--- deliantra/server/common/treasure.C 2006/09/12 18:15:34 1.17
+++ deliantra/server/common/treasure.C 2007/10/16 00:30:24 1.67
@@ -1,34 +1,26 @@
-
/*
- * static char *rcs_treasure_c =
- * "$Id: treasure.C,v 1.17 2006/09/12 18:15:34 root Exp $";
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
-#define ALLOWED_COMBINATION
-
/* TREASURE_DEBUG does some checking on the treasurelists after loading.
* It is useful for finding bugs in the treasures file. Since it only
* slows the startup some (and not actual game play), it is by default
@@ -38,245 +30,191 @@
/* TREASURE_VERBOSE enables copious output concerning artifact generation */
-/* #define TREASURE_VERBOSE */
+//#define TREASURE_VERBOSE
#include
#include
#include
#include
+extern char *spell_mapping[];
+
+static treasurelist *first_treasurelist;
static void change_treasure (treasure *t, object *op); /* overrule default values */
-extern char *spell_mapping[];
+
+typedef std::tr1::unordered_map<
+ const char *,
+ treasurelist *,
+ str_hash,
+ str_equal,
+ slice_allocator< std::pair >,
+ true
+> tl_map_t;
+
+static tl_map_t tl_map;
/*
- * Initialize global archtype pointers:
+ * Searches for the given treasurelist
*/
-
-void
-init_archetype_pointers ()
+treasurelist *
+treasurelist::find (const char *name)
{
- int prev_warn = warn_archetypes;
+ if (!name)
+ return 0;
- warn_archetypes = 1;
- if (ring_arch == NULL)
- ring_arch = find_archetype ("ring");
- if (amulet_arch == NULL)
- amulet_arch = find_archetype ("amulet");
- if (staff_arch == NULL)
- staff_arch = find_archetype ("staff");
- if (crown_arch == NULL)
- crown_arch = find_archetype ("crown");
- warn_archetypes = prev_warn;
-}
+ auto (i, tl_map.find (name));
-/*
- * Allocate and return the pointer to an empty treasurelist structure.
- */
+ if (i == tl_map.end ())
+ return 0;
-static treasurelist *
-get_empty_treasurelist (void)
-{
- return new treasurelist;
+ return i->second;
}
/*
- * Allocate and return the pointer to an empty treasure structure.
+ * Searches for the given treasurelist in the globally linked list
+ * of treasurelists which has been built by load_treasures().
*/
-//TODO: make this a constructor
-static treasure *
-get_empty_treasure (void)
+treasurelist *
+treasurelist::get (const char *name)
{
- treasure *t = new treasure;
+ treasurelist *tl = find (name);
- t->chance = 100;
+ if (!tl)
+ {
+ tl = new treasurelist;
- return t;
-}
+ tl->name = name;
+ tl->next = first_treasurelist;
+ first_treasurelist = tl;
-/*
- * Reads the lib/treasure file from disk, and parses the contents
- * into an internal treasure structure (very linked lists)
- */
+ tl_map.insert (std::make_pair (tl->name, tl));
+ }
-static treasure *
-load_treasure (FILE * fp, int *line)
-{
- char buf[MAX_BUF], *cp, variable[MAX_BUF];
- treasure *t = get_empty_treasure ();
- int value;
+ return tl;
+}
- nroftreasures++;
- while (fgets (buf, MAX_BUF, fp) != NULL)
+//TODO: class method
+void
+clear (treasurelist *tl)
+{
+ if (tl->items)
{
- (*line)++;
-
- if (*buf == '#')
- continue;
- if ((cp = strchr (buf, '\n')) != NULL)
- *cp = '\0';
- cp = buf;
- while (isspace (*cp)) /* Skip blanks */
- cp++;
-
- if (sscanf (cp, "arch %s", variable))
- {
- if ((t->item = find_archetype (variable)) == NULL)
- LOG (llevError, "Treasure lacks archetype: %s\n", variable);
- }
- else if (sscanf (cp, "list %s", variable))
- t->name = variable;
- else if (sscanf (cp, "change_name %s", variable))
- t->change_arch.name = variable;
- else if (sscanf (cp, "change_title %s", variable))
- t->change_arch.title = variable;
- else if (sscanf (cp, "change_slaying %s", variable))
- t->change_arch.slaying = variable;
- else if (sscanf (cp, "chance %d", &value))
- t->chance = (uint8) value;
- else if (sscanf (cp, "nrof %d", &value))
