next_no != NULL) 323 else if (t->next_no)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries); 324 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374 325
375 if (t->next != NULL) 326 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 327 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 328}
378 329
379void 330static void
380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 331create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 332{
382 int value = RANDOM () % tl->total_chance; 333 int value = rndm (tl->total_chance);
383 treasure *t; 334 treasure *t;
384 335
385 if (tries++ > 100) 336 if (tries++ > 100)
386 { 337 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 338 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 339 return;
389 } 340 }
390 341
391 for (t = tl->items; t != NULL; t = t->next) 342 for (t = tl->items; t; t = t->next)
392 { 343 {
393 value -= t->chance; 344 value -= t->chance;
394 345
395 if (value < 0) 346 if (value < 0)
396 break; 347 break;
397 } 348 }
398 349
399 if (!t || value >= 0) 350 if (!t || value >= 0)
400 {
401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 351 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
402 abort ();
403 return;
404 }
405 352
406 if (t->name) 353 if (t->name)
407 { 354 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic) 355 if (difficulty >= t->magic)
356 {
357 treasurelist *tl = treasurelist::find (t->name);
358 if (tl)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 359 create_treasure (tl, op, flag, difficulty, tries);
360 }
413 else if (t->nrof) 361 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries); 362 create_one_treasure (tl, op, flag, difficulty, tries);
415
416 return;
417 } 363 }
418
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
420 { 365 {
421 object *tmp = arch_to_object (t->item); 366 if (object *tmp = arch_to_object (t->item))
422 367 {
423 if (!tmp)
424 return;
425
426 if (t->nrof && tmp->nrof <= 1) 368 if (t->nrof && tmp->nrof <= 1)
427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 369 tmp->nrof = rndm (t->nrof) + 1;
428 370
429 fix_generated_item (tmp, op, difficulty, t->magic, flag); 371 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430 change_treasure (t, tmp); 372 change_treasure (t, tmp);
431 put_treasure (tmp, op, flag); 373 put_treasure (tmp, op, flag);
374 }
432 } 375 }
433} 376}
434 377
435/* This calls the appropriate treasure creation function. tries is passed 378/* This calls the appropriate treasure creation function. tries is passed
436 * to determine how many list transitions or attempts to create treasure 379 * to determine how many list transitions or attempts to create treasure
438 * list transitions, or so that excessively good treasure will not be 381 * list transitions, or so that excessively good treasure will not be
439 * created on weak maps, because it will exceed the number of allowed tries 382 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that. 383 * to do that.
441 */ 384 */
442void 385void
443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 386create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
444{ 387{
388 // empty treasurelists are legal
389 if (!tl->items)
390 return;
445 391
446 if (tries++ > 100) 392 if (tries++ > 100)
447 { 393 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 394 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return; 395 return;
450 } 396 }
397
451 if (t->total_chance) 398 if (tl->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries); 399 create_one_treasure (tl, op, flag, difficulty, tries);
453 else 400 else
454 create_all_treasures (t->items, op, flag, difficulty, tries); 401 create_all_treasures (tl->items, op, flag, difficulty, tries);
455} 402}
456 403
457/* This is similar to the old generate treasure function. However, 404/* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around 405 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 406 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 407 * inserted into, and then return that treausre
461 */ 408 */
462object * 409object *
463generate_treasure (treasurelist * t, int difficulty) 410generate_treasure (treasurelist *tl, int difficulty)
464{ 411{
465 object *ob = get_object (), *tmp; 412 difficulty = clamp (difficulty, 1, settings.max_level);
466 413
414 object *ob = object::create ();
415
467 create_treasure (t, ob, 0, difficulty, 0); 416 create_treasure (tl, ob, 0, difficulty, 0);
468 417
469 /* Don't want to free the object we are about to return */ 418 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 419 object *tmp = ob->inv;
471 if (tmp != NULL) 420 if (tmp)
472 remove_ob (tmp); 421 tmp->remove ();
422
473 if (ob->inv) 423 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 424 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 425
477 free_object (ob); 426 ob->destroy ();
478 return tmp; 427 return tmp;
479} 428}
480 429
481/* 430/*
482 * This is a new way of calculating the chance for an item to have 431 * This is a new way of calculating the chance for an item to have
484 * The array has two arguments, the difficulty of the level, and the 433 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 434 * magical bonus "wanted".
