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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.17 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.57 by root, Tue Apr 24 00:42:02 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.17 2006/09/12 18:15:34 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40 33
41/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
42 35
43#include <global.h> 36#include <global.h>
44#include <treasure.h> 37#include <treasure.h>
45#include <funcpoint.h> 38#include <funcpoint.h>
46#include <loader.h> 39#include <loader.h>
47 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
48 44
49static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
50extern char *spell_mapping[];
51 46
52/* 47typedef std::tr1::unordered_map<
53 * Initialize global archtype pointers: 48 const char *,
54 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
56void 99void
57init_archetype_pointers () 100clear (treasurelist *tl)
58{ 101{
59 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
60 107
61 warn_archetypes = 1;
62 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring");
64 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet");
66 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff");
68 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown");
70 warn_archetypes = prev_warn;
71}
72
73/*
74 * Allocate and return the pointer to an empty treasurelist structure.
75 */
76
77static treasurelist *
78get_empty_treasurelist (void)
79{
80 return new treasurelist;
81}
82
83/*
84 * Allocate and return the pointer to an empty treasure structure.
85 */
86//TODO: make this a constructor
87static treasure *
88get_empty_treasure (void)
89{
90 treasure *t = new treasure;
91
92 t->chance = 100; 108 tl->total_chance = 0;
93
94 return t;
95} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
96 131
97/* 132/*
98 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
99 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
100 */ 135 */
101
102static treasure * 136static treasure *
103load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
104{ 138{
105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
106 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
107 int value;
108 140
109 nroftreasures++; 141 f.next ();
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113 142
114 if (*buf == '#') 143 for (;;)
115 continue; 144 {
116 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121 146
122 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
123 {
124 if ((t->item = find_archetype (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 148 {
127 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
128 t->name = variable; 150 t->item = archetype::get (f.get_str ());
129 else if (sscanf (cp, "change_name %s", variable)) 151 break;
130 t->change_arch.name = variable; 152
131 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
132 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
133 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
134 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
135 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
136 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
137 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
138 t->nrof = (uint16) value; 160
139 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
140 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
141 else if (!strcmp (cp, "yes")) 163
142 t->next_yes = load_treasure (fp, line); 164 case KW_end:
143 else if (!strcmp (cp, "no")) 165 f.next ();
144 t->next_no = load_treasure (fp, line);
145 else if (!strcmp (cp, "end"))
146 return t;
147 else if (!strcmp (cp, "more"))
148 {
149 t->next = load_treasure (fp, line);
150 return t; 166 return t;
151 }
152 else
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
154 }
155 LOG (llevError, "treasure lacks 'end'.\n");
156 return t;
157}
158 167
159#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
160 171
161/* recursived checks the linked list. Treasurelist is passed only 172 default:
162 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
163 */ 174 return 0;
164static void
165check_treasurelist (const treasure *t, const treasurelist * tl)
166{
167 if (t->item == NULL && t->name == NULL)
168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171 /* find_treasurelist will print out its own error message */
172 if (t->name && *t->name)
173 (void) find_treasurelist (t->name);
174 if (t->next)
175 check_treasurelist (t->next, tl);
176 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl);
178 if (t->next_no)
179 check_treasurelist (t->next_no, tl);
180}
181#endif
182 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
183/* 183/*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
186 */ 185 */
187 186treasurelist *
188void 187treasurelist::read (object_thawer &f)
189load_treasures (void)
190{ 188{
191 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193 treasurelist *previous = NULL;
194 treasure *t;
195 int comp, line = 0;
196 190
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
199 { 193 clear (tl);
200 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
201 return; 196 return 0;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 {
205 line++;
206 if (*buf == '#')
207 continue;
208 197
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 {
211 treasurelist *tl = get_empty_treasurelist ();
212
213 tl->name = name;
214 if (previous == NULL)
215 first_treasurelist = tl;
216 else
217 previous->next = tl;
218 previous = tl;
219 tl->items = load_treasure (fp, &line);
220
221 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
224 */ 201 */
225 if (!strncmp (buf, "treasureone", 11)) 202 tl->total_chance = 0;
203
204 if (one)
205 {
206 for (treasure *t = tl->items; t; t = t->next)
207 {
208 if (t->next_yes || t->next_no)
226 { 209 {
227 for (t = tl->items; t != NULL; t = t->next)
228 {
229#ifdef TREASURE_DEBUG
230 if (t->next_yes || t->next_no)
231 {
232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
233 LOG (llevError, " the next_yes or next_no field is set\n"); 211 LOG (llevError, " the next_yes or next_no field is set\n");
234 }
235#endif
236 tl->total_chance += t->chance;
237 }
238 } 212 }
239 }
240 else
241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
242 }
243 close_and_delete (fp, comp);
244 213
245#ifdef TREASURE_DEBUG 214 tl->total_chance += t->chance;
246 /* Perform some checks on how valid the treasure data actually is. 215 }
247 * verify that list transitions work (ie, the list that it is supposed 216 }
248 * to transition to exists). Also, verify that at least the name
249 * or archetype is set for each treasure element.
250 */
251 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
252 check_treasurelist (previous->items, previous);
253#endif
254}
255 217
256/*
257 * Searches for the given treasurelist in the globally linked list
258 * of treasurelists which has been built by load_treasures().
259 */
260
261treasurelist *
262find_treasurelist (const char *name)
263{
264 shstr_cmp name_ (name);
265
266 if (!name_)
267 return 0;
268
269 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (name_ == tl->name)
271 return tl;
272
273 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275
276 return 0; 218 return tl;
277} 219}
278
279 220
280/* 221/*
281 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
283 * 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,
286 * being generated. 227 * being generated.
287 * 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
288 * abilities. This is used by summon spells, thus no summoned monsters 229 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
290 */ 231 */
291
292
293static void 232static void
294put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
295{ 234{
296 object *tmp; 235 if (flags & GT_ENVIRONMENT)
297 236 {
298 /* Bit of a hack - spells should never be put onto the map. The entire 237 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 238 * treasure stuff is a problem - there is no clear idea of knowing
300 * 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
301 * by another object. 240 * by another object.
302 */ 241 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 242 //TODO: flag such as objects... as such (no drop, anybody?)