- t->nrof = (uint16) value;
- else if (sscanf (cp, "magic %d", &value))
- t->magic = (uint8) value;
- else if (!strcmp (cp, "yes"))
- t->next_yes = load_treasure (fp, line);
- else if (!strcmp (cp, "no"))
- t->next_no = load_treasure (fp, line);
- else if (!strcmp (cp, "end"))
- return t;
- else if (!strcmp (cp, "more"))
- {
- t->next = load_treasure (fp, line);
- return t;
- }
- else
- LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
+ free_treasurestruct (tl->items);
+ tl->items = 0;
}
- LOG (llevError, "treasure lacks 'end'.\n");
- return t;
+
+ tl->total_chance = 0;
}
#ifdef TREASURE_DEBUG
-
/* recursived checks the linked list. Treasurelist is passed only
* so that the treasure name can be printed out
*/
static void
check_treasurelist (const treasure *t, const treasurelist * tl)
{
- if (t->item == NULL && t->name == NULL)
- LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
- /* find_treasurelist will print out its own error message */
- if (t->name && *t->name)
- (void) find_treasurelist (t->name);
+
if (t->next)
check_treasurelist (t->next, tl);
+
if (t->next_yes)
check_treasurelist (t->next_yes, tl);
+
if (t->next_no)
check_treasurelist (t->next_no, tl);
}
#endif
/*
- * Opens LIBDIR/treasure and reads all treasure-declarations from it.
- * Each treasure is parsed with the help of load_treasure().
+ * Reads the lib/treasure file from disk, and parses the contents
+ * into an internal treasure structure (very linked lists)
*/
-
-void
-load_treasures (void)
+static treasure *
+read_treasure (object_thawer &f)
{
- FILE *fp;
- char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
- treasurelist *previous = NULL;
- treasure *t;
- int comp, line = 0;
+ treasure *t = new treasure;
- sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
- if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
- {
- LOG (llevError, "Can't open treasure file.\n");
- return;
- }
- while (fgets (buf, MAX_BUF, fp) != NULL)
+ f.next ();
+
+ for (;;)
{
- line++;
- if (*buf == '#')
- continue;
+ coroapi::cede_to_tick_every (10);
- if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
+ switch (f.kw)
{
- treasurelist *tl = get_empty_treasurelist ();
+ case KW_arch:
+ t->item = archetype::get (f.get_str ());
+ break;
- tl->name = name;
- if (previous == NULL)
- first_treasurelist = tl;
- else
- previous->next = tl;
- previous = tl;
- tl->items = load_treasure (fp, &line);
-
- /* This is a one of the many items on the list should be generated.
- * Add up the chance total, and check to make sure the yes & no
- * fields of the treasures are not being used.
- */
- if (!strncmp (buf, "treasureone", 11))
- {
- for (t = tl->items; t != NULL; t = t->next)
- {
-#ifdef TREASURE_DEBUG
- if (t->next_yes || t->next_no)
- {
- LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
- LOG (llevError, " the next_yes or next_no field is set\n");
- }
-#endif
- tl->total_chance += t->chance;
- }
- }
+ case KW_list: f.get (t->name); break;
+ case KW_change_name: f.get (t->change_arch.name); break;
+ case KW_change_title: f.get (t->change_arch.title); break;
+ case KW_change_slaying: f.get (t->change_arch.slaying); break;
+ case KW_chance: f.get (t->chance); break;
+ case KW_nrof: f.get (t->nrof); break;
+ case KW_magic: f.get (t->magic); break;
+
+ case KW_yes: t->next_yes = read_treasure (f); continue;
+ case KW_no: t->next_no = read_treasure (f); continue;
+
+ case KW_end:
+ f.next ();
+ return t;
+
+ case KW_more:
+ t->next = read_treasure (f);
+ return t;
+
+ default:
+ if (!f.parse_error ("treasurelist", t->name))
+ return 0;
+
+ return t;
}
- else
- LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
- }
- close_and_delete (fp, comp);
-#ifdef TREASURE_DEBUG
- /* Perform some checks on how valid the treasure data actually is.
