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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 1.50 by root, Thu Apr 19 16:23:46 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 for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29
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 object *tmp;
301 236
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 if (flags & GT_ENVIRONMENT && op->type != SPELL)
308 { 243 {
309 op->x = creator->x;
310 op->y = creator->y;
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 244 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 245 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
313 } 246 }
314 else 247 else
315 { 248 {
316 op = insert_ob_in_ob (op, creator); 249 op = creator->insert (op);
250
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 251 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op); 252 monster_check_apply (creator, op);
253
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 254 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
320 esrv_send_item (tmp, op); 255 esrv_send_item (tmp, op);
321 } 256 }
322} 257}
323 258
324/* if there are change_xxx commands in the treasure, we include the changes 259/* if there are change_xxx commands in the treasure, we include the changes
339 274
340 if (t->change_arch.slaying) 275 if (t->change_arch.slaying)
341 op->slaying = t->change_arch.slaying; 276 op->slaying = t->change_arch.slaying;
342} 277}
343 278
344void 279static void
345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 280create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346{ 281{
347 object *tmp;
348
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 282 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 283 {
351 if (t->name) 284 if (t->name)
352 { 285 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 286 if (difficulty >= t->magic)
287 if (treasurelist *tl = treasurelist::find (t->name))
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 288 create_treasure (tl, op, flag, difficulty, tries);
289 else
290 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
355 } 291 }
356 else 292 else
357 { 293 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 294 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 295 {
360 tmp = arch_to_object (t->item); 296 object *tmp = arch_to_object (t->item);
297
361 if (t->nrof && tmp->nrof <= 1) 298 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 299 tmp->nrof = rndm (t->nrof) + 1;
300
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 301 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp); 302 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag); 303 put_treasure (tmp, op, flag);
366 } 304 }
367 } 305 }
368 306
369 if (t->next_yes != NULL) 307 if (t->next_yes)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 308 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 } 309 }
372 else if (t->next_no != NULL) 310 else if (t->next_no)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries); 311 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374 312
375 if (t->next != NULL) 313 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 314 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 315}
378 316
379void 317static void
380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 318create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 319{
382 int value = RANDOM () % tl->total_chance; 320 int value = rndm (tl->total_chance);
383 treasure *t; 321 treasure *t;
384 322
385 if (tries++ > 100) 323 if (tries++ > 100)
386 { 324 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 325 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 326 return;
389 } 327 }
390 328
391 for (t = tl->items; t != NULL; t = t->next) 329 for (t = tl->items; t; t = t->next)
392 { 330 {
393 value -= t->chance; 331 value -= t->chance;
394 332
395 if (value < 0) 333 if (value < 0)
396 break; 334 break;
397 } 335 }
398 336
399 if (!t || value >= 0) 337 if (!t || value >= 0)
400 {
401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 338 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
402 abort ();
403 return;
404 }
405 339
406 if (t->name) 340 if (t->name)
407 { 341 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic) 342 if (difficulty >= t->magic)
343 {
344 treasurelist *tl = treasurelist::find (t->name);
345 if (tl)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 346 create_treasure (tl, op, flag, difficulty, tries);
347 }
413 else if (t->nrof) 348 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries); 349 create_one_treasure (tl, op, flag, difficulty, tries);
415
416 return;
417 } 350 }
418
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 351 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
420 { 352 {
421 object *tmp = arch_to_object (t->item); 353 if (object *tmp = arch_to_object (t->item))
422 354 {
423 if (!tmp)
424 return;
425
426 if (t->nrof && tmp->nrof <= 1) 355 if (t->nrof && tmp->nrof <= 1)
427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 356 tmp->nrof = rndm (t->nrof) + 1;
428 357
429 fix_generated_item (tmp, op, difficulty, t->magic, flag); 358 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430 change_treasure (t, tmp); 359 change_treasure (t, tmp);
431 put_treasure (tmp, op, flag); 360 put_treasure (tmp, op, flag);
361 }
432 } 362 }
433} 363}
434 364
435/* This calls the appropriate treasure creation function. tries is passed 365/* This calls the appropriate treasure creation function. tries is passed
436 * to determine how many list transitions or attempts to create treasure 366 * to determine how many list transitions or attempts to create treasure
438 * list transitions, or so that excessively good treasure will not be 368 * 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 369 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that. 370 * to do that.