486 */ 435 */
487 436
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 437static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 438// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 439// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 440 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 441 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 442 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 443 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 444 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 445 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 446 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 447 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 448 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 449 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 450 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 451 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 452 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 453 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 454 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 455 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 456 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 457 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 458 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 459 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 460 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 461 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 462 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 463 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 464 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 465 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 466 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 467 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 468 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 469 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 470 { 0, 0, 0, 0, 100}, // 31
524}; 471};
525
526 472
527/* calculate the appropriate level for wands staves and scrolls. 473/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 474 * This code presumes that op has had its spell object created (in op->inv)
529 * 475 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 476 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 477 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */ 478 */
533
534int 479int
535level_for_item (const object *op, int difficulty) 480level_for_item (const object *op, int difficulty)
536{ 481{
537 int olevel = 0; 482 int olevel = 0;
538 483
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 506 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 507 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 508 * weird integer between 1-31.
564 * 509 *
565 */ 510 */
566
567int 511int
568magic_from_difficulty (int difficulty) 512magic_from_difficulty (int difficulty)
569{ 513{
570 int percent = 0, magic = 0; 514 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 515 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
576 scaled_diff = 0; 520 scaled_diff = 0;
577 521
578 if (scaled_diff >= DIFFLEVELS) 522 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 523 scaled_diff = DIFFLEVELS - 1;
580 524
581 percent = RANDOM () % 100; 525 percent = rndm (100);
582 526
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 527 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 528 {
585 percent -= difftomagic_list[scaled_diff][magic]; 529 percent -= difftomagic_list[scaled_diff][magic];
586 530
592 { 536 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 537 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 538 magic = 0;
595 } 539 }
596 540
597 magic = (RANDOM () % 3) ? magic : -magic; 541 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 542 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 543
600 return magic; 544 return magic;
601} 545}
602 546
617 if (op->arch) 561 if (op->arch)
618 { 562 {
619 if (op->type == ARMOUR) 563 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 565
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 566 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 567 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 568 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 569 }
626 else 570 else
627 { 571 {
628 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 574 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 575 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 576 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 577 }
634} 578}
635 579
659 * 1) Since rings can have multiple bonuses, if the same bonus 603 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 604 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 605 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 606 * 2) Add code to deal with new PR method.
663 */ 607 */
664
665void 608void
666set_ring_bonus (object *op, int bonus) 609set_ring_bonus (object *op, int bonus)
667{ 610{
668 611
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 612 int r = rndm (bonus > 0 ? 25 : 11);
670 613
671 if (op->type == AMULET) 614 if (op->type == AMULET)
672 { 615 {
673 if (!(RANDOM () % 21)) 616 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 617 r = 20 + rndm (2);
675 else 618 else
676 { 619 {
677 if (RANDOM () & 2) 620 if (rndm (2))
678 r = 10; 621 r = 10;
679 else 622 else
680 r = 11 + RANDOM () % 9; 623 r = 11 + rndm (9);
681 } 624 }
682 } 625 }
683 626
684 switch (r) 627 switch (r)
685 { 628 {
722 case 16: 665 case 16:
723 case 17: 666 case 17:
724 case 18: 667 case 18:
725 case 19: 668 case 19:
726 { 669 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 670 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 671
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 672 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 673 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 674
732 /* Cursed items need to have higher negative values to equal out with 675 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 676 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 677 * little random element in since that they don't always end up with
735 * even values. 678 * even values.
736 */ 679 */
737 if (bonus < 0) 680 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 681 val = 2 * -val - rndm (b);
739 if (val > 35) 682 if (val > 35)
740 val = 35; /* Upper limit */ 683 val = 35; /* Upper limit */
741 b = 0; 684 b = 0;
685
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 686 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 687 resist = rndm (num_resist_table);
745 } 688
746 if (b == 4) 689 if (b == 4)
747 return; /* Not able to find a free resistance */ 690 return; /* Not able to find a free resistance */
691
748 op->resist[resist_table[resist]] = val; 692 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 693 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 694 * based on how good a resistance we gave.