- * verify that list transitions work (ie, the list that it is supposed
- * to transition to exists). Also, verify that at least the name
- * or archetype is set for each treasure element.
- */
- for (previous = first_treasurelist; previous != NULL; previous = previous->next)
- check_treasurelist (previous->items, previous);
-#endif
+ f.next ();
+ }
}
/*
- * Searches for the given treasurelist in the globally linked list
- * of treasurelists which has been built by load_treasures().
+ * Each treasure is parsed with the help of load_treasure().
*/
-
treasurelist *
-find_treasurelist (const char *name)
+treasurelist::read (object_thawer &f)
{
- shstr_cmp name_ (name);
+ assert (f.kw == KW_treasure || f.kw == KW_treasureone);
- if (!name_)
+ bool one = f.kw == KW_treasureone;
+ treasurelist *tl = treasurelist::get (f.get_str ());
+ clear (tl);
+ tl->items = read_treasure (f);
+ if (!tl->items)
return 0;
- for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
- if (name_ == tl->name)
- return tl;
+ /* This is a one of the many items on the list should be generated.
+ * Add up the chance total, and check to make sure the yes & no
+ * fields of the treasures are not being used.
+ */
+ if (one)
+ {
+ for (treasure *t = tl->items; t; t = t->next)
+ {
+ if (t->next_yes || t->next_no)
+ {
+ LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
+ LOG (llevError, " the next_yes or next_no field is set\n");
+ }
- if (first_treasurelist)
- LOG (llevError, "Couldn't find treasurelist %s\n", name);
+ tl->total_chance += t->chance;
+ }
+ }
- return 0;
+ return tl;
}
-
/*
* Generates the objects specified by the given treasure.
* It goes recursively through the rest of the linked list.
@@ -288,32 +226,43 @@
* abilities. This is used by summon spells, thus no summoned monsters
* start with equipment, but only their abilities).
*/
-
-
static void
put_treasure (object *op, object *creator, int flags)
{
- object *tmp;
-
- /* Bit of a hack - spells should never be put onto the map. The entire
- * treasure stuff is a problem - there is no clear idea of knowing
- * this is the original object, or if this is an object that should be created
- * by another object.
- */
- if (flags & GT_ENVIRONMENT && op->type != SPELL)
+ if (flags & GT_ENVIRONMENT)
{
- op->x = creator->x;
- op->y = creator->y;
- SET_FLAG (op, FLAG_OBJ_ORIGINAL);
- insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
+ /* Bit of a hack - spells should never be put onto the map. The entire
+ * treasure stuff is a problem - there is no clear idea of knowing
+ * this is the original object, or if this is an object that should be created
+ * by another object.
+ */
+ //TODO: flag such as objects... as such (no drop, anybody?)
+ if (op->type == SPELL)
+ {
+ op->destroy ();
+ return;
+ }
+
+ op->expand_tail ();
+
+ if (op->blocked (creator->map, creator->x, creator->y))
+ op->destroy ();
+ else
+ {
+ SET_FLAG (op, FLAG_OBJ_ORIGINAL);
+ op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
+ }
}
else
{
- op = insert_ob_in_ob (op, creator);
+ op = creator->insert (op);
+
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
monster_check_apply (creator, op);
- if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
- esrv_send_item (tmp, op);
+
+ if (flags & GT_UPDATE_INV)
+ if (object *tmp = creator->in_player ())
+ esrv_send_item (tmp, op);
}
}
@@ -337,45 +286,48 @@
op->slaying = t->change_arch.slaying;
}
-void
+static void
create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
{
- object *tmp;
-
- if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
+ if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
{
if (t->name)
{
- if (strcmp (t->name, "NONE") && difficulty >= t->magic)