441 */ 371 */
442void 372void
443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 373create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
444{ 374{
375 // empty treasurelists are legal
376 if (!tl->items)
377 return;
445 378
446 if (tries++ > 100) 379 if (tries++ > 100)
447 { 380 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 381 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return; 382 return;
450 } 383 }
384
451 if (t->total_chance) 385 if (tl->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries); 386 create_one_treasure (tl, op, flag, difficulty, tries);
453 else 387 else
454 create_all_treasures (t->items, op, flag, difficulty, tries); 388 create_all_treasures (tl->items, op, flag, difficulty, tries);
455} 389}
456 390
457/* This is similar to the old generate treasure function. However, 391/* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around 392 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 393 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 394 * inserted into, and then return that treausre
461 */ 395 */
462object * 396object *
463generate_treasure (treasurelist * t, int difficulty) 397generate_treasure (treasurelist *tl, int difficulty)
464{ 398{
465 object *ob = get_object (), *tmp; 399 difficulty = clamp (difficulty, 1, settings.max_level);
466 400
401 object *ob = object::create ();
402
467 create_treasure (t, ob, 0, difficulty, 0); 403 create_treasure (tl, ob, 0, difficulty, 0);
468 404
469 /* Don't want to free the object we are about to return */ 405 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 406 object *tmp = ob->inv;
471 if (tmp != NULL) 407 if (tmp)
472 remove_ob (tmp); 408 tmp->remove ();
409
473 if (ob->inv) 410 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 411 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 412
477 free_object (ob); 413 ob->destroy ();
478 return tmp; 414 return tmp;
479} 415}
480 416
481/* 417/*
482 * This is a new way of calculating the chance for an item to have 418 * 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 420 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 421 * magical bonus "wanted".
486 */ 422 */
487 423
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 424static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 425// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 426// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 427 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 428 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 429 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 430 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 431 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 432 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 433 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 434 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 435 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 436 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 437 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 438 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 439 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 440 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 441 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 442 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 443 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 444 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 445 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 446 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 447 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 448 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 449 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 450 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 451 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 452 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 453 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 454 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 455 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 456 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 457 { 0, 0, 0, 0, 100}, // 31
524}; 458};
525
526 459
527/* calculate the appropriate level for wands staves and scrolls. 460/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 461 * This code presumes that op has had its spell object created (in op->inv)
529 * 462 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 463 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 464 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */ 465 */
533
534int 466int
535level_for_item (const object *op, int difficulty) 467level_for_item (const object *op, int difficulty)
536{ 468{
537 int olevel = 0; 469 int olevel = 0;
538 470
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 493 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 494 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 495 * weird integer between 1-31.
564 * 496 *
565 */ 497 */
566
567int 498int
568magic_from_difficulty (int difficulty) 499magic_from_difficulty (int difficulty)
569{ 500{
570 int percent = 0, magic = 0; 501 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 502 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
576 scaled_diff = 0; 507 scaled_diff = 0;
577 508
578 if (scaled_diff >= DIFFLEVELS) 509 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 510 scaled_diff = DIFFLEVELS - 1;
580 511
581 percent = RANDOM () % 100; 512 percent = rndm (100);
582 513
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 514 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 515 {
585 percent -= difftomagic_list[scaled_diff][magic]; 516 percent -= difftomagic_list[scaled_diff][magic];
586 517
592 { 523 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 524 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 525 magic = 0;
595 } 526 }
596 527
597 magic = (RANDOM () % 3) ? magic : -magic; 528 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 529 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 530
600 return magic; 531 return magic;
601} 532}
602 533
617 if (op->arch) 548 if (op->arch)
618 { 549 {
619 if (op->type == ARMOUR) 550 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 551 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 552
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 553 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 554 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 555 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 556 }
626 else 557 else
627 { 558 {
628 if (op->type == ARMOUR) 559 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 560 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 561 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 562 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 563 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 564 }
634} 565}
635 566
659 * 1) Since rings can have multiple bonuses, if the same bonus 590 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 591 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 592 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 593 * 2) Add code to deal with new PR method.
