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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 1.54 by root, Sat Apr 21 17:34:23 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;
301
302 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* 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 236 * 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 237 * this is the original object, or if this is an object that should be created
305 * by another object. 238 * by another object.
306 */ 239 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 if (flags & GT_ENVIRONMENT && op->type != SPELL)
308 { 241 {
309 op->x = creator->x; 242 op->expand_tail ();
310 op->y = creator->y; 243
244 if (ob_blocked (op, creator->map, creator->x, creator->y))
245 op->destroy ();
246 else
247 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 248 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 249 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
250 }
313 } 251 }
314 else 252 else
315 { 253 {
316 op = insert_ob_in_ob (op, creator); 254 op = creator->insert (op);
255
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 256 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op); 257 monster_check_apply (creator, op);
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 258
259 if (flags & GT_UPDATE_INV)
260 if (object *tmp = creator->in_player ())
320 esrv_send_item (tmp, op); 261 esrv_send_item (tmp, op);
321 } 262 }
322} 263}
323 264
324/* if there are change_xxx commands in the treasure, we include the changes 265/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 266 * in the generated object
339 280
340 if (t->change_arch.slaying) 281 if (t->change_arch.slaying)
341 op->slaying = t->change_arch.slaying; 282 op->slaying = t->change_arch.slaying;
342} 283}
343 284
344void 285static void
345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 286create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346{ 287{
347 object *tmp;
348
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 288 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 289 {
351 if (t->name) 290 if (t->name)
352 { 291 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 292 if (difficulty >= t->magic)
293 if (treasurelist *tl = treasurelist::find (t->name))
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 294 create_treasure (tl, op, flag, difficulty, tries);
295 else
296 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
355 } 297 }
356 else 298 else
357 { 299 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 300 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 301 {
360 tmp = arch_to_object (t->item); 302 object *tmp = arch_to_object (t->item);
303
361 if (t->nrof && tmp->nrof <= 1) 304 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 305 tmp->nrof = rndm (t->nrof) + 1;
306
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 307 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp); 308 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag); 309 put_treasure (tmp, op, flag);
366 } 310 }
367 } 311 }
368 312
369 if (t->next_yes != NULL) 313 if (t->next_yes)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 314 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 } 315 }
372 else if (t->next_no != NULL) 316 else if (t->next_no)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries); 317 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374 318
375 if (t->next != NULL) 319 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 320 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 321}
378 322
379void 323static void
380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 324create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 325{
382 int value = RANDOM () % tl->total_chance; 326 int value = rndm (tl->total_chance);
383 treasure *t; 327 treasure *t;
384 328
385 if (tries++ > 100) 329 if (tries++ > 100)
386 { 330 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 331 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 332 return;
389 } 333 }
390 334
391 for (t = tl->items; t != NULL; t = t->next) 335 for (t = tl->items; t; t = t->next)
392 { 336 {
393 value -= t->chance; 337 value -= t->chance;
394 338
395 if (value < 0) 339 if (value < 0)
396 break; 340 break;
397 } 341 }
398 342
399 if (!t || value >= 0) 343 if (!t || value >= 0)
400 {
401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 344 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
402 abort ();
403 return;
404 }
405 345
406 if (t->name) 346 if (t->name)
407 { 347 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic) 348 if (difficulty >= t->magic)
349 {
350 treasurelist *tl = treasurelist::find (t->name);
351 if (tl)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 352 create_treasure (tl, op, flag, difficulty, tries);
353 }
413 else if (t->nrof) 354 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries); 355 create_one_treasure (tl, op, flag, difficulty, tries);
415
416 return;
417 } 356 }
418
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 357 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
420 { 358 {
421 object *tmp = arch_to_object (t->item); 359 if (object *tmp = arch_to_object (t->item))
422 360 {
423 if (!tmp)
424 return;
425
426 if (t->nrof && tmp->nrof <= 1) 361 if (t->nrof && tmp->nrof <= 1)
427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 362 tmp->nrof = rndm (t->nrof) + 1;
428 363
429 fix_generated_item (tmp, op, difficulty, t->magic, flag); 364 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430 change_treasure (t, tmp); 365 change_treasure (t, tmp);
431 put_treasure (tmp, op, flag); 366 put_treasure (tmp, op, flag);
367 }
432 } 368 }
433} 369}
434 370
435/* This calls the appropriate treasure creation function. tries is passed 371/* This calls the appropriate treasure creation function. tries is passed
436 * to determine how many list transitions or attempts to create treasure 372 * to determine how many list transitions or attempts to create treasure
438 * list transitions, or so that excessively good treasure will not be 374 * 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 375 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that. 376 * to do that.