751 */ 695 */
752 break; 696 break;
780 case 22: 724 case 22:
781 op->stats.exp += bonus; /* Speed! */ 725 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 726 op->value = (op->value * 2) / 3;
783 break; 727 break;
784 } 728 }
729
785 if (bonus > 0) 730 if (bonus > 0)
786 op->value *= 2 * bonus; 731 op->value *= 2 * bonus;
787 else 732 else
788 op->value = -(op->value * 2 * bonus) / 3; 733 op->value = -(op->value * 2 * bonus) / 3;
789} 734}
794 * higher is the chance of returning a low number. 739 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 740 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 741 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 742 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 743 */
799
800int 744int
801get_magic (int diff) 745get_magic (int diff)
802{ 746{
803 int i; 747 int i;
804 748
805 if (diff < 3) 749 if (diff < 3)
806 diff = 3; 750 diff = 3;
751
807 for (i = 0; i < 4; i++) 752 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 753 if (rndm (diff))
809 return i; 754 return i;
755
810 return 4; 756 return 4;
811} 757}
812 758
813#define DICE2 (get_magic(2)==2?2:1) 759#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 760#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 761
816/* 762/*
817 * fix_generated_item(): This is called after an item is generated, in 763 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells 764 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 765 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 779 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 780 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material 781 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc 782 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 783 */
838
839void 784void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 785fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 786{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 787 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 788
848 save_item_power = op->item_power; 793 save_item_power = op->item_power;
849 op->item_power = 0; 794 op->item_power = 0;
850 795
851 if (op->randomitems && op->type != SPELL) 796 if (op->randomitems && op->type != SPELL)
852 { 797 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 798 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */ 799 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 800 op->randomitems = 0;
859 } 801 }
860 802
861 if (difficulty < 1) 803 if (difficulty < 1)
862 difficulty = 1; 804 difficulty = 1;
805
806 if (INVOKE_OBJECT (ADD_BONUS, op,
807 ARG_OBJECT (creator != op ? creator : 0),
808 ARG_INT (difficulty), ARG_INT (max_magic),
809 ARG_INT (flags)))
810 return;
863 811
864 if (!(flags & GT_MINIMAL)) 812 if (!(flags & GT_MINIMAL))
865 { 813 {
866 if (op->arch == crown_arch) 814 if (op->arch == crown_arch)
867 { 815 {
874 if (!op->magic && max_magic) 822 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 823 set_magic (difficulty, op, max_magic, flags);
876 824
877 num_enchantments = calc_item_power (op, 1); 825 num_enchantments = calc_item_power (op, 1);
878 826
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 827 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
828 || op->type == HORN
829 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 830 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 831 generate_artifact (op, difficulty);
882 } 832 }
883 833
884 /* Object was made an artifact. Calculate its item_power rating. 834 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 892 case WEAPON:
943 case ARMOUR: 893 case ARMOUR:
944 case SHIELD: 894 case SHIELD:
945 case HELMET: 895 case HELMET:
946 case CLOAK: 896 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 897 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 898 set_ring_bonus (op, -DICE2);
949 break; 899 break;
950 900
951 case BRACERS: 901 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 902 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 903 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 904 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 905 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 906 op->value *= 3;
957 } 907 }
983 */ 933 */
984 if (op->inv && op->randomitems) 934 if (op->inv && op->randomitems)
985 { 935 {
986 /* value multiplier is same as for scrolls */ 936 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 937 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 938 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 939 }
990 else 940 else
991 { 941 {
992 op->name = "potion"; 942 op->name = "potion";
993 op->name_pl = "potions"; 943 op->name_pl = "potions";
994 } 944 }
995 945
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 946 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 947 SET_FLAG (op, FLAG_CURSED);
998 break; 948 break;
999 } 949 }
1000 950
1001 case AMULET: 951 case AMULET:
1003 op->value *= 5; /* Since it's not just decoration */ 953 op->value *= 5; /* Since it's not just decoration */
1004 954
1005 case RING: 955 case RING:
1006 if (op->arch == NULL) 956 if (op->arch == NULL)
1007 { 957 {
1008 remove_ob (op); 958 op->destroy ();
1009 free_object (op);
1010 op = NULL; 959 op = 0;
1011 break; 960 break;
1012 } 961 }
1013 962
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 963 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break; 964 break;
1016 965
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 966 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1018 SET_FLAG (op, FLAG_CURSED); 967 SET_FLAG (op, FLAG_CURSED);
1019 968
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 969 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021 970
1022 if (op->type != RING) /* Amulets have only one ability */ 971 if (op->type != RING) /* Amulets have only one ability */
1023 break; 972 break;
1024 973
1025 if (!(RANDOM () % 4)) 974 if (!(rndm (4)))
1026 { 975 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 976 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028 977
1029 if (d > 0) 978 if (d > 0)
1030 op->value *= 3; 979 op->value *= 3;
1031 980
1032 set_ring_bonus (op, d); 981 set_ring_bonus (op, d);
1033 982
1034 if (!(RANDOM () % 4)) 983 if (!(rndm (4)))
1035 { 984 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037 986
1038 if (d > 0) 987 if (d > 0)
1039 op->value *= 5; 988 op->value *= 5;
1040 set_ring_bonus (op, d); 989 set_ring_bonus (op, d);
1041 } 990 }
1042 } 991 }
1043 992
1044 if (GET_ANIM_ID (op)) 993 if (GET_ANIM_ID (op))
1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 994 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1046 995
1047 break; 996 break;
1048 997
1049 case BOOK: 998 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special· 999 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the· 1000 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on. 1001 * creator and/or map level we found it on.