663 */ 594 */
664
665void 595void
666set_ring_bonus (object *op, int bonus) 596set_ring_bonus (object *op, int bonus)
667{ 597{
668 598
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 599 int r = rndm (bonus > 0 ? 25 : 11);
670 600
671 if (op->type == AMULET) 601 if (op->type == AMULET)
672 { 602 {
673 if (!(RANDOM () % 21)) 603 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 604 r = 20 + rndm (2);
675 else 605 else
676 { 606 {
677 if (RANDOM () & 2) 607 if (rndm (2))
678 r = 10; 608 r = 10;
679 else 609 else
680 r = 11 + RANDOM () % 9; 610 r = 11 + rndm (9);
681 } 611 }
682 } 612 }
683 613
684 switch (r) 614 switch (r)
685 { 615 {
722 case 16: 652 case 16:
723 case 17: 653 case 17:
724 case 18: 654 case 18:
725 case 19: 655 case 19:
726 { 656 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 657 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 658
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 659 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 660 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 661
732 /* Cursed items need to have higher negative values to equal out with 662 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 663 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 664 * little random element in since that they don't always end up with
735 * even values. 665 * even values.
736 */ 666 */
737 if (bonus < 0) 667 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 668 val = 2 * -val - rndm (b);
739 if (val > 35) 669 if (val > 35)
740 val = 35; /* Upper limit */ 670 val = 35; /* Upper limit */
741 b = 0; 671 b = 0;
672
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 673 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 674 resist = rndm (num_resist_table);
745 } 675
746 if (b == 4) 676 if (b == 4)
747 return; /* Not able to find a free resistance */ 677 return; /* Not able to find a free resistance */
678
748 op->resist[resist_table[resist]] = val; 679 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 680 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 681 * based on how good a resistance we gave.
751 */ 682 */
752 break; 683 break;
780 case 22: 711 case 22:
781 op->stats.exp += bonus; /* Speed! */ 712 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 713 op->value = (op->value * 2) / 3;
783 break; 714 break;
784 } 715 }
716
785 if (bonus > 0) 717 if (bonus > 0)
786 op->value *= 2 * bonus; 718 op->value *= 2 * bonus;
787 else 719 else
788 op->value = -(op->value * 2 * bonus) / 3; 720 op->value = -(op->value * 2 * bonus) / 3;
789} 721}
794 * higher is the chance of returning a low number. 726 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 727 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 728 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 729 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 730 */
799
800int 731int
801get_magic (int diff) 732get_magic (int diff)
802{ 733{
803 int i; 734 int i;
804 735
805 if (diff < 3) 736 if (diff < 3)
806 diff = 3; 737 diff = 3;
738
807 for (i = 0; i < 4; i++) 739 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 740 if (rndm (diff))
809 return i; 741 return i;
742
810 return 4; 743 return 4;
811} 744}
812 745
813#define DICE2 (get_magic(2)==2?2:1) 746#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 747#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 748
816/* 749/*
817 * fix_generated_item(): This is called after an item is generated, in 750 * 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 751 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 752 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 766 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 767 * 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 768 * 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 769 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 770 */
838
839void 771void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 772fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 773{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 774 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 775
848 save_item_power = op->item_power; 780 save_item_power = op->item_power;
849 op->item_power = 0; 781 op->item_power = 0;
850 782
851 if (op->randomitems && op->type != SPELL) 783 if (op->randomitems && op->type != SPELL)
852 { 784 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 785 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 */ 786 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 787 op->randomitems = 0;
859 } 788 }
860 789
861 if (difficulty < 1) 790 if (difficulty < 1)
862 difficulty = 1; 791 difficulty = 1;
792
793 if (INVOKE_OBJECT (ADD_BONUS, op,
794 ARG_OBJECT (creator != op ? creator : 0),
795 ARG_INT (difficulty), ARG_INT (max_magic),
796 ARG_INT (flags)))
797 return;
863 798
864 if (!(flags & GT_MINIMAL)) 799 if (!(flags & GT_MINIMAL))
865 { 800 {
866 if (op->arch == crown_arch) 801 if (op->arch == crown_arch)
867 { 802 {
874 if (!op->magic && max_magic) 809 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 810 set_magic (difficulty, op, max_magic, flags);
876 811
877 num_enchantments = calc_item_power (op, 1); 812 num_enchantments = calc_item_power (op, 1);
878 813
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 814 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
815 || op->type == HORN
816 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 817 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 818 generate_artifact (op, difficulty);
882 } 819 }