441 */ 377 */
442void 378void
443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 379create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
444{ 380{
381 // empty treasurelists are legal
382 if (!tl->items)
383 return;
445 384
446 if (tries++ > 100) 385 if (tries++ > 100)
447 { 386 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 387 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return; 388 return;
450 } 389 }
390
451 if (t->total_chance) 391 if (tl->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries); 392 create_one_treasure (tl, op, flag, difficulty, tries);
453 else 393 else
454 create_all_treasures (t->items, op, flag, difficulty, tries); 394 create_all_treasures (tl->items, op, flag, difficulty, tries);
455} 395}
456 396
457/* This is similar to the old generate treasure function. However, 397/* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around 398 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 399 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 400 * inserted into, and then return that treausre
461 */ 401 */
462object * 402object *
463generate_treasure (treasurelist * t, int difficulty) 403generate_treasure (treasurelist *tl, int difficulty)
464{ 404{
465 object *ob = get_object (), *tmp; 405 difficulty = clamp (difficulty, 1, settings.max_level);
466 406
407 object *ob = object::create ();
408
467 create_treasure (t, ob, 0, difficulty, 0); 409 create_treasure (tl, ob, 0, difficulty, 0);
468 410
469 /* Don't want to free the object we are about to return */ 411 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 412 object *tmp = ob->inv;
471 if (tmp != NULL) 413 if (tmp)
472 remove_ob (tmp); 414 tmp->remove ();
415
473 if (ob->inv) 416 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 417 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 418
477 free_object (ob); 419 ob->destroy ();
478 return tmp; 420 return tmp;
479} 421}
480 422
481/* 423/*
482 * This is a new way of calculating the chance for an item to have 424 * 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 426 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 427 * magical bonus "wanted".
486 */ 428 */
487 429
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 430static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 431// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 432// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 433 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 434 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 435 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 436 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 437 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 438 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 439 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 440 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 441 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 442 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 443 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 444 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 445 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 446 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 447 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 448 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 449 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 450 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 451 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 452 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 453 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 454 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 455 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 456 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 457 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 458 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 459 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 460 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 461 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 462 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 463 { 0, 0, 0, 0, 100}, // 31
524}; 464};
525
526 465
527/* calculate the appropriate level for wands staves and scrolls. 466/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 467 * This code presumes that op has had its spell object created (in op->inv)
529 * 468 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 469 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 470 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */ 471 */
533
534int 472int
535level_for_item (const object *op, int difficulty) 473level_for_item (const object *op, int difficulty)
536{ 474{
537 int olevel = 0; 475 int olevel = 0;
538 476
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 499 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 500 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 501 * weird integer between 1-31.
564 * 502 *
565 */ 503 */
566
567int 504int
568magic_from_difficulty (int difficulty) 505magic_from_difficulty (int difficulty)
569{ 506{
570 int percent = 0, magic = 0; 507 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 508 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
576 scaled_diff = 0; 513 scaled_diff = 0;
577 514
578 if (scaled_diff >= DIFFLEVELS) 515 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 516 scaled_diff = DIFFLEVELS - 1;
580 517
581 percent = RANDOM () % 100; 518 percent = rndm (100);
582 519
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 520 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 521 {
585 percent -= difftomagic_list[scaled_diff][magic]; 522 percent -= difftomagic_list[scaled_diff][magic];
586 523
592 { 529 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 530 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 531 magic = 0;
595 } 532 }
596 533
597 magic = (RANDOM () % 3) ? magic : -magic; 534 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 535 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 536
600 return magic; 537 return magic;
601} 538}
602 539
617 if (op->arch) 554 if (op->arch)
618 { 555 {
619 if (op->type == ARMOUR) 556 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 557 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 558
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 559 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 560 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 561 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 562 }
626 else 563 else
627 { 564 {
628 if (op->type == ARMOUR) 565 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 566 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 567 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 568 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 569 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 570 }
634} 571}
635 572
659 * 1) Since rings can have multiple bonuses, if the same bonus 596 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 597 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 598 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 599 * 2) Add code to deal with new PR method.