1053 */ 1002 */
1054 if (!op->msg && RANDOM () % 10) 1003 if (!op->msg && rndm (10))
1055 { 1004 {
1056 /* set the book level properly */ 1005 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1006 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 { 1007 {
1059 if (op->map && op->map->difficulty) 1008 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1009 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1061 else 1010 else
1062 op->level = RANDOM () % 20 + 1; 1011 op->level = rndm (20) + 1;
1063 } 1012 }
1064 else 1013 else
1065 op->level = RANDOM () % creator->level; 1014 op->level = rndm (creator->level);
1066 1015
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1016 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */ 1017 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1018 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */ 1019 /* creator related stuff */
1169 */ 1118 */
1170 1119
1171/* 1120/*
1172 * Allocate and return the pointer to an empty artifactlist structure. 1121 * Allocate and return the pointer to an empty artifactlist structure.
1173 */ 1122 */
1174
1175static artifactlist * 1123static artifactlist *
1176get_empty_artifactlist (void) 1124get_empty_artifactlist (void)
1177{ 1125{
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1126 return salloc0 <artifactlist> ();
1179
1180 if (tl == NULL)
1181 fatal (OUT_OF_MEMORY);
1182 tl->next = NULL;
1183 tl->items = NULL;
1184 tl->total_chance = 0;
1185 return tl;
1186} 1127}
1187 1128
1188/* 1129/*
1189 * Allocate and return the pointer to an empty artifact structure. 1130 * Allocate and return the pointer to an empty artifact structure.
1190 */ 1131 */
1191
1192static artifact * 1132static artifact *
1193get_empty_artifact (void) 1133get_empty_artifact (void)
1194{ 1134{
1195 artifact *t = (artifact *) malloc (sizeof (artifact)); 1135 return salloc0 <artifact> ();
1196
1197 if (t == NULL)
1198 fatal (OUT_OF_MEMORY);
1199 t->item = NULL;
1200 t->next = NULL;
1201 t->chance = 0;
1202 t->difficulty = 0;
1203 t->allowed = NULL;
1204 return t;
1205} 1136}
1206 1137
1207/* 1138/*
1208 * Searches the artifact lists and returns one that has the same type 1139 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it. 1140 * of objects on it.
1210 */ 1141 */
1211
1212artifactlist * 1142artifactlist *
1213find_artifactlist (int type) 1143find_artifactlist (int type)
1214{ 1144{
1215 artifactlist *al;
1216
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1145 for (artifactlist *al = first_artifactlist; al; al = al->next)
1218 if (al->type == type) 1146 if (al->type == type)
1219 return al; 1147 return al;
1148
1220 return NULL; 1149 return 0;
1221} 1150}
1222 1151
1223/* 1152/*
1224 * For debugging purposes. Dumps all tables. 1153 * For debugging purposes. Dumps all tables.
1225 */ 1154 */
1226
1227void 1155void
1228dump_artifacts (void) 1156dump_artifacts (void)
1229{ 1157{
1230 artifactlist *al; 1158 artifactlist *al;
1231 artifact *art; 1159 artifact *art;
1238 for (art = al->items; art != NULL; art = art->next) 1166 for (art = al->items; art != NULL; art = art->next)
1239 { 1167 {
1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1168 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1241 if (art->allowed != NULL) 1169 if (art->allowed != NULL)
1242 { 1170 {
1243 fprintf (logfile, "\tAllowed combinations:"); 1171 fprintf (logfile, "\tallowed combinations:");
1244 for (next = art->allowed; next != NULL; next = next->next) 1172 for (next = art->allowed; next != NULL; next = next->next)
1245 fprintf (logfile, "%s,", &next->name); 1173 fprintf (logfile, "%s,", &next->name);
1246 fprintf (logfile, "\n"); 1174 fprintf (logfile, "\n");
1247 } 1175 }
1248 } 1176 }
1259 treasurelist *tl; 1187 treasurelist *tl;
1260 int i; 1188 int i;
1261 1189
1262 if (depth > 100) 1190 if (depth > 100)