304 { 243 if (op->type == SPELL)
305 op->x = creator->x; 244 {
306 op->y = creator->y; 245 op->destroy ();
246 return;
247 }
248
249 op->expand_tail ();
250
251 if (ob_blocked (op, creator->map, creator->x, creator->y))
252 op->destroy ();
253 else
254 {
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 255 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 }
309 } 258 }
310 else 259 else
311 { 260 {
312 op = insert_ob_in_ob (op, creator); 261 op = creator->insert (op);
262
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 264 monster_check_apply (creator, op);
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 265
266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
316 esrv_send_item (tmp, op); 268 esrv_send_item (tmp, op);
317 } 269 }
318} 270}
319 271
320/* if there are change_xxx commands in the treasure, we include the changes 272/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 273 * in the generated object
335 287
336 if (t->change_arch.slaying) 288 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying; 289 op->slaying = t->change_arch.slaying;
338} 290}
339 291
340void 292static void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 293create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 294{
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 295 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 296 {
347 if (t->name) 297 if (t->name)
348 { 298 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 299 if (difficulty >= t->magic)
300 if (treasurelist *tl = treasurelist::find (t->name))
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 301 create_treasure (tl, op, flag, difficulty, tries);
302 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
351 } 304 }
352 else 305 else
353 { 306 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 308 {
356 tmp = arch_to_object (t->item); 309 object *tmp = arch_to_object (t->item);
310
357 if (t->nrof && tmp->nrof <= 1) 311 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 312 tmp->nrof = rndm (t->nrof) + 1;
313
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 314 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 315 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 316 put_treasure (tmp, op, flag);
362 } 317 }
363 } 318 }
364 319
365 if (t->next_yes != NULL) 320 if (t->next_yes)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 321 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 322 }
368 else if (t->next_no != NULL) 323 else if (t->next_no)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 324 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 325
371 if (t->next != NULL) 326 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 327 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 328}
374 329
375void 330static void
376create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 331create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 332{
378 int value = RANDOM () % tl->total_chance; 333 int value = rndm (tl->total_chance);
379 treasure *t; 334 treasure *t;
380 335
381 if (tries++ > 100) 336 if (tries++ > 100)
382 { 337 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 338 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 339 return;
385 } 340 }
386 341
387 for (t = tl->items; t != NULL; t = t->next) 342 for (t = tl->items; t; t = t->next)
388 { 343 {
389 value -= t->chance; 344 value -= t->chance;
390 345
391 if (value < 0) 346 if (value < 0)
392 break; 347 break;
393 } 348 }
394 349
395 if (!t || value >= 0) 350 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 351 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
398 abort ();
399 return;
400 }
401 352
402 if (t->name) 353 if (t->name)
403 { 354 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 355 if (difficulty >= t->magic)
356 {
357 treasurelist *tl = treasurelist::find (t->name);
358 if (tl)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 359 create_treasure (tl, op, flag, difficulty, tries);
360 }
409 else if (t->nrof) 361 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 362 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 363 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 365 {
417 object *tmp = arch_to_object (t->item); 366 if (object *tmp = arch_to_object (t->item))
418 367 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 368 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 369 tmp->nrof = rndm (t->nrof) + 1;
424 370
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 371 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 372 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 373 put_treasure (tmp, op, flag);
374 }
428 } 375 }
376}
377
378void
379object::create_treasure (treasurelist *tl, int flags)
380{
381 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
429} 382}
430 383
431/* This calls the appropriate treasure creation function. tries is passed 384/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 385 * to determine how many list transitions or attempts to create treasure
433 * have been made. It is really in place to prevent infinite loops with 386 * have been made. It is really in place to prevent infinite loops with
434 * list transitions, or so that excessively good treasure will not be 387 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 388 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 389 * to do that.
437 */ 390 */
438void 391void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 392create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 393{
394 // empty treasurelists are legal
395 if (!tl->items)
396 return;
441 397
442 if (tries++ > 100) 398 if (tries++ > 100)
443 { 399 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 400 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 401 return;
446 } 402 }
403
447 if (t->total_chance) 404 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 405 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 406 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 407 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 408}
452 409
453/* This is similar to the old generate treasure function. However, 410/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 411 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 412 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 413 * inserted into, and then return that treausre
457 */ 414 */
458object * 415object *
459generate_treasure (treasurelist * t, int difficulty) 416generate_treasure (treasurelist *tl, int difficulty)
460{ 417{
461 object *ob = get_object (), *tmp; 418 difficulty = clamp (difficulty, 1, settings.max_level);
462 419
420 object *ob = object::create ();
421
463 create_treasure (t, ob, 0, difficulty, 0); 422 create_treasure (tl, ob, 0, difficulty, 0);
464 423
465 /* Don't want to free the object we are about to return */ 424 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 425 object *tmp = ob->inv;
467 if (tmp != NULL) 426 if (tmp)
468 remove_ob (tmp); 427 tmp->remove ();
428
469 if (ob->inv) 429 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 430 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 431
473 free_object (ob); 432 ob->destroy ();
474 return tmp; 433 return tmp;
475} 434}
476 435
477/* 436/*
478 * This is a new way of calculating the chance for an item to have 437 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 439 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 440 * magical bonus "wanted".