663 */ 600 */
664
665void 601void
666set_ring_bonus (object *op, int bonus) 602set_ring_bonus (object *op, int bonus)
667{ 603{
668 604
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 605 int r = rndm (bonus > 0 ? 25 : 11);
670 606
671 if (op->type == AMULET) 607 if (op->type == AMULET)
672 { 608 {
673 if (!(RANDOM () % 21)) 609 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 610 r = 20 + rndm (2);
675 else 611 else
676 { 612 {
677 if (RANDOM () & 2) 613 if (rndm (2))
678 r = 10; 614 r = 10;
679 else 615 else
680 r = 11 + RANDOM () % 9; 616 r = 11 + rndm (9);
681 } 617 }
682 } 618 }
683 619
684 switch (r) 620 switch (r)
685 { 621 {
722 case 16: 658 case 16:
723 case 17: 659 case 17:
724 case 18: 660 case 18:
725 case 19: 661 case 19:
726 { 662 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 663 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 664
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 665 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 666 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 667
732 /* Cursed items need to have higher negative values to equal out with 668 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 669 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 670 * little random element in since that they don't always end up with
735 * even values. 671 * even values.
736 */ 672 */
737 if (bonus < 0) 673 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 674 val = 2 * -val - rndm (b);
739 if (val > 35) 675 if (val > 35)
740 val = 35; /* Upper limit */ 676 val = 35; /* Upper limit */
741 b = 0; 677 b = 0;
678
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 679 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 680 resist = rndm (num_resist_table);
745 } 681
746 if (b == 4) 682 if (b == 4)
747 return; /* Not able to find a free resistance */ 683 return; /* Not able to find a free resistance */
684
748 op->resist[resist_table[resist]] = val; 685 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 686 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 687 * based on how good a resistance we gave.
751 */ 688 */
752 break; 689 break;
780 case 22: 717 case 22:
781 op->stats.exp += bonus; /* Speed! */ 718 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 719 op->value = (op->value * 2) / 3;
783 break; 720 break;
784 } 721 }
722
785 if (bonus > 0) 723 if (bonus > 0)
786 op->value *= 2 * bonus; 724 op->value *= 2 * bonus;
787 else 725 else
788 op->value = -(op->value * 2 * bonus) / 3; 726 op->value = -(op->value * 2 * bonus) / 3;
789} 727}
794 * higher is the chance of returning a low number. 732 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 733 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 734 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 735 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 736 */
799
800int 737int
801get_magic (int diff) 738get_magic (int diff)
802{ 739{
803 int i; 740 int i;
804 741
805 if (diff < 3) 742 if (diff < 3)
806 diff = 3; 743 diff = 3;
744
807 for (i = 0; i < 4; i++) 745 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 746 if (rndm (diff))
809 return i; 747 return i;
748
810 return 4; 749 return 4;
811} 750}
812 751
813#define DICE2 (get_magic(2)==2?2:1) 752#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 753#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 754
816/* 755/*
817 * fix_generated_item(): This is called after an item is generated, in 756 * 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 757 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 758 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 772 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 773 * 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 774 * 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 775 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 776 */
838
839void 777void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 778fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 779{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 780 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 781
848 save_item_power = op->item_power; 786 save_item_power = op->item_power;
849 op->item_power = 0; 787 op->item_power = 0;
850 788
851 if (op->randomitems && op->type != SPELL) 789 if (op->randomitems && op->type != SPELL)
852 { 790 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 791 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 */ 792 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 793 op->randomitems = 0;
859 } 794 }
860 795
861 if (difficulty < 1) 796 if (difficulty < 1)
862 difficulty = 1; 797 difficulty = 1;
798
799 if (INVOKE_OBJECT (ADD_BONUS, op,
800 ARG_OBJECT (creator != op ? creator : 0),
801 ARG_INT (difficulty), ARG_INT (max_magic),
802 ARG_INT (flags)))
803 return;
863 804
864 if (!(flags & GT_MINIMAL)) 805 if (!(flags & GT_MINIMAL))
865 { 806 {
866 if (op->arch == crown_arch) 807 if (op->arch == crown_arch)
867 { 808 {
874 if (!op->magic && max_magic) 815 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 816 set_magic (difficulty, op, max_magic, flags);
876 817
877 num_enchantments = calc_item_power (op, 1); 818 num_enchantments = calc_item_power (op, 1);
878 819
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 820 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
821 || op->type == HORN
822 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 823 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 824 generate_artifact (op, difficulty);
882 } 825 }
883 826
884 /* Object was made an artifact. Calculate its item_power rating. 827 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 885 case WEAPON:
943 case ARMOUR: 886 case ARMOUR:
944 case SHIELD: 887 case SHIELD:
945 case HELMET: 888 case HELMET:
946 case CLOAK: 889 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 890 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 891 set_ring_bonus (op, -DICE2);
949 break; 892 break;
950 893
951 case BRACERS: 894 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 895 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 896 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 897 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 898 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 899 op->value *= 3;
957 } 900 }
983 */ 926 */
984 if (op->inv && op->randomitems) 927 if (op->inv && op->randomitems)
985 { 928 {
986 /* value multiplier is same as for scrolls */ 929 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 930 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 931 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 932 }
990 else 933 else
991 { 934 {
992 op->name = "potion"; 935 op->name = "potion";
993 op->name_pl = "potions"; 936 op->name_pl = "potions";
994 } 937 }
995 938
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 939 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 940 SET_FLAG (op, FLAG_CURSED);
998 break; 941 break;
999 } 942 }
1000 943
1001 case AMULET: 944 case AMULET:
1003 op->value *= 5; /* Since it's not just decoration */ 946 op->value *= 5; /* Since it's not just decoration */
1004 947
1005 case RING: 948 case RING:
1006 if (op->arch == NULL) 949 if (op->arch == NULL)
1007 { 950 {
1008 remove_ob (op); 951 op->destroy ();
1009 free_object (op);
1010 op = NULL; 952 op = 0;
1011 break; 953 break;
1012 } 954 }
1013 955
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 956 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break; 957 break;
1016 958
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 959 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1018 SET_FLAG (op, FLAG_CURSED); 960 SET_FLAG (op, FLAG_CURSED);
1019 961
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 962 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021 963
1022 if (op->type != RING) /* Amulets have only one ability */ 964 if (op->type != RING) /* Amulets have only one ability */
1023 break; 965 break;
1024 966
1025 if (!(RANDOM () % 4)) 967 if (!(rndm (4)))
1026 { 968 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 969 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028 970
1029 if (d > 0) 971 if (d > 0)
1030 op->value *= 3; 972 op->value *= 3;
1031 973
1032 set_ring_bonus (op, d); 974 set_ring_bonus (op, d);
1033 975
1034 if (!(RANDOM () % 4)) 976 if (!(rndm (4)))
1035 { 977 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 978 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037 979
1038 if (d > 0) 980 if (d > 0)
1039 op->value *= 5; 981 op->value *= 5;
1040 set_ring_bonus (op, d); 982 set_ring_bonus (op, d);
1041 } 983 }
1042 } 984 }
1043 985
1044 if (GET_ANIM_ID (op)) 986 if (GET_ANIM_ID (op))
1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 987 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1046 988
1047 break; 989 break;
1048 990
1049 case BOOK: 991 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special· 992 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the· 993 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on. 994 * creator and/or map level we found it on.
1053 */ 995 */
1054 if (!op->msg && RANDOM () % 10) 996 if (!op->msg && rndm (10))
1055 { 997 {
1056 /* set the book level properly */ 998 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 999 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 { 1000 {
1059 if (op->map && op->map->difficulty) 1001 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1002 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1061 else 1003 else
1062 op->level = RANDOM () % 20 + 1; 1004 op->level = rndm (20) + 1;
1063 } 1005 }
1064 else 1006 else
1065 op->level = RANDOM () % creator->level; 1007 op->level = rndm (creator->level);
1066 1008
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1009 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */ 1010 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1011 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */ 1012 /* creator related stuff */
1169 */ 1111 */
1170 1112
1171/* 1113/*
1172 * Allocate and return the pointer to an empty artifactlist structure. 1114 * Allocate and return the pointer to an empty artifactlist structure.
1173 */ 1115 */
1174
1175static artifactlist * 1116static artifactlist *
1176get_empty_artifactlist (void) 1117get_empty_artifactlist (void)
1177{ 1118{
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1119 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} 1120}
1187 1121
1188/* 1122/*
1189 * Allocate and return the pointer to an empty artifact structure. 1123 * Allocate and return the pointer to an empty artifact structure.
1190 */ 1124 */
1191
1192static artifact * 1125static artifact *
1193get_empty_artifact (void) 1126get_empty_artifact (void)
1194{ 1127{
1195 artifact *t = (artifact *) malloc (sizeof (artifact)); 1128 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} 1129}
1206 1130
1207/* 1131/*
1208 * Searches the artifact lists and returns one that has the same type 1132 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it. 1133 * of objects on it.
1210 */ 1134 */
1211
1212artifactlist * 1135artifactlist *
1213find_artifactlist (int type) 1136find_artifactlist (int type)
1214{ 1137{
1215 artifactlist *al;
1216
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1138 for (artifactlist *al = first_artifactlist; al; al = al->next)
1218 if (al->type == type) 1139 if (al->type == type)
1219 return al; 1140 return al;
1141
1220 return NULL; 1142 return 0;
1221} 1143}
1222 1144
1223/* 1145/*
1224 * For debugging purposes. Dumps all tables. 1146 * For debugging purposes. Dumps all tables.