883 820
884 /* Object was made an artifact. Calculate its item_power rating. 821 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 879 case WEAPON:
943 case ARMOUR: 880 case ARMOUR:
944 case SHIELD: 881 case SHIELD:
945 case HELMET: 882 case HELMET:
946 case CLOAK: 883 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 884 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 885 set_ring_bonus (op, -DICE2);
949 break; 886 break;
950 887
951 case BRACERS: 888 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 889 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 890 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 891 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 892 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 893 op->value *= 3;
957 } 894 }
983 */ 920 */
984 if (op->inv && op->randomitems) 921 if (op->inv && op->randomitems)
985 { 922 {
986 /* value multiplier is same as for scrolls */ 923 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 924 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 925 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 926 }
990 else 927 else
991 { 928 {
992 op->name = "potion"; 929 op->name = "potion";
993 op->name_pl = "potions"; 930 op->name_pl = "potions";
994 } 931 }
995 932
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 933 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 934 SET_FLAG (op, FLAG_CURSED);
998 break; 935 break;
999 } 936 }
1000 937
1001 case AMULET: 938 case AMULET:
1003 op->value *= 5; /* Since it's not just decoration */ 940 op->value *= 5; /* Since it's not just decoration */
1004 941
1005 case RING: 942 case RING:
1006 if (op->arch == NULL) 943 if (op->arch == NULL)
1007 { 944 {
1008 remove_ob (op); 945 op->destroy ();
1009 free_object (op);
1010 op = NULL; 946 op = 0;
1011 break; 947 break;
1012 } 948 }
1013 949
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 950 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break; 951 break;
1016 952
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 953 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1018 SET_FLAG (op, FLAG_CURSED); 954 SET_FLAG (op, FLAG_CURSED);
1019 955
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 956 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021 957
1022 if (op->type != RING) /* Amulets have only one ability */ 958 if (op->type != RING) /* Amulets have only one ability */
1023 break; 959 break;
1024 960
1025 if (!(RANDOM () % 4)) 961 if (!(rndm (4)))
1026 { 962 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 963 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028 964
1029 if (d > 0) 965 if (d > 0)
1030 op->value *= 3; 966 op->value *= 3;
1031 967
1032 set_ring_bonus (op, d); 968 set_ring_bonus (op, d);
1033 969
1034 if (!(RANDOM () % 4)) 970 if (!(rndm (4)))
1035 { 971 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 972 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037 973
1038 if (d > 0) 974 if (d > 0)
1039 op->value *= 5; 975 op->value *= 5;
1040 set_ring_bonus (op, d); 976 set_ring_bonus (op, d);
1041 } 977 }
1042 } 978 }
1043 979
1044 if (GET_ANIM_ID (op)) 980 if (GET_ANIM_ID (op))
1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 981 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1046 982
1047 break; 983 break;
1048 984
1049 case BOOK: 985 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special· 986 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the· 987 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on. 988 * creator and/or map level we found it on.
1053 */ 989 */
1054 if (!op->msg && RANDOM () % 10) 990 if (!op->msg && rndm (10))
1055 { 991 {
1056 /* set the book level properly */ 992 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 993 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 { 994 {
1059 if (op->map && op->map->difficulty) 995 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 996 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1061 else 997 else
1062 op->level = RANDOM () % 20 + 1; 998 op->level = rndm (20) + 1;
1063 } 999 }
1064 else 1000 else
1065 op->level = RANDOM () % creator->level; 1001 op->level = rndm (creator->level);
1066 1002
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1003 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */ 1004 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1005 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */ 1006 /* creator related stuff */
1169 */ 1105 */
1170 1106
1171/* 1107/*
1172 * Allocate and return the pointer to an empty artifactlist structure. 1108 * Allocate and return the pointer to an empty artifactlist structure.
1173 */ 1109 */
1174
1175static artifactlist * 1110static artifactlist *
1176get_empty_artifactlist (void) 1111get_empty_artifactlist (void)
1177{ 1112{
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1113 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} 1114}
1187 1115
1188/* 1116/*
1189 * Allocate and return the pointer to an empty artifact structure. 1117 * Allocate and return the pointer to an empty artifact structure.
1190 */ 1118 */
1191
1192static artifact * 1119static artifact *
1193get_empty_artifact (void) 1120get_empty_artifact (void)
1194{ 1121{
1195 artifact *t = (artifact *) malloc (sizeof (artifact)); 1122 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} 1123}
1206 1124
1207/* 1125/*
1208 * Searches the artifact lists and returns one that has the same type 1126 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it. 1127 * of objects on it.