482 */ 441 */
483 442
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 443static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485
486/*chance of magic difficulty*/ 444// chance of magic difficulty
487
488/* +0 +1 +2 +3 +4 */ 445// +0 +1 +2 +3 +4
489 {95, 2, 2, 1, 0}, /*1 */ 446 {95, 2, 2, 1, 0}, // 1
490 {92, 5, 2, 1, 0}, /*2 */ 447 {92, 5, 2, 1, 0}, // 2
491 {85, 10, 4, 1, 0}, /*3 */ 448 {85, 10, 4, 1, 0}, // 3
492 {80, 14, 4, 2, 0}, /*4 */ 449 {80, 14, 4, 2, 0}, // 4
493 {75, 17, 5, 2, 1}, /*5 */ 450 {75, 17, 5, 2, 1}, // 5
494 {70, 18, 8, 3, 1}, /*6 */ 451 {70, 18, 8, 3, 1}, // 6
495 {65, 21, 10, 3, 1}, /*7 */ 452 {65, 21, 10, 3, 1}, // 7
496 {60, 22, 12, 4, 2}, /*8 */ 453 {60, 22, 12, 4, 2}, // 8
497 {55, 25, 14, 4, 2}, /*9 */ 454 {55, 25, 14, 4, 2}, // 9
498 {50, 27, 16, 5, 2}, /*10 */ 455 {50, 27, 16, 5, 2}, // 10
499 {45, 28, 18, 6, 3}, /*11 */ 456 {45, 28, 18, 6, 3}, // 11
500 {42, 28, 20, 7, 3}, /*12 */ 457 {42, 28, 20, 7, 3}, // 12
501 {40, 27, 21, 8, 4}, /*13 */ 458 {40, 27, 21, 8, 4}, // 13
502 {38, 25, 22, 10, 5}, /*14 */ 459 {38, 25, 22, 10, 5}, // 14
503 {36, 23, 23, 12, 6}, /*15 */ 460 {36, 23, 23, 12, 6}, // 15
504 {33, 21, 24, 14, 8}, /*16 */ 461 {33, 21, 24, 14, 8}, // 16
505 {31, 19, 25, 16, 9}, /*17 */ 462 {31, 19, 25, 16, 9}, // 17
506 {27, 15, 30, 18, 10}, /*18 */ 463 {27, 15, 30, 18, 10}, // 18
507 {20, 12, 30, 25, 13}, /*19 */ 464 {20, 12, 30, 25, 13}, // 19
508 {15, 10, 28, 30, 17}, /*20 */ 465 {15, 10, 28, 30, 17}, // 20
509 {13, 9, 27, 28, 23}, /*21 */ 466 {13, 9, 27, 28, 23}, // 21
510 {10, 8, 25, 28, 29}, /*22 */ 467 {10, 8, 25, 28, 29}, // 22
511 {8, 7, 23, 26, 36}, /*23 */ 468 { 8, 7, 23, 26, 36}, // 23
512 {6, 6, 20, 22, 46}, /*24 */ 469 { 6, 6, 20, 22, 46}, // 24
513 {4, 5, 17, 18, 56}, /*25 */ 470 { 4, 5, 17, 18, 56}, // 25
514 {2, 4, 12, 14, 68}, /*26 */ 471 { 2, 4, 12, 14, 68}, // 26
515 {0, 3, 7, 10, 80}, /*27 */ 472 { 0, 3, 7, 10, 80}, // 27
516 {0, 0, 3, 7, 90}, /*28 */ 473 { 0, 0, 3, 7, 90}, // 28
517 {0, 0, 0, 3, 97}, /*29 */ 474 { 0, 0, 0, 3, 97}, // 29
518 {0, 0, 0, 0, 100}, /*30 */ 475 { 0, 0, 0, 0, 100}, // 30
519 {0, 0, 0, 0, 100}, /*31 */ 476 { 0, 0, 0, 0, 100}, // 31
520}; 477};
521
522 478
523/* calculate the appropriate level for wands staves and scrolls. 479/* calculate the appropriate level for wands staves and scrolls.
524 * This code presumes that op has had its spell object created (in op->inv) 480 * This code presumes that op has had its spell object created (in op->inv)
525 * 481 *
526 * elmex Wed Aug 9 17:44:59 CEST 2006: 482 * elmex Wed Aug 9 17:44:59 CEST 2006:
527 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 483 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
528 */ 484 */
529
530int 485int
531level_for_item (const object *op, int difficulty) 486level_for_item (const object *op, int difficulty)
532{ 487{
533 int olevel = 0; 488 int olevel = 0;
534 489
557 * elmex Thu Aug 10 18:45:44 CEST 2006: 512 * elmex Thu Aug 10 18:45:44 CEST 2006:
558 * Scaling difficulty by max_level, as difficulty is a level and not some 513 * Scaling difficulty by max_level, as difficulty is a level and not some
559 * weird integer between 1-31. 514 * weird integer between 1-31.
560 * 515 *
561 */ 516 */
562
563int 517int
564magic_from_difficulty (int difficulty) 518magic_from_difficulty (int difficulty)
565{ 519{
566 int percent = 0, magic = 0; 520 int percent = 0, magic = 0;
567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 521 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
572 scaled_diff = 0; 526 scaled_diff = 0;
573 527
574 if (scaled_diff >= DIFFLEVELS) 528 if (scaled_diff >= DIFFLEVELS)
575 scaled_diff = DIFFLEVELS - 1; 529 scaled_diff = DIFFLEVELS - 1;
576 530
577 percent = RANDOM () % 100; 531 percent = rndm (100);
578 532
579 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 533 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
580 { 534 {
581 percent -= difftomagic_list[scaled_diff][magic]; 535 percent -= difftomagic_list[scaled_diff][magic];
582 536
588 { 542 {
589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 543 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
590 magic = 0; 544 magic = 0;
591 } 545 }
592 546
593 magic = (RANDOM () % 3) ? magic : -magic; 547 magic = (rndm (3)) ? magic : -magic;
594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 548 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
595 549
596 return magic; 550 return magic;
597} 551}
598 552
613 if (op->arch) 567 if (op->arch)
614 { 568 {
615 if (op->type == ARMOUR) 569 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 570 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
617 571
618 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 572 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 573 magic = (-magic);
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 574 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
621 } 575 }
622 else 576 else
623 { 577 {
624 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 580 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
627 magic = (-magic); 581 magic = (-magic);
628 op->weight = (op->weight * (100 - magic * 10)) / 100; 582 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 } 583 }
630} 584}
631 585
655 * 1) Since rings can have multiple bonuses, if the same bonus 609 * 1) Since rings can have multiple bonuses, if the same bonus
656 * is rolled again, increase it - the bonuses now stack with 610 * is rolled again, increase it - the bonuses now stack with
657 * other bonuses previously rolled and ones the item might natively have. 611 * other bonuses previously rolled and ones the item might natively have.
658 * 2) Add code to deal with new PR method. 612 * 2) Add code to deal with new PR method.
659 */ 613 */
660
661void 614void
662set_ring_bonus (object *op, int bonus) 615set_ring_bonus (object *op, int bonus)
663{ 616{
664 617
665 int r = RANDOM () % (bonus > 0 ? 25 : 11); 618 int r = rndm (bonus > 0 ? 25 : 11);
666 619
667 if (op->type == AMULET) 620 if (op->type == AMULET)
668 { 621 {
669 if (!(RANDOM () % 21)) 622 if (!(rndm (21)))
670 r = 20 + RANDOM () % 2; 623 r = 20 + rndm (2);
671 else 624 else
672 { 625 {
673 if (RANDOM () & 2) 626 if (rndm (2))
674 r = 10; 627 r = 10;
675 else 628 else
676 r = 11 + RANDOM () % 9; 629 r = 11 + rndm (9);
677 } 630 }
678 } 631 }
679 632
680 switch (r) 633 switch (r)
681 { 634 {
718 case 16: 671 case 16:
719 case 17: 672 case 17:
720 case 18: 673 case 18:
721 case 19: 674 case 19:
722 { 675 {
723 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 676 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
724 677
725 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 678 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
726 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 679 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
727 680
728 /* Cursed items need to have higher negative values to equal out with 681 /* Cursed items need to have higher negative values to equal out with
729 * positive values for how protections work out. Put another 682 * positive values for how protections work out. Put another
730 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
731 * even values. 684 * even values.