1225 */ 1147 */
1226
1227void 1148void
1228dump_artifacts (void) 1149dump_artifacts (void)
1229{ 1150{
1230 artifactlist *al; 1151 artifactlist *al;
1231 artifact *art; 1152 artifact *art;
1238 for (art = al->items; art != NULL; art = art->next) 1159 for (art = al->items; art != NULL; art = art->next)
1239 { 1160 {
1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1161 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1241 if (art->allowed != NULL) 1162 if (art->allowed != NULL)
1242 { 1163 {
1243 fprintf (logfile, "\tAllowed combinations:"); 1164 fprintf (logfile, "\tallowed combinations:");
1244 for (next = art->allowed; next != NULL; next = next->next) 1165 for (next = art->allowed; next != NULL; next = next->next)
1245 fprintf (logfile, "%s,", &next->name); 1166 fprintf (logfile, "%s,", &next->name);
1246 fprintf (logfile, "\n"); 1167 fprintf (logfile, "\n");
1247 } 1168 }
1248 } 1169 }
1259 treasurelist *tl; 1180 treasurelist *tl;
1260 int i; 1181 int i;
1261 1182
1262 if (depth > 100) 1183 if (depth > 100)
1263 return; 1184 return;
1264 while (t != NULL) 1185
1186 while (t)
1265 { 1187 {
1266 if (t->name != NULL) 1188 if (t->name)
1267 { 1189 {
1268 for (i = 0; i < depth; i++) 1190 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " "); 1191 fprintf (logfile, " ");
1192
1270 fprintf (logfile, "{ (list: %s)\n", &t->name); 1193 fprintf (logfile, "{ (list: %s)\n", &t->name);
1194
1271 tl = find_treasurelist (t->name); 1195 tl = treasurelist::find (t->name);
1196 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1197 dump_monster_treasure_rec (name, tl->items, depth + 2);
1198
1273 for (i = 0; i < depth; i++) 1199 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1200 fprintf (logfile, " ");
1201
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1202 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1203 }
1277 else 1204 else
1278 { 1205 {
1279 for (i = 0; i < depth; i++) 1206 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1207 fprintf (logfile, " ");
1208
1281 if (t->item->clone.type == FLESH) 1209 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1210 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1211 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1212 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1213 }
1214
1286 if (t->next_yes != NULL) 1215 if (t->next_yes)
1287 { 1216 {
1288 for (i = 0; i < depth; i++) 1217 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " "); 1218 fprintf (logfile, " ");
1219
1290 fprintf (logfile, " (if yes)\n"); 1220 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1221 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 } 1222 }
1223
1293 if (t->next_no != NULL) 1224 if (t->next_no)
1294 { 1225 {
1295 for (i = 0; i < depth; i++) 1226 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " "); 1227 fprintf (logfile, " ");
1228
1297 fprintf (logfile, " (if no)\n"); 1229 fprintf (logfile, " (if no)\n");
1298 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1230 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299 } 1231 }
1232
1300 t = t->next; 1233 t = t->next;
1301 } 1234 }
1302} 1235}
1303 1236
1304/* 1237/*
1305 * For debugging purposes. Dumps all treasures for a given monster. 1238 * For debugging purposes. Dumps all treasures for a given monster.
1306 * Created originally by Raphael Quinet for debugging the alchemy code. 1239 * Created originally by Raphael Quinet for debugging the alchemy code.
1307 */ 1240 */
1308
1309void 1241void
1310dump_monster_treasure (const char *name) 1242dump_monster_treasure (const char *name)
1311{ 1243{
1312 archetype *at; 1244 archetype *at;
1313 int found; 1245 int found;
1314 1246
1315 found = 0; 1247 found = 0;
1316 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1249
1317 for (at = first_archetype; at != NULL; at = at->next) 1250 for (at = first_archetype; at != NULL; at = at->next)
1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1251 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1319 { 1252 {
1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1253 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1321 if (at->clone.randomitems != NULL) 1254 if (at->clone.randomitems != NULL)
1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1255 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1323 else 1256 else
1324 fprintf (logfile, "(nothing)\n"); 1257 fprintf (logfile, "(nothing)\n");
1258
1325 fprintf (logfile, "\n"); 1259 fprintf (logfile, "\n");
1326 found++; 1260 found++;
1327 } 1261 }
1262
1328 if (found == 0) 1263 if (found == 0)
1329 fprintf (logfile, "No objects have the name %s!\n\n", name); 1264 fprintf (logfile, "No objects have the name %s!\n\n", name);
1330} 1265}
1331 1266
1332/* 1267/*
1333 * Builds up the lists of artifacts from the file in the libdir. 1268 * Builds up the lists of artifacts from the file in the libdir.