1263 return; 1191 return;
1264 while (t != NULL) 1192
1193 while (t)
1265 { 1194 {
1266 if (t->name != NULL) 1195 if (t->name)
1267 { 1196 {
1268 for (i = 0; i < depth; i++) 1197 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " "); 1198 fprintf (logfile, " ");
1199
1270 fprintf (logfile, "{ (list: %s)\n", &t->name); 1200 fprintf (logfile, "{ (list: %s)\n", &t->name);
1201
1271 tl = find_treasurelist (t->name); 1202 tl = treasurelist::find (t->name);
1203 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1204 dump_monster_treasure_rec (name, tl->items, depth + 2);
1205
1273 for (i = 0; i < depth; i++) 1206 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1207 fprintf (logfile, " ");
1208
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1209 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1210 }
1277 else 1211 else
1278 { 1212 {
1279 for (i = 0; i < depth; i++) 1213 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1214 fprintf (logfile, " ");
1215
1281 if (t->item->clone.type == FLESH) 1216 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1217 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1218 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1219 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1220 }
1221
1286 if (t->next_yes != NULL) 1222 if (t->next_yes)
1287 { 1223 {
1288 for (i = 0; i < depth; i++) 1224 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " "); 1225 fprintf (logfile, " ");
1226
1290 fprintf (logfile, " (if yes)\n"); 1227 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1228 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 } 1229 }
1230
1293 if (t->next_no != NULL) 1231 if (t->next_no)
1294 { 1232 {
1295 for (i = 0; i < depth; i++) 1233 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " "); 1234 fprintf (logfile, " ");
1235
1297 fprintf (logfile, " (if no)\n"); 1236 fprintf (logfile, " (if no)\n");
1298 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1237 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299 } 1238 }
1239
1300 t = t->next; 1240 t = t->next;
1301 } 1241 }
1302} 1242}
1303 1243
1304/* 1244/*
1305 * For debugging purposes. Dumps all treasures for a given monster. 1245 * For debugging purposes. Dumps all treasures for a given monster.
1306 * Created originally by Raphael Quinet for debugging the alchemy code. 1246 * Created originally by Raphael Quinet for debugging the alchemy code.
1307 */ 1247 */
1308
1309void 1248void
1310dump_monster_treasure (const char *name) 1249dump_monster_treasure (const char *name)
1311{ 1250{
1312 archetype *at; 1251 archetype *at;
1313 int found; 1252 int found;
1314 1253
1315 found = 0; 1254 found = 0;
1316 fprintf (logfile, "\n"); 1255 fprintf (logfile, "\n");
1256
1317 for (at = first_archetype; at != NULL; at = at->next) 1257 for (at = first_archetype; at != NULL; at = at->next)
1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1258 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1319 { 1259 {
1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1260 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1321 if (at->clone.randomitems != NULL) 1261 if (at->clone.randomitems != NULL)
1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1262 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1323 else 1263 else
1324 fprintf (logfile, "(nothing)\n"); 1264 fprintf (logfile, "(nothing)\n");
1265
1325 fprintf (logfile, "\n"); 1266 fprintf (logfile, "\n");
1326 found++; 1267 found++;
1327 } 1268 }
1269
1328 if (found == 0) 1270 if (found == 0)
1329 fprintf (logfile, "No objects have the name %s!\n\n", name); 1271 fprintf (logfile, "No objects have the name %s!\n\n", name);
1330} 1272}
1331 1273
1332/* 1274/*
1333 * Builds up the lists of artifacts from the file in the libdir. 1275 * Builds up the lists of artifacts from the file in the libdir.