732 */ 685 */
733 if (bonus < 0) 686 if (bonus < 0)
734 val = 2 * -val - RANDOM () % b; 687 val = 2 * -val - rndm (b);
735 if (val > 35) 688 if (val > 35)
736 val = 35; /* Upper limit */ 689 val = 35; /* Upper limit */
737 b = 0; 690 b = 0;
691
738 while (op->resist[resist_table[resist]] != 0 && b < 4) 692 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 {
740 resist = RANDOM () % num_resist_table; 693 resist = rndm (num_resist_table);
741 } 694
742 if (b == 4) 695 if (b == 4)
743 return; /* Not able to find a free resistance */ 696 return; /* Not able to find a free resistance */
697
744 op->resist[resist_table[resist]] = val; 698 op->resist[resist_table[resist]] = val;
745 /* We should probably do something more clever here to adjust value 699 /* We should probably do something more clever here to adjust value
746 * based on how good a resistance we gave. 700 * based on how good a resistance we gave.
747 */ 701 */
748 break; 702 break;
776 case 22: 730 case 22:
777 op->stats.exp += bonus; /* Speed! */ 731 op->stats.exp += bonus; /* Speed! */
778 op->value = (op->value * 2) / 3; 732 op->value = (op->value * 2) / 3;
779 break; 733 break;
780 } 734 }
735
781 if (bonus > 0) 736 if (bonus > 0)
782 op->value *= 2 * bonus; 737 op->value *= 2 * bonus;
783 else 738 else
784 op->value = -(op->value * 2 * bonus) / 3; 739 op->value = -(op->value * 2 * bonus) / 3;
785} 740}
790 * higher is the chance of returning a low number. 745 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on 746 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets. 747 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours. 748 * Another scheme is used to calculate the magic of weapons and armours.
794 */ 749 */
795
796int 750int
797get_magic (int diff) 751get_magic (int diff)
798{ 752{
799 int i; 753 int i;
800 754
801 if (diff < 3) 755 if (diff < 3)
802 diff = 3; 756 diff = 3;
757
803 for (i = 0; i < 4; i++) 758 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff) 759 if (rndm (diff))
805 return i; 760 return i;
761
806 return 4; 762 return 4;
807} 763}
808 764
809#define DICE2 (get_magic(2)==2?2:1) 765#define DICE2 (get_magic(2)==2?2:1)
810#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 766#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 767
812/* 768/*
813 * fix_generated_item(): This is called after an item is generated, in 769 * fix_generated_item(): This is called after an item is generated, in
814 * order to set it up right. This produced magical bonuses, puts spells 770 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 771 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 785 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 786 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material 787 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc 788 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 789 */
834
835void 790void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 791fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 792{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 793 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 794
844 save_item_power = op->item_power; 799 save_item_power = op->item_power;
845 op->item_power = 0; 800 op->item_power = 0;
846 801
847 if (op->randomitems && op->type != SPELL) 802 if (op->randomitems && op->type != SPELL)
848 { 803 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 804 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
852
853 /* So the treasure doesn't get created again */ 805 /* So the treasure doesn't get created again */
854 op->randomitems = NULL; 806 op->randomitems = 0;
855 } 807 }
856 808
857 if (difficulty < 1) 809 if (difficulty < 1)
858 difficulty = 1; 810 difficulty = 1;
811
812 if (INVOKE_OBJECT (ADD_BONUS, op,
813 ARG_OBJECT (creator != op ? creator : 0),
814 ARG_INT (difficulty), ARG_INT (max_magic),
815 ARG_INT (flags)))
816 return;
859 817
860 if (!(flags & GT_MINIMAL)) 818 if (!(flags & GT_MINIMAL))
861 { 819 {
862 if (op->arch == crown_arch) 820 if (op->arch == crown_arch)
863 { 821 {
870 if (!op->magic && max_magic) 828 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 829 set_magic (difficulty, op, max_magic, flags);
872 830
873 num_enchantments = calc_item_power (op, 1); 831 num_enchantments = calc_item_power (op, 1);
874 832
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 833 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
834 || op->type == HORN
835 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
876 * used for shop_floors or treasures */ 836 * used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
878 } 838 }
879 839
880 /* Object was made an artifact. Calculate its item_power rating. 840 /* Object was made an artifact. Calculate its item_power rating.