1334 */ 1269 */
1335
1336void 1270void
1337init_artifacts (void) 1271init_artifacts (void)
1338{ 1272{
1339 static int has_been_inited = 0; 1273 static int has_been_inited = 0;
1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1274 char filename[MAX_BUF];
1341 artifact *art = NULL; 1275 artifact *art = NULL;
1342 linked_char *tmp;
1343 int value;
1344 artifactlist *al; 1276 artifactlist *al;
1345 1277
1346 if (has_been_inited) 1278 if (has_been_inited)
1347 return; 1279 return;
1348 else 1280 else
1349 has_been_inited = 1; 1281 has_been_inited = 1;
1350 1282
1351 sprintf (filename, "%s/artifacts", settings.datadir); 1283 sprintf (filename, "%s/artifacts", settings.datadir);
1352 object_thawer thawer (filename); 1284 object_thawer f (filename);
1353 1285
1354 if (!thawer) 1286 if (!f)
1355 return; 1287 return;
1356 1288
1357 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1289 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 1290
1369 if (!strncmp (cp, "Allowed", 7)) 1291 for (;;)
1292 {
1293 switch (f.kw)
1370 { 1294 {
1295 case KW_allowed:
1371 if (art == NULL) 1296 if (!art)
1297 art = get_empty_artifact ();
1298
1372 { 1299 {
1373 art = get_empty_artifact (); 1300 if (!strcmp (f.get_str (), "all"))
1374 nrofartifacts++; 1301 break;
1302
1303 char *next, *cp = f.get_str ();
1304
1305 do
1306 {
1307 if ((next = strchr (cp, ',')))
1308 *next++ = '\0';
1309
1310 linked_char *tmp = new linked_char;
1311
1312 tmp->name = cp;
1313 tmp->next = art->allowed;
1314 art->allowed = tmp;
1315 }
1316 while ((cp = next));
1375 } 1317 }
1376 cp = strchr (cp, ' ') + 1; 1318 break;
1377 if (!strcmp (cp, "all")) 1319
1320 case KW_chance:
1321 f.get (art->chance);
1322 break;
1323
1324 case KW_difficulty:
1325 f.get (art->difficulty);
1326 break;
1327
1328 case KW_object:
1329 {
1330 art->item = object::create ();
1331 f.get (art->item->name);
1332 f.next ();
1333
1334 if (!art->item->parse_kv (f))
1335 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1336
1337 al = find_artifactlist (art->item->type);
1338
1339 if (!al)
1340 {
1341 al = get_empty_artifactlist ();
1342 al->type = art->item->type;
1343 al->next = first_artifactlist;
1344 first_artifactlist = al;
1345 }
1346
1347 art->next = al->items;
1348 al->items = art;
1349 art = 0;
1350 }
1378 continue; 1351 continue;
1379 1352
1380 do 1353 case KW_EOF:
1354 goto done;
1355
1356 default:
1357 if (!f.parse_error ("artifacts file"))
1358 cleanup ("artifacts file required");
1381 { 1359 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 { 1360 }
1399 art->item = get_object ();
1400 1361
1401 if (!load_object (thawer, art->item, 0)) 1362 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 } 1363 }
1420 1364
1365done:
1421 for (al = first_artifactlist; al != NULL; al = al->next) 1366 for (al = first_artifactlist; al; al = al->next)
1422 { 1367 {
1368 al->total_chance = 0;
1369
1423 for (art = al->items; art != NULL; art = art->next) 1370 for (art = al->items; art; art = art->next)
1424 { 1371 {
1425 if (!art->chance) 1372 if (!art->chance)
1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1373 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427 else 1374 else
1428 al->total_chance += art->chance; 1375 al->total_chance += art->chance;
1433 } 1380 }
1434 1381
1435 LOG (llevDebug, "done.\n"); 1382 LOG (llevDebug, "done.\n");
1436} 1383}
1437 1384
1438
1439/* 1385/*
1440 * Used in artifact generation. The bonuses of the first object 1386 * Used in artifact generation. The bonuses of the first object
1441 * is modified by the bonuses of the second object. 1387 * is modified by the bonuses of the second object.