- create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
+ if (difficulty >= t->magic)
+ if (treasurelist *tl = treasurelist::find (t->name))
+ create_treasure (tl, op, flag, difficulty, tries);
+ else
+ LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
}
else
{
- if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
+ if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
{
- tmp = arch_to_object (t->item);
+ object *tmp = arch_to_object (t->item);
+
if (t->nrof && tmp->nrof <= 1)
- tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
+ tmp->nrof = rndm (t->nrof) + 1;
+
fix_generated_item (tmp, op, difficulty, t->magic, flag);
change_treasure (t, tmp);
put_treasure (tmp, op, flag);
}
}
- if (t->next_yes != NULL)
+ if (t->next_yes)
create_all_treasures (t->next_yes, op, flag, difficulty, tries);
}
- else if (t->next_no != NULL)
+ else if (t->next_no)
create_all_treasures (t->next_no, op, flag, difficulty, tries);
- if (t->next != NULL)
+ if (t->next)
create_all_treasures (t->next, op, flag, difficulty, tries);
}
-void
-create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
+static void
+create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
{
- int value = RANDOM () % tl->total_chance;
+ int value = rndm (tl->total_chance);
treasure *t;
if (tries++ > 100)
@@ -384,7 +336,7 @@
return;
}
- for (t = tl->items; t != NULL; t = t->next)
+ for (t = tl->items; t; t = t->next)
{
value -= t->chance;
@@ -393,41 +345,39 @@
}
if (!t || value >= 0)
- {
- LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
- abort ();
- return;
- }
+ cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
if (t->name)
{
- if (!strcmp (t->name, "NONE"))
- return;
-
if (difficulty >= t->magic)
- create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
+ {
+ treasurelist *tl = treasurelist::find (t->name);
+ if (tl)
+ create_treasure (tl, op, flag, difficulty, tries);
+ }
else if (t->nrof)
create_one_treasure (tl, op, flag, difficulty, tries);
-
- return;
}
-
- if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
+ else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
{
- object *tmp = arch_to_object (t->item);
-
- if (!tmp)
- return;
-
- if (t->nrof && tmp->nrof <= 1)
- tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
+ if (object *tmp = arch_to_object (t->item))
+ {
+ if (t->nrof && tmp->nrof <= 1)
+ tmp->nrof = rndm (t->nrof) + 1;
- fix_generated_item (tmp, op, difficulty, t->magic, flag);
- change_treasure (t, tmp);
- put_treasure (tmp, op, flag);
+ fix_generated_item (tmp, op, difficulty, t->magic, flag);
+ change_treasure (t, tmp);
+ put_treasure (tmp, op, flag);
+ }
}
}
+void
+object::create_treasure (treasurelist *tl, int flags)
+{
+ ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
+}
+
/* This calls the appropriate treasure creation function. tries is passed
* to determine how many list transitions or attempts to create treasure
* have been made. It is really in place to prevent infinite loops with
@@ -436,18 +386,31 @@
* to do that.
*/
void
-create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
+create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
{
+ // empty treasurelists are legal
+ if (!tl->items)
+ return;
if (tries++ > 100)
{
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
return;
}
- if (t->total_chance)
- create_one_treasure (t, op, flag, difficulty, tries);
+
+ if (op->flag [FLAG_TREASURE_ENV])
+ {
+ // do not generate items when there already is something above the object
+ if (op->flag [FLAG_IS_FLOOR] && op->above)
+ return;
+
+ flag |= GT_ENVIRONMENT;
+ }
+
+ if (tl->total_chance)
+ create_one_treasure (tl, op, flag, difficulty, tries);
else
- create_all_treasures (t->items, op, flag, difficulty, tries);