938 case WEAPON: 898 case WEAPON:
939 case ARMOUR: 899 case ARMOUR:
940 case SHIELD: 900 case SHIELD:
941 case HELMET: 901 case HELMET:
942 case CLOAK: 902 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 903 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 904 set_ring_bonus (op, -DICE2);
945 break; 905 break;
946 906
947 case BRACERS: 907 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 908 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
949 { 909 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 910 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 911 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3; 912 op->value *= 3;
953 } 913 }
979 */ 939 */
980 if (op->inv && op->randomitems) 940 if (op->inv && op->randomitems)
981 { 941 {
982 /* value multiplier is same as for scrolls */ 942 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 943 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 944 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 945 }
986 else 946 else
987 { 947 {
988 op->name = "potion"; 948 op->name = "potion";
989 op->name_pl = "potions"; 949 op->name_pl = "potions";
990 } 950 }
991 951
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 952 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 953 SET_FLAG (op, FLAG_CURSED);
994 break; 954 break;
995 } 955 }
996 956
997 case AMULET: 957 case AMULET:
999 op->value *= 5; /* Since it's not just decoration */ 959 op->value *= 5; /* Since it's not just decoration */
1000 960
1001 case RING: 961 case RING:
1002 if (op->arch == NULL) 962 if (op->arch == NULL)
1003 { 963 {
1004 remove_ob (op); 964 op->destroy ();
1005 free_object (op);
1006 op = NULL; 965 op = 0;
1007 break; 966 break;
1008 } 967 }
1009 968
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 969 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011 break; 970 break;
1012 971
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 972 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1014 SET_FLAG (op, FLAG_CURSED); 973 SET_FLAG (op, FLAG_CURSED);
1015 974
1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 975 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1017 976
1018 if (op->type != RING) /* Amulets have only one ability */ 977 if (op->type != RING) /* Amulets have only one ability */
1019 break; 978 break;
1020 979
1021 if (!(RANDOM () % 4)) 980 if (!(rndm (4)))
1022 { 981 {
1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 982 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1024 983
1025 if (d > 0) 984 if (d > 0)
1026 op->value *= 3; 985 op->value *= 3;
1027 986
1028 set_ring_bonus (op, d); 987 set_ring_bonus (op, d);
1029 988
1030 if (!(RANDOM () % 4)) 989 if (!(rndm (4)))
1031 { 990 {
1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 991 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 992
1034 if (d > 0) 993 if (d > 0)
1035 op->value *= 5; 994 op->value *= 5;
1036 set_ring_bonus (op, d); 995 set_ring_bonus (op, d);
1037 } 996 }
1038 } 997 }
1039 998
1040 if (GET_ANIM_ID (op)) 999 if (GET_ANIM_ID (op))
1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1000 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1042 1001
1043 break; 1002 break;
1044 1003
1045 case BOOK: 1004 case BOOK:
1046 /* Is it an empty book?, if yes lets make a special· 1005 /* Is it an empty book?, if yes lets make a special·
1047 * msg for it, and tailor its properties based on the· 1006 * msg for it, and tailor its properties based on the·
1048 * creator and/or map level we found it on. 1007 * creator and/or map level we found it on.
1049 */ 1008 */
1050 if (!op->msg && RANDOM () % 10) 1009 if (!op->msg && rndm (10))
1051 { 1010 {
1052 /* set the book level properly */ 1011 /* set the book level properly */
1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1012 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1054 { 1013 {
1055 if (op->map && op->map->difficulty) 1014 if (op->map && op->map->difficulty)
1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1015 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1057 else 1016 else
1058 op->level = RANDOM () % 20 + 1; 1017 op->level = rndm (20) + 1;
1059 } 1018 }
1060 else 1019 else
1061 op->level = RANDOM () % creator->level; 1020 op->level = rndm (creator->level);
1062 1021
1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1022 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1064 /* books w/ info are worth more! */ 1023 /* books w/ info are worth more! */
1065 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1024 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1066 /* creator related stuff */ 1025 /* creator related stuff */
1165 */ 1124 */
1166 1125
1167/* 1126/*
1168 * Allocate and return the pointer to an empty artifactlist structure. 1127 * Allocate and return the pointer to an empty artifactlist structure.
1169 */ 1128 */
1170
1171static artifactlist * 1129static artifactlist *
1172get_empty_artifactlist (void) 1130get_empty_artifactlist (void)
1173{ 1131{
1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1132 return salloc0 <artifactlist> ();
1175
1176 if (tl == NULL)
1177 fatal (OUT_OF_MEMORY);
1178 tl->next = NULL;
1179 tl->items = NULL;
1180 tl->total_chance = 0;
1181 return tl;
1182} 1133}
1183 1134
1184/* 1135/*
1185 * Allocate and return the pointer to an empty artifact structure. 1136 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1137 */
1187
1188static artifact * 1138static artifact *
1189get_empty_artifact (void) 1139get_empty_artifact (void)
1190{ 1140{
1191 artifact *t = (artifact *) malloc (sizeof (artifact)); 1141 return salloc0 <artifact> ();
1192
1193 if (t == NULL)
1194 fatal (OUT_OF_MEMORY);
1195 t->item = NULL;
1196 t->next = NULL;
1197 t->chance = 0;
1198 t->difficulty = 0;
1199 t->allowed = NULL;
1200 return t;
1201} 1142}
1202 1143
1203/* 1144/*
1204 * Searches the artifact lists and returns one that has the same type 1145 * Searches the artifact lists and returns one that has the same type
1205 * of objects on it. 1146 * of objects on it.
1206 */ 1147 */
1207
1208artifactlist * 1148artifactlist *
1209find_artifactlist (int type) 1149find_artifactlist (int type)
1210{ 1150{
1211 artifactlist *al;
1212
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1151 for (artifactlist *al = first_artifactlist; al; al = al->next)
1214 if (al->type == type) 1152 if (al->type == type)
1215 return al; 1153 return al;
1154
1216 return NULL; 1155 return 0;
1217} 1156}
1218 1157
1219/* 1158/*
1220 * For debugging purposes. Dumps all tables. 1159 * For debugging purposes. Dumps all tables.
1221 */ 1160 */
1222
1223void 1161void
1224dump_artifacts (void) 1162dump_artifacts (void)
1225{ 1163{
1226 artifactlist *al; 1164 artifactlist *al;
1227 artifact *art; 1165 artifact *art;
1234 for (art = al->items; art != NULL; art = art->next) 1172 for (art = al->items; art != NULL; art = art->next)
1235 { 1173 {
1236 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1174 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1237 if (art->allowed != NULL) 1175 if (art->allowed != NULL)
1238 { 1176 {
1239 fprintf (logfile, "\tAllowed combinations:"); 1177 fprintf (logfile, "\tallowed combinations:");
1240 for (next = art->allowed; next != NULL; next = next->next) 1178 for (next = art->allowed; next != NULL; next = next->next)
1241 fprintf (logfile, "%s,", &next->name); 1179 fprintf (logfile, "%s,", &next->name);
1242 fprintf (logfile, "\n"); 1180 fprintf (logfile, "\n");
1243 } 1181 }
1244 } 1182 }
1255 treasurelist *tl; 1193 treasurelist *tl;
1256 int i; 1194 int i;
1257 1195
1258 if (depth > 100) 1196 if (depth > 100)
1259 return; 1197 return;
1260 while (t != NULL) 1198
1199 while (t)
1261 { 1200 {
1262 if (t->name != NULL) 1201 if (t->name)
1263 { 1202 {
1264 for (i = 0; i < depth; i++) 1203 for (i = 0; i < depth; i++)
1265 fprintf (logfile, " "); 1204 fprintf (logfile, " ");
1205
1266 fprintf (logfile, "{ (list: %s)\n", &t->name); 1206 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207
1267 tl = find_treasurelist (t->name); 1208 tl = treasurelist::find (t->name);
1209 if (tl)
1268 dump_monster_treasure_rec (name, tl->items, depth + 2); 1210 dump_monster_treasure_rec (name, tl->items, depth + 2);
1211
1269 for (i = 0; i < depth; i++) 1212 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1213 fprintf (logfile, " ");
1214
1271 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1215 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272 } 1216 }
1273 else 1217 else
1274 { 1218 {
1275 for (i = 0; i < depth; i++) 1219 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1220 fprintf (logfile, " ");
1221
1277 if (t->item->clone.type == FLESH) 1222 if (t->item && t->item->clone.type == FLESH)
1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1223 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1279 else 1224 else
1280 fprintf (logfile, "%s\n", &t->item->clone.name); 1225 fprintf (logfile, "%s\n", &t->item->clone.name);
1281 } 1226 }
1227
1282 if (t->next_yes != NULL) 1228 if (t->next_yes)
1283 { 1229 {
1284 for (i = 0; i < depth; i++) 1230 for (i = 0; i < depth; i++)
1285 fprintf (logfile, " "); 1231 fprintf (logfile, " ");
1232
1286 fprintf (logfile, " (if yes)\n"); 1233 fprintf (logfile, " (if yes)\n");
1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1234 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288 } 1235 }
1236
1289 if (t->next_no != NULL) 1237 if (t->next_no)
1290 { 1238 {
1291 for (i = 0; i < depth; i++) 1239 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " "); 1240 fprintf (logfile, " ");
1241
1293 fprintf (logfile, " (if no)\n"); 1242 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1243 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 } 1244 }
1245
1296 t = t->next; 1246 t = t->next;
1297 } 1247 }
1298} 1248}
1299 1249
1300/* 1250/*
1301 * For debugging purposes. Dumps all treasures for a given monster. 1251 * For debugging purposes. Dumps all treasures for a given monster.