1442 */ 1388 */
1443
1444void 1389void
1445add_abilities (object *op, object *change) 1390add_abilities (object *op, object *change)
1446{ 1391{
1447 int i, tmp; 1392 int i, tmp;
1448 1393
1449 if (change->face != blank_face) 1394 if (change->face != blank_face)
1450 { 1395 {
1451#ifdef TREASURE_VERBOSE 1396#ifdef TREASURE_VERBOSE
1452 LOG (llevDebug, "FACE: %d\n", change->face->number); 1397 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1453#endif 1398#endif
1454 op->face = change->face; 1399 op->face = change->face;
1455 } 1400 }
1456 1401
1457 for (i = 0; i < NUM_STATS; i++) 1402 for (i = 0; i < NUM_STATS; i++)
1493 CLEAR_FLAG (op, FLAG_ANIMATE); 1438 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */ 1439 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1440 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0; 1441 op->speed = 0.0;
1497 1442
1498 update_ob_speed (op); 1443 op->set_speed (op->speed);
1499 } 1444 }
1500 1445
1501 if (change->nrof) 1446 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1447 op->nrof = rndm (change->nrof) + 1;
1503 1448
1504 op->stats.exp += change->stats.exp; /* Speed modifier */ 1449 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 op->stats.wc += change->stats.wc; 1450 op->stats.wc += change->stats.wc;
1506 op->stats.ac += change->stats.ac; 1451 op->stats.ac += change->stats.ac;
1507 1452
1515 { 1460 {
1516 object *tmp_obj; 1461 object *tmp_obj;
1517 1462
1518 /* Remove any spells this object currently has in it */ 1463 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1464 while (op->inv)
1520 { 1465 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1466
1526 tmp_obj = arch_to_object (change->other_arch); 1467 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1468 insert_ob_in_ob (tmp_obj, op);
1528 } 1469 }
1529 /* No harm setting this for potions/horns */ 1470 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1507 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1508
1568 op->item_power = change->item_power; 1509 op->item_power = change->item_power;
1569 1510
1570 for (i = 0; i < NROFATTACKS; i++) 1511 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1512 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1513 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1514
1578 if (change->stats.dam) 1515 if (change->stats.dam)
1579 { 1516 {
1580 if (change->stats.dam < 0) 1517 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1518 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); 1555 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 } 1556 }
1620 1557
1621 op->value *= change->value; 1558 op->value *= change->value;
1622 1559
1623 if (change->material) 1560 if (change->materials)
1624 op->material = change->material; 1561 op->materials = change->materials;
1625 1562
1626 if (change->materialname) 1563 if (change->materialname)
1627 op->materialname = change->materialname; 1564 op->materialname = change->materialname;
1628 1565
1629 if (change->slaying) 1566 if (change->slaying)
1635 if (change->msg) 1572 if (change->msg)
1636 op->msg = change->msg; 1573 op->msg = change->msg;
1637} 1574}
1638 1575
1639static int 1576static int
1640legal_artifact_combination (object *op, artifact * art) 1577legal_artifact_combination (object *op, artifact *art)
1641{ 1578{
1642 int neg, success = 0; 1579 int neg, success = 0;
1643 linked_char *tmp; 1580 linked_char *tmp;
1644 const char *name; 1581 const char *name;
1645 1582
1646 if (art->allowed == (linked_char *) NULL) 1583 if (!art->allowed)
1647 return 1; /* Ie, "all" */ 1584 return 1; /* Ie, "all" */
1585
1648 for (tmp = art->allowed; tmp; tmp = tmp->next) 1586 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649 { 1587 {
1650#ifdef TREASURE_VERBOSE 1588#ifdef TREASURE_VERBOSE
1651 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1589 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1652#endif 1590#endif
1653 if (*tmp->name == '!') 1591 if (*tmp->name == '!')