1210 */ 1128 */
1211
1212artifactlist * 1129artifactlist *
1213find_artifactlist (int type) 1130find_artifactlist (int type)
1214{ 1131{
1215 artifactlist *al;
1216
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1132 for (artifactlist *al = first_artifactlist; al; al = al->next)
1218 if (al->type == type) 1133 if (al->type == type)
1219 return al; 1134 return al;
1135
1220 return NULL; 1136 return 0;
1221} 1137}
1222 1138
1223/* 1139/*
1224 * For debugging purposes. Dumps all tables. 1140 * For debugging purposes. Dumps all tables.
1225 */ 1141 */
1226
1227void 1142void
1228dump_artifacts (void) 1143dump_artifacts (void)
1229{ 1144{
1230 artifactlist *al; 1145 artifactlist *al;
1231 artifact *art; 1146 artifact *art;
1238 for (art = al->items; art != NULL; art = art->next) 1153 for (art = al->items; art != NULL; art = art->next)
1239 { 1154 {
1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1155 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1241 if (art->allowed != NULL) 1156 if (art->allowed != NULL)
1242 { 1157 {
1243 fprintf (logfile, "\tAllowed combinations:"); 1158 fprintf (logfile, "\tallowed combinations:");
1244 for (next = art->allowed; next != NULL; next = next->next) 1159 for (next = art->allowed; next != NULL; next = next->next)
1245 fprintf (logfile, "%s,", &next->name); 1160 fprintf (logfile, "%s,", &next->name);
1246 fprintf (logfile, "\n"); 1161 fprintf (logfile, "\n");
1247 } 1162 }
1248 } 1163 }
1259 treasurelist *tl; 1174 treasurelist *tl;
1260 int i; 1175 int i;
1261 1176
1262 if (depth > 100) 1177 if (depth > 100)
1263 return; 1178 return;
1264 while (t != NULL) 1179
1180 while (t)
1265 { 1181 {
1266 if (t->name != NULL) 1182 if (t->name)
1267 { 1183 {
1268 for (i = 0; i < depth; i++) 1184 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " "); 1185 fprintf (logfile, " ");
1186
1270 fprintf (logfile, "{ (list: %s)\n", &t->name); 1187 fprintf (logfile, "{ (list: %s)\n", &t->name);
1188
1271 tl = find_treasurelist (t->name); 1189 tl = treasurelist::find (t->name);
1190 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1191 dump_monster_treasure_rec (name, tl->items, depth + 2);
1192
1273 for (i = 0; i < depth; i++) 1193 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1194 fprintf (logfile, " ");
1195
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1196 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1197 }
1277 else 1198 else
1278 { 1199 {
1279 for (i = 0; i < depth; i++) 1200 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1201 fprintf (logfile, " ");
1202
1281 if (t->item->clone.type == FLESH) 1203 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1204 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1205 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1206 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1207 }
1208
1286 if (t->next_yes != NULL) 1209 if (t->next_yes)
1287 { 1210 {
1288 for (i = 0; i < depth; i++) 1211 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " "); 1212 fprintf (logfile, " ");
1213
1290 fprintf (logfile, " (if yes)\n"); 1214 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1215 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 } 1216 }
1217
1293 if (t->next_no != NULL) 1218 if (t->next_no)
1294 { 1219 {
1295 for (i = 0; i < depth; i++) 1220 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " "); 1221 fprintf (logfile, " ");
1222
1297 fprintf (logfile, " (if no)\n"); 1223 fprintf (logfile, " (if no)\n");
1298 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1224 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299 } 1225 }
1226
1300 t = t->next; 1227 t = t->next;
1301 } 1228 }
1302} 1229}
1303 1230
1304/* 1231/*
1305 * For debugging purposes. Dumps all treasures for a given monster. 1232 * For debugging purposes. Dumps all treasures for a given monster.
1306 * Created originally by Raphael Quinet for debugging the alchemy code. 1233 * Created originally by Raphael Quinet for debugging the alchemy code.