1302 * Created originally by Raphael Quinet for debugging the alchemy code. 1252 * Created originally by Raphael Quinet for debugging the alchemy code.
1303 */ 1253 */
1304
1305void 1254void
1306dump_monster_treasure (const char *name) 1255dump_monster_treasure (const char *name)
1307{ 1256{
1308 archetype *at; 1257 archetype *at;
1309 int found; 1258 int found;
1310 1259
1311 found = 0; 1260 found = 0;
1312 fprintf (logfile, "\n"); 1261 fprintf (logfile, "\n");
1262
1313 for (at = first_archetype; at != NULL; at = at->next) 1263 for (at = first_archetype; at != NULL; at = at->next)
1314 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1264 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1315 { 1265 {
1316 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1266 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1317 if (at->clone.randomitems != NULL) 1267 if (at->clone.randomitems != NULL)
1318 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1268 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1319 else 1269 else
1320 fprintf (logfile, "(nothing)\n"); 1270 fprintf (logfile, "(nothing)\n");
1271
1321 fprintf (logfile, "\n"); 1272 fprintf (logfile, "\n");
1322 found++; 1273 found++;
1323 } 1274 }
1275
1324 if (found == 0) 1276 if (found == 0)
1325 fprintf (logfile, "No objects have the name %s!\n\n", name); 1277 fprintf (logfile, "No objects have the name %s!\n\n", name);
1326} 1278}
1327 1279
1328/* 1280/*
1329 * Builds up the lists of artifacts from the file in the libdir. 1281 * Builds up the lists of artifacts from the file in the libdir.
1330 */ 1282 */
1331
1332void 1283void
1333init_artifacts (void) 1284init_artifacts (void)
1334{ 1285{
1335 static int has_been_inited = 0; 1286 static int has_been_inited = 0;
1336 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1287 char filename[MAX_BUF];
1337 artifact *art = NULL; 1288 artifact *art = NULL;
1338 linked_char *tmp;
1339 int value;
1340 artifactlist *al; 1289 artifactlist *al;
1341 1290
1342 if (has_been_inited) 1291 if (has_been_inited)
1343 return; 1292 return;
1344 else 1293 else
1345 has_been_inited = 1; 1294 has_been_inited = 1;
1346 1295
1347 sprintf (filename, "%s/artifacts", settings.datadir); 1296 sprintf (filename, "%s/artifacts", settings.datadir);
1348 object_thawer thawer (filename); 1297 object_thawer f (filename);
1349 1298
1350 if (!thawer) 1299 if (!f)
1351 return; 1300 return;
1352 1301
1353 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1302 f.next ();
1354 {
1355 if (*buf == '#')
1356 continue;
1357 if ((cp = strchr (buf, '\n')) != NULL)
1358 *cp = '\0';
1359 cp = buf;
1360 while (*cp == ' ') /* Skip blanks */
1361 cp++;
1362 if (*cp == '\0')
1363 continue;
1364 1303
1365 if (!strncmp (cp, "Allowed", 7)) 1304 for (;;)
1305 {
1306 switch (f.kw)
1366 { 1307 {
1308 case KW_allowed:
1367 if (art == NULL) 1309 if (!art)
1310 art = get_empty_artifact ();
1311
1368 { 1312 {
1369 art = get_empty_artifact (); 1313 if (!strcmp (f.get_str (), "all"))
1370 nrofartifacts++; 1314 break;
1315
1316 char *next, *cp = f.get_str ();
1317
1318 do
1319 {
1320 if ((next = strchr (cp, ',')))
1321 *next++ = '\0';
1322
1323 linked_char *tmp = new linked_char;
1324
1325 tmp->name = cp;
1326 tmp->next = art->allowed;
1327 art->allowed = tmp;
1328 }
1329 while ((cp = next));
1371 } 1330 }
1372 cp = strchr (cp, ' ') + 1; 1331 break;
1373 if (!strcmp (cp, "all")) 1332
1333 case KW_chance:
1334 f.get (art->chance);
1335 break;
1336
1337 case KW_difficulty:
1338 f.get (art->difficulty);
1339 break;
1340
1341 case KW_object:
1342 {
1343 art->item = object::create ();
1344 f.get (art->item->name);
1345 f.next ();
1346
1347 if (!art->item->parse_kv (f))
1348 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1349
1350 al = find_artifactlist (art->item->type);
1351
1352 if (!al)
1353 {
1354 al = get_empty_artifactlist ();
1355 al->type = art->item->type;
1356 al->next = first_artifactlist;
1357 first_artifactlist = al;
1358 }
1359
1360 art->next = al->items;
1361 al->items = art;
1362 art = 0;
1363 }
1374 continue; 1364 continue;
1375 1365
1376 do 1366 case KW_EOF:
1367 goto done;
1368
1369 default:
1370 if (!f.parse_error ("artifacts file"))
1371 cleanup ("artifacts file required");
1377 { 1372 break;
1378 nrofallowedstr++;
1379 if ((next = strchr (cp, ',')) != NULL)
1380 *(next++) = '\0';
1381 tmp = new linked_char;
1382
1383 tmp->name = cp;
1384 tmp->next = art->allowed;
1385 art->allowed = tmp;
1386 }
1387 while ((cp = next) != NULL);
1388 }
1389 else if (sscanf (cp, "chance %d", &value))
1390 art->chance = (uint16) value;
1391 else if (sscanf (cp, "difficulty %d", &value))
1392 art->difficulty = (uint8) value;
1393 else if (!strncmp (cp, "Object", 6))
1394 { 1373 }
1395 art->item = get_object ();
1396 1374
1397 if (!load_object (thawer, art->item, 0)) 1375 f.next ();
1398 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399
1400 art->item->name = strchr (cp, ' ') + 1;
1401 al = find_artifactlist (art->item->type);
1402 if (al == NULL)
1403 {
1404 al = get_empty_artifactlist ();
1405 al->type = art->item->type;
1406 al->next = first_artifactlist;
1407 first_artifactlist = al;
1408 }
1409 art->next = al->items;
1410 al->items = art;
1411 art = NULL;
1412 }
1413 else
1414 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1415 } 1376 }