1334 */ 1276 */
1335
1336void 1277void
1337init_artifacts (void) 1278init_artifacts (void)
1338{ 1279{
1339 static int has_been_inited = 0; 1280 static int has_been_inited = 0;
1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1281 char filename[MAX_BUF];
1341 artifact *art = NULL; 1282 artifact *art = NULL;
1342 linked_char *tmp;
1343 int value;
1344 artifactlist *al; 1283 artifactlist *al;
1345 1284
1346 if (has_been_inited) 1285 if (has_been_inited)
1347 return; 1286 return;
1348 else 1287 else
1349 has_been_inited = 1; 1288 has_been_inited = 1;
1350 1289
1351 sprintf (filename, "%s/artifacts", settings.datadir); 1290 sprintf (filename, "%s/artifacts", settings.datadir);
1352 object_thawer thawer (filename); 1291 object_thawer f (filename);
1353 1292
1354 if (!thawer) 1293 if (!f)
1355 return; 1294 return;
1356 1295
1357 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1296 f.next ();
1358 {
1359 if (*buf == '#')
1360 continue;
1361 if ((cp = strchr (buf, '\n')) != NULL)
1362 *cp = '\0';
1363 cp = buf;
1364 while (*cp == ' ') /* Skip blanks */
1365 cp++;
1366 if (*cp == '\0')
1367 continue;
1368 1297
1369 if (!strncmp (cp, "Allowed", 7)) 1298 for (;;)
1299 {
1300 switch (f.kw)
1370 { 1301 {
1302 case KW_allowed:
1371 if (art == NULL) 1303 if (!art)
1304 art = get_empty_artifact ();
1305
1372 { 1306 {
1373 art = get_empty_artifact (); 1307 if (!strcmp (f.get_str (), "all"))
1374 nrofartifacts++; 1308 break;
1309
1310 char *next, *cp = f.get_str ();
1311
1312 do
1313 {
1314 if ((next = strchr (cp, ',')))
1315 *next++ = '\0';
1316
1317 linked_char *tmp = new linked_char;
1318
1319 tmp->name = cp;
1320 tmp->next = art->allowed;
1321 art->allowed = tmp;
1322 }
1323 while ((cp = next));
1375 } 1324 }
1376 cp = strchr (cp, ' ') + 1; 1325 break;
1377 if (!strcmp (cp, "all")) 1326
1327 case KW_chance:
1328 f.get (art->chance);
1329 break;
1330
1331 case KW_difficulty:
1332 f.get (art->difficulty);
1333 break;
1334
1335 case KW_object:
1336 {
1337 art->item = object::create ();
1338 f.get (art->item->name);
1339 f.next ();
1340
1341 if (!art->item->parse_kv (f))
1342 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1343
1344 al = find_artifactlist (art->item->type);
1345
1346 if (!al)
1347 {
1348 al = get_empty_artifactlist ();
1349 al->type = art->item->type;
1350 al->next = first_artifactlist;
1351 first_artifactlist = al;
1352 }
1353
1354 art->next = al->items;
1355 al->items = art;
1356 art = 0;
1357 }
1378 continue; 1358 continue;
1379 1359
1380 do 1360 case KW_EOF:
1361 goto done;
1362
1363 default:
1364 if (!f.parse_error ("artifacts file"))
1365 cleanup ("artifacts file required");
1381 { 1366 break;
1382 nrofallowedstr++;
1383 if ((next = strchr (cp, ',')) != NULL)
1384 *(next++) = '\0';
1385 tmp = new linked_char;
1386
1387 tmp->name = cp;
1388 tmp->next = art->allowed;
1389 art->allowed = tmp;
1390 }
1391 while ((cp = next) != NULL);
1392 }
1393 else if (sscanf (cp, "chance %d", &value))
1394 art->chance = (uint16) value;
1395 else if (sscanf (cp, "difficulty %d", &value))
1396 art->difficulty = (uint8) value;
1397 else if (!strncmp (cp, "Object", 6))
1398 { 1367 }
1399 art->item = get_object ();
1400 1368
1401 if (!load_object (thawer, art->item, 0)) 1369 f.next ();
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1404 art->item->name = strchr (cp, ' ') + 1;
1405 al = find_artifactlist (art->item->type);
1406 if (al == NULL)
1407 {
1408 al = get_empty_artifactlist ();
1409 al->type = art->item->type;
1410 al->next = first_artifactlist;
1411 first_artifactlist = al;
1412 }
1413 art->next = al->items;
1414 al->items = art;
1415 art = NULL;
1416 }
1417 else
1418 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1419 } 1370 }
1420 1371
1372done:
1421 for (al = first_artifactlist; al != NULL; al = al->next) 1373 for (al = first_artifactlist; al; al = al->next)
1422 { 1374 {
1375 al->total_chance = 0;
1376
1423 for (art = al->items; art != NULL; art = art->next) 1377 for (art = al->items; art; art = art->next)
1424 { 1378 {
1425 if (!art->chance) 1379 if (!art->chance)
1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1380 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427 else 1381 else
1428 al->total_chance += art->chance; 1382 al->total_chance += art->chance;
1433 } 1387 }
1434 1388
1435 LOG (llevDebug, "done.\n"); 1389 LOG (llevDebug, "done.\n");
1436} 1390}
1437 1391
1438
1439/* 1392/*
1440 * Used in artifact generation. The bonuses of the first object 1393 * Used in artifact generation. The bonuses of the first object
1441 * is modified by the bonuses of the second object. 1394 * is modified by the bonuses of the second object.