1307 */ 1234 */
1308
1309void 1235void
1310dump_monster_treasure (const char *name) 1236dump_monster_treasure (const char *name)
1311{ 1237{
1312 archetype *at; 1238 archetype *at;
1313 int found; 1239 int found;
1314 1240
1315 found = 0; 1241 found = 0;
1316 fprintf (logfile, "\n"); 1242 fprintf (logfile, "\n");
1243
1317 for (at = first_archetype; at != NULL; at = at->next) 1244 for (at = first_archetype; at != NULL; at = at->next)
1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1245 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1319 { 1246 {
1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1247 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1321 if (at->clone.randomitems != NULL) 1248 if (at->clone.randomitems != NULL)
1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1249 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1323 else 1250 else
1324 fprintf (logfile, "(nothing)\n"); 1251 fprintf (logfile, "(nothing)\n");
1252
1325 fprintf (logfile, "\n"); 1253 fprintf (logfile, "\n");
1326 found++; 1254 found++;
1327 } 1255 }
1256
1328 if (found == 0) 1257 if (found == 0)
1329 fprintf (logfile, "No objects have the name %s!\n\n", name); 1258 fprintf (logfile, "No objects have the name %s!\n\n", name);
1330} 1259}
1331 1260
1332/* 1261/*
1333 * Builds up the lists of artifacts from the file in the libdir. 1262 * Builds up the lists of artifacts from the file in the libdir.
1334 */ 1263 */
1335
1336void 1264void
1337init_artifacts (void) 1265init_artifacts (void)
1338{ 1266{
1339 static int has_been_inited = 0; 1267 static int has_been_inited = 0;
1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1268 char filename[MAX_BUF];
1341 artifact *art = NULL; 1269 artifact *art = NULL;
1342 linked_char *tmp;
1343 int value;
1344 artifactlist *al; 1270 artifactlist *al;
1345 1271
1346 if (has_been_inited) 1272 if (has_been_inited)
1347 return; 1273 return;
1348 else 1274 else
1349 has_been_inited = 1; 1275 has_been_inited = 1;
1350 1276
1351 sprintf (filename, "%s/artifacts", settings.datadir); 1277 sprintf (filename, "%s/artifacts", settings.datadir);
1352 object_thawer thawer (filename); 1278 object_thawer f (filename);
1353 1279
1354 if (!thawer) 1280 if (!f)
1355 return; 1281 return;
1356 1282
1357 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1283 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 1284
1369 if (!strncmp (cp, "Allowed", 7)) 1285 for (;;)
1286 {
1287 switch (f.kw)
1370 { 1288 {
1289 case KW_allowed:
1371 if (art == NULL) 1290 if (!art)
1291 art = get_empty_artifact ();
1292
1372 { 1293 {
1373 art = get_empty_artifact (); 1294 if (!strcmp (f.get_str (), "all"))
1374 nrofartifacts++; 1295 break;
1296
1297 char *next, *cp = f.get_str ();
1298
1299 do
1300 {
1301 if ((next = strchr (cp, ',')))
1302 *next++ = '\0';
1303
1304 linked_char *tmp = new linked_char;
1305
1306 tmp->name = cp;
1307 tmp->next = art->allowed;
1308 art->allowed = tmp;
1309 }
1310 while ((cp = next));
1375 } 1311 }
1376 cp = strchr (cp, ' ') + 1; 1312 break;
1377 if (!strcmp (cp, "all")) 1313
1314 case KW_chance:
1315 f.get (art->chance);
1316 break;
1317
1318 case KW_difficulty:
1319 f.get (art->difficulty);
1320 break;
1321
1322 case KW_object:
1323 {
1324 art->item = object::create ();
1325 f.get (art->item->name);
1326 f.next ();
1327
1328 if (!art->item->parse_kv (f))
1329 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1330
1331 al = find_artifactlist (art->item->type);
1332
1333 if (!al)
1334 {
1335 al = get_empty_artifactlist ();
1336 al->type = art->item->type;
1337 al->next = first_artifactlist;
1338 first_artifactlist = al;
1339 }
1340
1341 art->next = al->items;
1342 al->items = art;
1343 art = 0;
1344 }
1378 continue; 1345 continue;
1379 1346
1380 do 1347 case KW_EOF:
1348 goto done;
1349
1350 default:
1351 if (!f.parse_error ("artifacts file"))
1352 cleanup ("artifacts file required");
1381 { 1353 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 { 1354 }
1399 art->item = get_object ();
1400 1355
1401 if (!load_object (thawer, art->item, 0)) 1356 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 } 1357 }
1420 1358
1359done:
1421 for (al = first_artifactlist; al != NULL; al = al->next) 1360 for (al = first_artifactlist; al; al = al->next)
1422 { 1361 {
1362 al->total_chance = 0;
1363
1423 for (art = al->items; art != NULL; art = art->next) 1364 for (art = al->items; art; art = art->next)
1424 { 1365 {
1425 if (!art->chance) 1366 if (!art->chance)
1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1367 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427 else 1368 else
1428 al->total_chance += art->chance; 1369 al->total_chance += art->chance;
1433 } 1374 }
1434 1375
1435 LOG (llevDebug, "done.\n"); 1376 LOG (llevDebug, "done.\n");
1436} 1377}
1437 1378
1438
1439/* 1379/*
1440 * Used in artifact generation. The bonuses of the first object 1380 * Used in artifact generation. The bonuses of the first object
1441 * is modified by the bonuses of the second object. 1381 * is modified by the bonuses of the second object.