1416 1377
1378done:
1417 for (al = first_artifactlist; al != NULL; al = al->next) 1379 for (al = first_artifactlist; al; al = al->next)
1418 { 1380 {
1381 al->total_chance = 0;
1382
1419 for (art = al->items; art != NULL; art = art->next) 1383 for (art = al->items; art; art = art->next)
1420 { 1384 {
1421 if (!art->chance) 1385 if (!art->chance)
1422 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1386 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1423 else 1387 else
1424 al->total_chance += art->chance; 1388 al->total_chance += art->chance;
1429 } 1393 }
1430 1394
1431 LOG (llevDebug, "done.\n"); 1395 LOG (llevDebug, "done.\n");
1432} 1396}
1433 1397
1434
1435/* 1398/*
1436 * Used in artifact generation. The bonuses of the first object 1399 * Used in artifact generation. The bonuses of the first object
1437 * is modified by the bonuses of the second object. 1400 * is modified by the bonuses of the second object.
1438 */ 1401 */
1439
1440void 1402void
1441add_abilities (object *op, object *change) 1403add_abilities (object *op, object *change)
1442{ 1404{
1443 int i, tmp; 1405 int i, tmp;
1444 1406
1445 if (change->face != blank_face) 1407 if (change->face != blank_face)
1446 { 1408 {
1447#ifdef TREASURE_VERBOSE 1409#ifdef TREASURE_VERBOSE
1448 LOG (llevDebug, "FACE: %d\n", change->face->number); 1410 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1449#endif 1411#endif
1450 op->face = change->face; 1412 op->face = change->face;
1451 } 1413 }
1452 1414
1453 for (i = 0; i < NUM_STATS; i++) 1415 for (i = 0; i < NUM_STATS; i++)
1489 CLEAR_FLAG (op, FLAG_ANIMATE); 1451 CLEAR_FLAG (op, FLAG_ANIMATE);
1490 /* so artifacts will join */ 1452 /* so artifacts will join */
1491 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1453 if (!QUERY_FLAG (op, FLAG_ALIVE))
1492 op->speed = 0.0; 1454 op->speed = 0.0;
1493 1455
1494 update_ob_speed (op); 1456 op->set_speed (op->speed);
1495 } 1457 }
1496 1458
1497 if (change->nrof) 1459 if (change->nrof)
1498 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1460 op->nrof = rndm (change->nrof) + 1;
1499 1461
1500 op->stats.exp += change->stats.exp; /* Speed modifier */ 1462 op->stats.exp += change->stats.exp; /* Speed modifier */
1501 op->stats.wc += change->stats.wc; 1463 op->stats.wc += change->stats.wc;
1502 op->stats.ac += change->stats.ac; 1464 op->stats.ac += change->stats.ac;
1503 1465
1511 { 1473 {
1512 object *tmp_obj; 1474 object *tmp_obj;
1513 1475
1514 /* Remove any spells this object currently has in it */ 1476 /* Remove any spells this object currently has in it */
1515 while (op->inv) 1477 while (op->inv)
1516 { 1478 op->inv->destroy ();
1517 tmp_obj = op->inv;
1518 remove_ob (tmp_obj);
1519 free_object (tmp_obj);
1520 }
1521 1479
1522 tmp_obj = arch_to_object (change->other_arch); 1480 tmp_obj = arch_to_object (change->other_arch);
1523 insert_ob_in_ob (tmp_obj, op); 1481 insert_ob_in_ob (tmp_obj, op);
1524 } 1482 }
1525 /* No harm setting this for potions/horns */ 1483 /* No harm setting this for potions/horns */
1562 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1520 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1563 1521
1564 op->item_power = change->item_power; 1522 op->item_power = change->item_power;
1565 1523
1566 for (i = 0; i < NROFATTACKS; i++) 1524 for (i = 0; i < NROFATTACKS; i++)
1567 {
1568 if (change->resist[i]) 1525 if (change->resist[i])
1569 {
1570 op->resist[i] += change->resist[i]; 1526 op->resist[i] += change->resist[i];
1571 }
1572 }
1573 1527
1574 if (change->stats.dam) 1528 if (change->stats.dam)
1575 { 1529 {
1576 if (change->stats.dam < 0) 1530 if (change->stats.dam < 0)
1577 op->stats.dam = (-change->stats.dam); 1531 op->stats.dam = (-change->stats.dam);
1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1568 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1615 } 1569 }
1616 1570
1617 op->value *= change->value; 1571 op->value *= change->value;
1618 1572
1619 if (change->material) 1573 if (change->materials)
1620 op->material = change->material; 1574 op->materials = change->materials;
1621 1575
1622 if (change->materialname) 1576 if (change->materialname)
1623 op->materialname = change->materialname; 1577 op->materialname = change->materialname;
1624 1578
1625 if (change->slaying) 1579 if (change->slaying)
1631 if (change->msg) 1585 if (change->msg)
1632 op->msg = change->msg; 1586 op->msg = change->msg;
1633} 1587}
1634 1588
1635static int 1589static int
1636legal_artifact_combination (object *op, artifact * art) 1590legal_artifact_combination (object *op, artifact *art)
1637{ 1591{
1638 int neg, success = 0; 1592 int neg, success = 0;
1639 linked_char *tmp; 1593 linked_char *tmp;
1640 const char *name; 1594 const char *name;
1641 1595
1642 if (art->allowed == (linked_char *) NULL) 1596 if (!art->allowed)
1643 return 1; /* Ie, "all" */ 1597 return 1; /* Ie, "all" */
1598
1644 for (tmp = art->allowed; tmp; tmp = tmp->next) 1599 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645 { 1600 {
1646#ifdef TREASURE_VERBOSE 1601#ifdef TREASURE_VERBOSE
1647 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1602 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1648#endif 1603#endif
1649 if (*tmp->name == '!') 1604 if (*tmp->name == '!')