1654 name = tmp->name + 1, neg = 1; 1592 name = tmp->name + 1, neg = 1;
1655 else 1593 else
1656 name = tmp->name, neg = 0; 1594 name = tmp->name, neg = 0;
1663 * everything is allowed except what we match 1601 * everything is allowed except what we match
1664 */ 1602 */
1665 else if (neg) 1603 else if (neg)
1666 success = 1; 1604 success = 1;
1667 } 1605 }
1606
1668 return success; 1607 return success;
1669} 1608}
1670 1609
1671/* 1610/*
1672 * Fixes the given object, giving it the abilities and titles 1611 * Fixes the given object, giving it the abilities and titles
1723 return; 1662 return;
1724 } 1663 }
1725 1664
1726 for (i = 0; i < ARTIFACT_TRIES; i++) 1665 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 { 1666 {
1728 int roll = RANDOM () % al->total_chance; 1667 int roll = rndm (al->total_chance);
1729 1668
1730 for (art = al->items; art != NULL; art = art->next) 1669 for (art = al->items; art; art = art->next)
1731 { 1670 {
1732 roll -= art->chance; 1671 roll -= art->chance;
1733 if (roll < 0) 1672 if (roll < 0)
1734 break; 1673 break;
1735 } 1674 }
1751 continue; 1690 continue;
1752 1691
1753 if (!legal_artifact_combination (op, art)) 1692 if (!legal_artifact_combination (op, art))
1754 { 1693 {
1755#ifdef TREASURE_VERBOSE 1694#ifdef TREASURE_VERBOSE
1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1695 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1757#endif 1696#endif
1758 continue; 1697 continue;
1759 } 1698 }
1699
1760 give_artifact_abilities (op, art->item); 1700 give_artifact_abilities (op, art->item);
1761 return; 1701 return;
1762 } 1702 }
1763} 1703}
1764 1704
1808 SET_FLAG (item, FLAG_NO_STEAL); 1748 SET_FLAG (item, FLAG_NO_STEAL);
1809 } 1749 }
1810} 1750}
1811 1751
1812/* special_potion() - so that old potion code is still done right. */ 1752/* special_potion() - so that old potion code is still done right. */
1813
1814int 1753int
1815special_potion (object *op) 1754special_potion (object *op)
1816{ 1755{
1817
1818 int i;
1819
1820 if (op->attacktype) 1756 if (op->attacktype)
1821 return 1; 1757 return 1;
1822 1758
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1759 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; 1760 return 1;
1825 1761
1826 for (i = 0; i < NROFATTACKS; i++) 1762 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i]) 1763 if (op->resist[i])
1828 return 1; 1764 return 1;
1829 1765
1830 return 0; 1766 return 0;
1831} 1767}
1832 1768
1833void 1769void
1834free_treasurestruct (treasure *t) 1770free_treasurestruct (treasure *t)
1835{ 1771{
1836 if (t->next)
1837 free_treasurestruct (t->next); 1772 if (t->next) free_treasurestruct (t->next);
1838 if (t->next_yes)
1839 free_treasurestruct (t->next_yes); 1773 if (t->next_yes) free_treasurestruct (t->next_yes);
1840 if (t->next_no)
1841 free_treasurestruct (t->next_no); 1774 if (t->next_no) free_treasurestruct (t->next_no);
1842 1775
1843 delete t; 1776 delete t;
1844} 1777}
1845 1778
1846void 1779void
1851 1784
1852 delete lc; 1785 delete lc;
1853} 1786}
1854 1787
1855void 1788void
1856free_artifact (artifact * at) 1789free_artifact (artifact *at)
1857{ 1790{
1858 if (at->next)
1859 free_artifact (at->next); 1791 if (at->next) free_artifact (at->next);
1860
1861 if (at->allowed)
1862 free_charlinks (at->allowed); 1792 if (at->allowed) free_charlinks (at->allowed);
1863 1793
1864 at->item->free (1); 1794 at->item->destroy (1);
1865 1795
1866 delete at; 1796 sfree (at);
1867} 1797}
1868 1798
1869void 1799void
1870free_artifactlist (artifactlist * al) 1800free_artifactlist (artifactlist *al)
1871{ 1801{
1872 artifactlist *nextal; 1802 artifactlist *nextal;
1873 1803
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1804 for (al = first_artifactlist; al; al = nextal)
1875 { 1805 {
1876 nextal = al->next; 1806 nextal = al->next;
1877 1807
1878 if (al->items) 1808 if (al->items)
1879 free_artifact (al->items); 1809 free_artifact (al->items);
1880 1810
1881 free (al); 1811 sfree (al);
1882 } 1812 }
1883} 1813}
1884 1814
1885void 1815void
1886free_all_treasures (void) 1816free_all_treasures (void)
1887{ 1817{
1888 treasurelist *tl, *next; 1818 treasurelist *tl, *next;
1889 1819
1890
1891 for (tl = first_treasurelist; tl != NULL; tl = next) 1820 for (tl = first_treasurelist; tl; tl = next)
1892 { 1821 {
1822 clear (tl);
1823
1893 next = tl->next; 1824 next = tl->next;
1894 if (tl->items)
1895 free_treasurestruct (tl->items);
1896 delete tl; 1825 delete tl;
1897 } 1826 }
1827
1898 free_artifactlist (first_artifactlist); 1828 free_artifactlist (first_artifactlist);
1899} 1829}

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