1442 */ 1395 */
1443
1444void 1396void
1445add_abilities (object *op, object *change) 1397add_abilities (object *op, object *change)
1446{ 1398{
1447 int i, tmp; 1399 int i, tmp;
1448 1400
1449 if (change->face != blank_face) 1401 if (change->face != blank_face)
1450 { 1402 {
1451#ifdef TREASURE_VERBOSE 1403#ifdef TREASURE_VERBOSE
1452 LOG (llevDebug, "FACE: %d\n", change->face->number); 1404 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1453#endif 1405#endif
1454 op->face = change->face; 1406 op->face = change->face;
1455 } 1407 }
1456 1408
1457 for (i = 0; i < NUM_STATS; i++) 1409 for (i = 0; i < NUM_STATS; i++)
1493 CLEAR_FLAG (op, FLAG_ANIMATE); 1445 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */ 1446 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1447 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0; 1448 op->speed = 0.0;
1497 1449
1498 update_ob_speed (op); 1450 op->set_speed (op->speed);
1499 } 1451 }
1500 1452
1501 if (change->nrof) 1453 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1454 op->nrof = rndm (change->nrof) + 1;
1503 1455
1504 op->stats.exp += change->stats.exp; /* Speed modifier */ 1456 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 op->stats.wc += change->stats.wc; 1457 op->stats.wc += change->stats.wc;
1506 op->stats.ac += change->stats.ac; 1458 op->stats.ac += change->stats.ac;
1507 1459
1515 { 1467 {
1516 object *tmp_obj; 1468 object *tmp_obj;
1517 1469
1518 /* Remove any spells this object currently has in it */ 1470 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1471 while (op->inv)
1520 { 1472 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1473
1526 tmp_obj = arch_to_object (change->other_arch); 1474 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1475 insert_ob_in_ob (tmp_obj, op);
1528 } 1476 }
1529 /* No harm setting this for potions/horns */ 1477 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1514 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1515
1568 op->item_power = change->item_power; 1516 op->item_power = change->item_power;
1569 1517
1570 for (i = 0; i < NROFATTACKS; i++) 1518 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1519 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1520 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1521
1578 if (change->stats.dam) 1522 if (change->stats.dam)
1579 { 1523 {
1580 if (change->stats.dam < 0) 1524 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1525 op->stats.dam = (-change->stats.dam);
1618 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1562 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 } 1563 }
1620 1564
1621 op->value *= change->value; 1565 op->value *= change->value;
1622 1566
1623 if (change->material) 1567 if (change->materials)
1624 op->material = change->material; 1568 op->materials = change->materials;
1625 1569
1626 if (change->materialname) 1570 if (change->materialname)
1627 op->materialname = change->materialname; 1571 op->materialname = change->materialname;
1628 1572
1629 if (change->slaying) 1573 if (change->slaying)
1635 if (change->msg) 1579 if (change->msg)
1636 op->msg = change->msg; 1580 op->msg = change->msg;
1637} 1581}
1638 1582
1639static int 1583static int
1640legal_artifact_combination (object *op, artifact * art) 1584legal_artifact_combination (object *op, artifact *art)
1641{ 1585{
1642 int neg, success = 0; 1586 int neg, success = 0;
1643 linked_char *tmp; 1587 linked_char *tmp;
1644 const char *name; 1588 const char *name;
1645 1589
1646 if (art->allowed == (linked_char *) NULL) 1590 if (!art->allowed)
1647 return 1; /* Ie, "all" */ 1591 return 1; /* Ie, "all" */
1592
1648 for (tmp = art->allowed; tmp; tmp = tmp->next) 1593 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649 { 1594 {
1650#ifdef TREASURE_VERBOSE 1595#ifdef TREASURE_VERBOSE
1651 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1596 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1652#endif 1597#endif
1653 if (*tmp->name == '!') 1598 if (*tmp->name == '!')