1650 name = tmp->name + 1, neg = 1; 1605 name = tmp->name + 1, neg = 1;
1651 else 1606 else
1652 name = tmp->name, neg = 0; 1607 name = tmp->name, neg = 0;
1659 * everything is allowed except what we match 1614 * everything is allowed except what we match
1660 */ 1615 */
1661 else if (neg) 1616 else if (neg)
1662 success = 1; 1617 success = 1;
1663 } 1618 }
1619
1664 return success; 1620 return success;
1665} 1621}
1666 1622
1667/* 1623/*
1668 * Fixes the given object, giving it the abilities and titles 1624 * Fixes the given object, giving it the abilities and titles
1719 return; 1675 return;
1720 } 1676 }
1721 1677
1722 for (i = 0; i < ARTIFACT_TRIES; i++) 1678 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 { 1679 {
1724 int roll = RANDOM () % al->total_chance; 1680 int roll = rndm (al->total_chance);
1725 1681
1726 for (art = al->items; art != NULL; art = art->next) 1682 for (art = al->items; art; art = art->next)
1727 { 1683 {
1728 roll -= art->chance; 1684 roll -= art->chance;
1729 if (roll < 0) 1685 if (roll < 0)
1730 break; 1686 break;
1731 } 1687 }
1747 continue; 1703 continue;
1748 1704
1749 if (!legal_artifact_combination (op, art)) 1705 if (!legal_artifact_combination (op, art))
1750 { 1706 {
1751#ifdef TREASURE_VERBOSE 1707#ifdef TREASURE_VERBOSE
1752 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1708 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1753#endif 1709#endif
1754 continue; 1710 continue;
1755 } 1711 }
1712
1756 give_artifact_abilities (op, art->item); 1713 give_artifact_abilities (op, art->item);
1757 return; 1714 return;
1758 } 1715 }
1759} 1716}
1760 1717
1804 SET_FLAG (item, FLAG_NO_STEAL); 1761 SET_FLAG (item, FLAG_NO_STEAL);
1805 } 1762 }
1806} 1763}
1807 1764
1808/* special_potion() - so that old potion code is still done right. */ 1765/* special_potion() - so that old potion code is still done right. */
1809
1810int 1766int
1811special_potion (object *op) 1767special_potion (object *op)
1812{ 1768{
1813
1814 int i;
1815
1816 if (op->attacktype) 1769 if (op->attacktype)
1817 return 1; 1770 return 1;
1818 1771
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1772 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1; 1773 return 1;
1821 1774
1822 for (i = 0; i < NROFATTACKS; i++) 1775 for (int i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i]) 1776 if (op->resist[i])
1824 return 1; 1777 return 1;
1825 1778
1826 return 0; 1779 return 0;
1827} 1780}
1828 1781
1829void 1782void
1830free_treasurestruct (treasure *t) 1783free_treasurestruct (treasure *t)
1831{ 1784{
1832 if (t->next)
1833 free_treasurestruct (t->next); 1785 if (t->next) free_treasurestruct (t->next);
1834 if (t->next_yes)
1835 free_treasurestruct (t->next_yes); 1786 if (t->next_yes) free_treasurestruct (t->next_yes);
1836 if (t->next_no)
1837 free_treasurestruct (t->next_no); 1787 if (t->next_no) free_treasurestruct (t->next_no);
1838 1788
1839 delete t; 1789 delete t;
1840} 1790}
1841 1791
1842void 1792void
1847 1797
1848 delete lc; 1798 delete lc;
1849} 1799}
1850 1800
1851void 1801void
1852free_artifact (artifact * at) 1802free_artifact (artifact *at)
1853{ 1803{
1854 if (at->next)
1855 free_artifact (at->next); 1804 if (at->next) free_artifact (at->next);
1856
1857 if (at->allowed)
1858 free_charlinks (at->allowed); 1805 if (at->allowed) free_charlinks (at->allowed);
1859 1806
1860 at->item->free (1); 1807 at->item->destroy (1);
1861 1808
1862 delete at; 1809 sfree (at);
1863} 1810}
1864 1811
1865void 1812void
1866free_artifactlist (artifactlist * al) 1813free_artifactlist (artifactlist *al)
1867{ 1814{
1868 artifactlist *nextal; 1815 artifactlist *nextal;
1869 1816
1870 for (al = first_artifactlist; al != NULL; al = nextal) 1817 for (al = first_artifactlist; al; al = nextal)
1871 { 1818 {
1872 nextal = al->next; 1819 nextal = al->next;
1873 1820
1874 if (al->items) 1821 if (al->items)
1875 free_artifact (al->items); 1822 free_artifact (al->items);
1876 1823
1877 free (al); 1824 sfree (al);
1878 } 1825 }
1879} 1826}
1880 1827
1881void 1828void
1882free_all_treasures (void) 1829free_all_treasures (void)
1883{ 1830{
1884 treasurelist *tl, *next; 1831 treasurelist *tl, *next;
1885 1832
1886
1887 for (tl = first_treasurelist; tl != NULL; tl = next) 1833 for (tl = first_treasurelist; tl; tl = next)
1888 { 1834 {
1835 clear (tl);
1836
1889 next = tl->next; 1837 next = tl->next;
1890 if (tl->items)
1891 free_treasurestruct (tl->items);
1892 delete tl; 1838 delete tl;
1893 } 1839 }
1840
1894 free_artifactlist (first_artifactlist); 1841 free_artifactlist (first_artifactlist);
1895} 1842}

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