+ create_all_treasures (tl->items, op, flag, difficulty, tries);
}
/* This is similar to the old generate treasure function. However,
@@ -456,21 +419,23 @@
* inserted into, and then return that treausre
*/
object *
-generate_treasure (treasurelist * t, int difficulty)
+generate_treasure (treasurelist *tl, int difficulty)
{
- object *ob = get_object (), *tmp;
+ difficulty = clamp (difficulty, 1, settings.max_level);
+
+ object *ob = object::create ();
- create_treasure (t, ob, 0, difficulty, 0);
+ create_treasure (tl, ob, 0, difficulty, 0);
/* Don't want to free the object we are about to return */
- tmp = ob->inv;
- if (tmp != NULL)
- remove_ob (tmp);
+ object *tmp = ob->inv;
+ if (tmp)
+ tmp->remove ();
+
if (ob->inv)
- {
- LOG (llevError, "In generate treasure, created multiple objects.\n");
- }
- free_object (ob);
+ LOG (llevError, "In generate treasure, created multiple objects.\n");
+
+ ob->destroy ();
return tmp;
}
@@ -482,71 +447,62 @@
*/
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
-
-/*chance of magic difficulty*/
-
-/* +0 +1 +2 +3 +4 */
- {95, 2, 2, 1, 0}, /*1 */
- {92, 5, 2, 1, 0}, /*2 */
- {85, 10, 4, 1, 0}, /*3 */
- {80, 14, 4, 2, 0}, /*4 */
- {75, 17, 5, 2, 1}, /*5 */
- {70, 18, 8, 3, 1}, /*6 */
- {65, 21, 10, 3, 1}, /*7 */
- {60, 22, 12, 4, 2}, /*8 */
- {55, 25, 14, 4, 2}, /*9 */
- {50, 27, 16, 5, 2}, /*10 */
- {45, 28, 18, 6, 3}, /*11 */
- {42, 28, 20, 7, 3}, /*12 */
- {40, 27, 21, 8, 4}, /*13 */
- {38, 25, 22, 10, 5}, /*14 */
- {36, 23, 23, 12, 6}, /*15 */
- {33, 21, 24, 14, 8}, /*16 */
- {31, 19, 25, 16, 9}, /*17 */
- {27, 15, 30, 18, 10}, /*18 */
- {20, 12, 30, 25, 13}, /*19 */
- {15, 10, 28, 30, 17}, /*20 */
- {13, 9, 27, 28, 23}, /*21 */
- {10, 8, 25, 28, 29}, /*22 */
- {8, 7, 23, 26, 36}, /*23 */
- {6, 6, 20, 22, 46}, /*24 */
- {4, 5, 17, 18, 56}, /*25 */
- {2, 4, 12, 14, 68}, /*26 */
- {0, 3, 7, 10, 80}, /*27 */
- {0, 0, 3, 7, 90}, /*28 */
- {0, 0, 0, 3, 97}, /*29 */
- {0, 0, 0, 0, 100}, /*30 */
- {0, 0, 0, 0, 100}, /*31 */
+// chance of magic difficulty
+// +0 +1 +2 +3 +4
+ {95, 2, 2, 1, 0}, // 1
+ {92, 5, 2, 1, 0}, // 2
+ {85, 10, 4, 1, 0}, // 3
+ {80, 14, 4, 2, 0}, // 4
+ {75, 17, 5, 2, 1}, // 5
+ {70, 18, 8, 3, 1}, // 6
+ {65, 21, 10, 3, 1}, // 7
+ {60, 22, 12, 4, 2}, // 8
+ {55, 25, 14, 4, 2}, // 9
+ {50, 27, 16, 5, 2}, // 10
+ {45, 28, 18, 6, 3}, // 11
+ {42, 28, 20, 7, 3}, // 12
+ {40, 27, 21, 8, 4}, // 13
+ {38, 25, 22, 10, 5}, // 14
+ {36, 23, 23, 12, 6}, // 15
+ {33, 21, 24, 14, 8}, // 16
+ {31, 19, 25, 16, 9}, // 17
+ {27, 15, 30, 18, 10}, // 18
+ {20, 12, 30, 25, 13}, // 19
+ {15, 10, 28, 30, 17}, // 20
+ {13, 9, 27, 28, 23}, // 21
+ {10, 8, 25, 28, 29}, // 22
+ { 8, 7, 23, 26, 36}, // 23
+ { 6, 6, 20, 22, 46}, // 24
+ { 4, 5, 17, 18, 56}, // 25
+ { 2, 4, 12, 14, 68}, // 26
+ { 0, 3, 7, 10, 80}, // 27
+ { 0, 0, 3, 7, 90}, // 28
+ { 0, 0, 0, 3, 97}, // 29
+ { 0, 0, 0, 0, 100}, // 30
+ { 0, 0, 0, 0, 100}, // 31
};
-
/* calculate the appropriate level for wands staves and scrolls.
* This code presumes that op has had its spell object created (in op->inv)
*
* elmex Wed Aug 9 17:44:59 CEST 2006:
* Removed multiplicator, too many high-level items were generated on low-difficulty maps.
*/
-
int
level_for_item (const object *op, int difficulty)
{
- int olevel = 0;
-
if (!op->inv)
{
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
return 0;
}
- olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
+ int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
if (olevel <= 0)
- olevel = rndm (1, MIN (op->inv->level, 1));
-
- if (olevel > MAXLEVEL)
- olevel = MAXLEVEL;
+ olevel = rndm (1, op->inv->level);
- return olevel;
+ return min (olevel, MAXLEVEL);
}
/*
@@ -559,7 +515,6 @@
* weird integer between 1-31.