1442 */ 1382 */
1443
1444void 1383void
1445add_abilities (object *op, object *change) 1384add_abilities (object *op, object *change)
1446{ 1385{
1447 int i, tmp; 1386 int i, tmp;
1448 1387
1449 if (change->face != blank_face) 1388 if (change->face != blank_face)
1450 { 1389 {
1451#ifdef TREASURE_VERBOSE 1390#ifdef TREASURE_VERBOSE
1452 LOG (llevDebug, "FACE: %d\n", change->face->number); 1391 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1453#endif 1392#endif
1454 op->face = change->face; 1393 op->face = change->face;
1455 } 1394 }
1456 1395
1457 for (i = 0; i < NUM_STATS; i++) 1396 for (i = 0; i < NUM_STATS; i++)
1493 CLEAR_FLAG (op, FLAG_ANIMATE); 1432 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */ 1433 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1434 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0; 1435 op->speed = 0.0;
1497 1436
1498 update_ob_speed (op); 1437 op->set_speed (op->speed);
1499 } 1438 }
1500 1439
1501 if (change->nrof) 1440 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1441 op->nrof = rndm (change->nrof) + 1;
1503 1442
1504 op->stats.exp += change->stats.exp; /* Speed modifier */ 1443 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 op->stats.wc += change->stats.wc; 1444 op->stats.wc += change->stats.wc;
1506 op->stats.ac += change->stats.ac; 1445 op->stats.ac += change->stats.ac;
1507 1446
1515 { 1454 {
1516 object *tmp_obj; 1455 object *tmp_obj;
1517 1456
1518 /* Remove any spells this object currently has in it */ 1457 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1458 while (op->inv)
1520 { 1459 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1460
1526 tmp_obj = arch_to_object (change->other_arch); 1461 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1462 insert_ob_in_ob (tmp_obj, op);
1528 } 1463 }
1529 /* No harm setting this for potions/horns */ 1464 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1501 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1502
1568 op->item_power = change->item_power; 1503 op->item_power = change->item_power;
1569 1504
1570 for (i = 0; i < NROFATTACKS; i++) 1505 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1506 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1507 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1508
1578 if (change->stats.dam) 1509 if (change->stats.dam)
1579 { 1510 {
1580 if (change->stats.dam < 0) 1511 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1512 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); 1549 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 } 1550 }
1620 1551
1621 op->value *= change->value; 1552 op->value *= change->value;
1622 1553
1623 if (change->material) 1554 if (change->materials)
1624 op->material = change->material; 1555 op->materials = change->materials;
1625 1556
1626 if (change->materialname) 1557 if (change->materialname)
1627 op->materialname = change->materialname; 1558 op->materialname = change->materialname;
1628 1559
1629 if (change->slaying) 1560 if (change->slaying)
1646 if (art->allowed == (linked_char *) NULL) 1577 if (art->allowed == (linked_char *) NULL)
1647 return 1; /* Ie, "all" */ 1578 return 1; /* Ie, "all" */
1648 for (tmp = art->allowed; tmp; tmp = tmp->next) 1579 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649 { 1580 {
1650#ifdef TREASURE_VERBOSE 1581#ifdef TREASURE_VERBOSE
1651 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1582 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1652#endif 1583#endif
1653 if (*tmp->name == '!') 1584 if (*tmp->name == '!')