1654 name = tmp->name + 1, neg = 1; 1599 name = tmp->name + 1, neg = 1;
1655 else 1600 else
1656 name = tmp->name, neg = 0; 1601 name = tmp->name, neg = 0;
1663 * everything is allowed except what we match 1608 * everything is allowed except what we match
1664 */ 1609 */
1665 else if (neg) 1610 else if (neg)
1666 success = 1; 1611 success = 1;
1667 } 1612 }
1613
1668 return success; 1614 return success;
1669} 1615}
1670 1616
1671/* 1617/*
1672 * Fixes the given object, giving it the abilities and titles 1618 * Fixes the given object, giving it the abilities and titles
1723 return; 1669 return;
1724 } 1670 }
1725 1671
1726 for (i = 0; i < ARTIFACT_TRIES; i++) 1672 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 { 1673 {
1728 int roll = RANDOM () % al->total_chance; 1674 int roll = rndm (al->total_chance);
1729 1675
1730 for (art = al->items; art != NULL; art = art->next) 1676 for (art = al->items; art; art = art->next)
1731 { 1677 {
1732 roll -= art->chance; 1678 roll -= art->chance;
1733 if (roll < 0) 1679 if (roll < 0)
1734 break; 1680 break;
1735 } 1681 }
1751 continue; 1697 continue;
1752 1698
1753 if (!legal_artifact_combination (op, art)) 1699 if (!legal_artifact_combination (op, art))
1754 { 1700 {
1755#ifdef TREASURE_VERBOSE 1701#ifdef TREASURE_VERBOSE
1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1702 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1757#endif 1703#endif
1758 continue; 1704 continue;
1759 } 1705 }
1706
1760 give_artifact_abilities (op, art->item); 1707 give_artifact_abilities (op, art->item);
1761 return; 1708 return;
1762 } 1709 }
1763} 1710}
1764 1711
1808 SET_FLAG (item, FLAG_NO_STEAL); 1755 SET_FLAG (item, FLAG_NO_STEAL);
1809 } 1756 }
1810} 1757}
1811 1758
1812/* special_potion() - so that old potion code is still done right. */ 1759/* special_potion() - so that old potion code is still done right. */
1813
1814int 1760int
1815special_potion (object *op) 1761special_potion (object *op)
1816{ 1762{
1817
1818 int i;
1819
1820 if (op->attacktype) 1763 if (op->attacktype)
1821 return 1; 1764 return 1;
1822 1765
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1766 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1; 1767 return 1;
1825 1768
1826 for (i = 0; i < NROFATTACKS; i++) 1769 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i]) 1770 if (op->resist[i])
1828 return 1; 1771 return 1;
1829 1772
1830 return 0; 1773 return 0;
1831} 1774}
1832 1775
1833void 1776void
1834free_treasurestruct (treasure *t) 1777free_treasurestruct (treasure *t)
1835{ 1778{
1836 if (t->next)
1837 free_treasurestruct (t->next); 1779 if (t->next) free_treasurestruct (t->next);
1838 if (t->next_yes)
1839 free_treasurestruct (t->next_yes); 1780 if (t->next_yes) free_treasurestruct (t->next_yes);
1840 if (t->next_no)
1841 free_treasurestruct (t->next_no); 1781 if (t->next_no) free_treasurestruct (t->next_no);
1842 1782
1843 delete t; 1783 delete t;
1844} 1784}
1845 1785
1846void 1786void
1851 1791
1852 delete lc; 1792 delete lc;
1853} 1793}
1854 1794
1855void 1795void
1856free_artifact (artifact * at) 1796free_artifact (artifact *at)
1857{ 1797{
1858 if (at->next)
1859 free_artifact (at->next); 1798 if (at->next) free_artifact (at->next);
1860
1861 if (at->allowed)
1862 free_charlinks (at->allowed); 1799 if (at->allowed) free_charlinks (at->allowed);
1863 1800
1864 at->item->free (1); 1801 at->item->destroy (1);
1865 1802
1866 delete at; 1803 sfree (at);
1867} 1804}
1868 1805
1869void 1806void
1870free_artifactlist (artifactlist * al) 1807free_artifactlist (artifactlist *al)
1871{ 1808{
1872 artifactlist *nextal; 1809 artifactlist *nextal;
1873 1810
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1811 for (al = first_artifactlist; al; al = nextal)
1875 { 1812 {
1876 nextal = al->next; 1813 nextal = al->next;
1877 1814
1878 if (al->items) 1815 if (al->items)
1879 free_artifact (al->items); 1816 free_artifact (al->items);
1880 1817
1881 free (al); 1818 sfree (al);
1882 } 1819 }
1883} 1820}
1884 1821
1885void 1822void
1886free_all_treasures (void) 1823free_all_treasures (void)
1887{ 1824{
1888 treasurelist *tl, *next; 1825 treasurelist *tl, *next;
1889 1826
1890
1891 for (tl = first_treasurelist; tl != NULL; tl = next) 1827 for (tl = first_treasurelist; tl; tl = next)
1892 { 1828 {
1829 clear (tl);
1830
1893 next = tl->next; 1831 next = tl->next;
1894 if (tl->items)
1895 free_treasurestruct (tl->items);
1896 delete tl; 1832 delete tl;
1897 } 1833 }
1834
1898 free_artifactlist (first_artifactlist); 1835 free_artifactlist (first_artifactlist);
1899} 1836}

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