*
*/
-
int
magic_from_difficulty (int difficulty)
{
@@ -574,7 +529,7 @@
if (scaled_diff >= DIFFLEVELS)
scaled_diff = DIFFLEVELS - 1;
- percent = RANDOM () % 100;
+ percent = rndm (100);
for (magic = 0; magic < (MAXMAGIC + 1); magic++)
{
@@ -590,7 +545,7 @@
magic = 0;
}
- magic = (RANDOM () % 3) ? magic : -magic;
+ magic = (rndm (3)) ? magic : -magic;
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
return magic;
@@ -613,17 +568,17 @@
if (op->arch)
{
if (op->type == ARMOUR)
- ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
+ ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
- if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
+ if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
magic = (-magic);
- op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
+ op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
}
else
{
if (op->type == ARMOUR)
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
- if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
+ if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
magic = (-magic);
op->weight = (op->weight * (100 - magic * 10)) / 100;
}
@@ -657,23 +612,22 @@
* other bonuses previously rolled and ones the item might natively have.
* 2) Add code to deal with new PR method.
*/
-
void
set_ring_bonus (object *op, int bonus)
{
- int r = RANDOM () % (bonus > 0 ? 25 : 11);
+ int r = rndm (bonus > 0 ? 25 : 11);
if (op->type == AMULET)
{
- if (!(RANDOM () % 21))
- r = 20 + RANDOM () % 2;
+ if (!(rndm (21)))
+ r = 20 + rndm (2);
else
{
- if (RANDOM () & 2)
+ if (rndm (2))
r = 10;
else
- r = 11 + RANDOM () % 9;
+ r = 11 + rndm (9);
}
}
@@ -690,7 +644,7 @@
case 4:
case 5:
case 6:
- set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
+ op->stats.stat (r) += bonus;
break;
case 7:
@@ -720,10 +674,10 @@
case 18:
case 19:
{
- int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
+ int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
- val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
+ val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
/* Cursed items need to have higher negative values to equal out with
* positive values for how protections work out. Put another
@@ -731,16 +685,17 @@
* even values.
*/
if (bonus < 0)
- val = 2 * -val - RANDOM () % b;
+ val = 2 * -val - rndm (b);
if (val > 35)
val = 35; /* Upper limit */
b = 0;
+
while (op->resist[resist_table[resist]] != 0 && b < 4)
- {
- resist = RANDOM () % num_resist_table;
- }
+ resist = rndm (num_resist_table);
+
if (b == 4)
return; /* Not able to find a free resistance */
+
op->resist[resist_table[resist]] = val;
/* We should probably do something more clever here to adjust value
* based on how good a resistance we gave.
@@ -778,6 +733,7 @@
op->value = (op->value * 2) / 3;
break;
}
+
if (bonus > 0)
op->value *= 2 * bonus;
else
@@ -792,7 +748,6 @@
* rings and amulets.
* Another scheme is used to calculate the magic of weapons and armours.