1654 name = tmp->name + 1, neg = 1; 1585 name = tmp->name + 1, neg = 1;
1655 else 1586 else
1656 name = tmp->name, neg = 0; 1587 name = tmp->name, neg = 0;
1723 return; 1654 return;
1724 } 1655 }
1725 1656
1726 for (i = 0; i < ARTIFACT_TRIES; i++) 1657 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 { 1658 {
1728 int roll = RANDOM () % al->total_chance; 1659 int roll = rndm (al->total_chance);
1729 1660
1730 for (art = al->items; art != NULL; art = art->next) 1661 for (art = al->items; art; art = art->next)
1731 { 1662 {
1732 roll -= art->chance; 1663 roll -= art->chance;
1733 if (roll < 0) 1664 if (roll < 0)
1734 break; 1665 break;
1735 } 1666 }
1751 continue; 1682 continue;
1752 1683
1753 if (!legal_artifact_combination (op, art)) 1684 if (!legal_artifact_combination (op, art))
1754 { 1685 {
1755#ifdef TREASURE_VERBOSE 1686#ifdef TREASURE_VERBOSE
1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1687 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1757#endif 1688#endif
1758 continue; 1689 continue;
1759 } 1690 }
1691
1760 give_artifact_abilities (op, art->item); 1692 give_artifact_abilities (op, art->item);
1761 return; 1693 return;
1762 } 1694 }
1763} 1695}
1764 1696
1808 SET_FLAG (item, FLAG_NO_STEAL); 1740 SET_FLAG (item, FLAG_NO_STEAL);
1809 } 1741 }
1810} 1742}
1811 1743
1812/* special_potion() - so that old potion code is still done right. */ 1744/* special_potion() - so that old potion code is still done right. */
1813
1814int 1745int
1815special_potion (object *op) 1746special_potion (object *op)
1816{ 1747{
1817
1818 int i;
1819
1820 if (op->attacktype) 1748 if (op->attacktype)
1821 return 1; 1749 return 1;
1822 1750
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1751 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; 1752 return 1;
1825 1753
1826 for (i = 0; i < NROFATTACKS; i++) 1754 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i]) 1755 if (op->resist[i])
1828 return 1; 1756 return 1;
1829 1757
1830 return 0; 1758 return 0;
1831} 1759}
1832 1760
1833void 1761void
1834free_treasurestruct (treasure *t) 1762free_treasurestruct (treasure *t)
1835{ 1763{
1836 if (t->next)
1837 free_treasurestruct (t->next); 1764 if (t->next) free_treasurestruct (t->next);
1838 if (t->next_yes)
1839 free_treasurestruct (t->next_yes); 1765 if (t->next_yes) free_treasurestruct (t->next_yes);
1840 if (t->next_no)
1841 free_treasurestruct (t->next_no); 1766 if (t->next_no) free_treasurestruct (t->next_no);
1842 1767
1843 delete t; 1768 delete t;
1844} 1769}
1845 1770
1846void 1771void
1851 1776
1852 delete lc; 1777 delete lc;
1853} 1778}
1854 1779
1855void 1780void
1856free_artifact (artifact * at) 1781free_artifact (artifact *at)
1857{ 1782{
1858 if (at->next)
1859 free_artifact (at->next); 1783 if (at->next) free_artifact (at->next);
1860
1861 if (at->allowed)
1862 free_charlinks (at->allowed); 1784 if (at->allowed) free_charlinks (at->allowed);
1863 1785
1864 at->item->free (1); 1786 at->item->destroy (1);
1865 1787
1866 delete at; 1788 sfree (at);
1867} 1789}
1868 1790
1869void 1791void
1870free_artifactlist (artifactlist * al) 1792free_artifactlist (artifactlist *al)
1871{ 1793{
1872 artifactlist *nextal; 1794 artifactlist *nextal;
1873 1795
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1796 for (al = first_artifactlist; al; al = nextal)
1875 { 1797 {
1876 nextal = al->next; 1798 nextal = al->next;
1877 1799
1878 if (al->items) 1800 if (al->items)
1879 free_artifact (al->items); 1801 free_artifact (al->items);
1880 1802
1881 free (al); 1803 sfree (al);
1882 } 1804 }
1883} 1805}
1884 1806
1885void 1807void
1886free_all_treasures (void) 1808free_all_treasures (void)
1887{ 1809{
1888 treasurelist *tl, *next; 1810 treasurelist *tl, *next;
1889 1811
1890
1891 for (tl = first_treasurelist; tl != NULL; tl = next) 1812 for (tl = first_treasurelist; tl; tl = next)
1892 { 1813 {
1814 clear (tl);
1815
1893 next = tl->next; 1816 next = tl->next;
1894 if (tl->items)
1895 free_treasurestruct (tl->items);
1896 delete tl; 1817 delete tl;
1897 } 1818 }
1819
1898 free_artifactlist (first_artifactlist); 1820 free_artifactlist (first_artifactlist);
1899} 1821}

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