*/
-
int
get_magic (int diff)
{
@@ -800,14 +755,16 @@
if (diff < 3)
diff = 3;
+
for (i = 0; i < 4; i++)
- if (RANDOM () % diff)
+ if (rndm (diff))
return i;
+
return 4;
}
#define DICE2 (get_magic(2)==2?2:1)
-#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
+#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
/*
* fix_generated_item(): This is called after an item is generated, in
@@ -831,7 +788,6 @@
* a working object - don't change magic, value, etc, but set it material
* type as appropriate, for objects that need spell objects, set those, etc
*/
-
void
fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
{
@@ -846,17 +802,20 @@
if (op->randomitems && op->type != SPELL)
{
- create_treasure (op->randomitems, op, flags, difficulty, 0);
- if (!op->inv)
- LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
-
+ create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
/* So the treasure doesn't get created again */
- op->randomitems = NULL;
+ op->randomitems = 0;
}
if (difficulty < 1)
difficulty = 1;
+ if (INVOKE_OBJECT (ADD_BONUS, op,
+ ARG_OBJECT (creator != op ? creator : 0),
+ ARG_INT (difficulty), ARG_INT (max_magic),
+ ARG_INT (flags)))
+ return;
+
if (!(flags & GT_MINIMAL))
{
if (op->arch == crown_arch)
@@ -872,7 +831,9 @@
num_enchantments = calc_item_power (op, 1);
- if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
+ if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
+ || op->type == HORN
+ || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
* used for shop_floors or treasures */
generate_artifact (op, difficulty);
}
@@ -940,12 +901,12 @@
case SHIELD:
case HELMET:
case CLOAK:
- if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
+ if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
set_ring_bonus (op, -DICE2);
break;
case BRACERS:
- if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
+ if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
{
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
if (!QUERY_FLAG (op, FLAG_CURSED))
@@ -981,7 +942,7 @@
{
/* value multiplier is same as for scrolls */
op->value = (op->value * op->inv->value);
- op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
+ op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
}
else
{
@@ -989,7 +950,7 @@
op->name_pl = "potions";
}
- if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
+ if (!(flags & GT_ONLY_GOOD) && rndm (2))
SET_FLAG (op, FLAG_CURSED);
break;
}
@@ -1001,16 +962,15 @@
case RING:
if (op->arch == NULL)
{
- remove_ob (op);
- free_object (op);
- op = NULL;
+ op->destroy ();
+ op = 0;
break;
}
if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
break;
- if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
+ if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
SET_FLAG (op, FLAG_CURSED);
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
@@ -1018,18 +978,18 @@
if (op->type != RING) /* Amulets have only one ability */
break;
- if (!(RANDOM () % 4))
+ if (!(rndm (4)))
{
- int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
+ int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
if (d > 0)
op->value *= 3;
set_ring_bonus (op, d);
- if (!(RANDOM () % 4))
+ if (!(rndm (4)))
{
- int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
+ int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
if (d > 0)
op->value *= 5;
@@ -1038,7 +998,7 @@
}
if (GET_ANIM_ID (op))
- SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
+ SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
break;
@@ -1047,18 +1007,18 @@
* msg for it, and tailor its properties based on the·
* creator and/or map level we found it on.
*/
- if (!op->msg && RANDOM () % 10)
+ if (!op->msg && rndm (10))
{
/* set the book level properly */
if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
{
if (op->map && op->map->difficulty)
- op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
+ op->level = rndm (op->map->difficulty) + rndm (10) + 1;
else
- op->level = RANDOM () % 20 + 1;
+ op->level = rndm (20) + 1;
}
else
- op->level = RANDOM () % creator->level;
+ op->level = rndm (creator->level);
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
/* books w/ info are worth more! */
@@ -1167,59 +1127,38 @@
/*
* Allocate and return the pointer to an empty artifactlist structure.
*/
-
static artifactlist *
get_empty_artifactlist (void)
{
- artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
-
- if (tl == NULL)
- fatal (OUT_OF_MEMORY);
- tl->next = NULL;
- tl->items = NULL;
- tl->total_chance = 0;
- return tl;
+ return salloc0 ();
}
/*
* Allocate and return the pointer to an empty artifact structure.
*/
-
static artifact *
get_empty_artifact (void)
{
- artifact *t = (artifact *) malloc (sizeof (artifact));
-
- if (t == NULL)
- fatal (OUT_OF_MEMORY);
- t->item = NULL;
- t->next = NULL;
- t->chance = 0;
- t->difficulty = 0;
- t->allowed = NULL;
- return t;
+ return salloc0 ();
}
/*
* Searches the artifact lists and returns one that has the same type
* of objects on it.
*/
-
artifactlist *
find_artifactlist (int type)
{
- artifactlist *al;
-
- for (al = first_artifactlist; al != NULL; al = al->next)
+ for (artifactlist *al = first_artifactlist; al; al = al->next)
if (al->type == type)
return al;
- return NULL;
+
+ return 0;
}
/*
* For debugging purposes. Dumps all tables.
*/
-
void
dump_artifacts (void)
{
@@ -1236,7 +1175,7 @@
fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
if (art->allowed != NULL)
{
- fprintf (logfile, "\tAllowed combinations:");
+ fprintf (logfile, "\tallowed combinations:");
for (next = art->allowed; next != NULL; next = next->next)
fprintf (logfile, "%s,", &next->name);
fprintf (logfile, "\n");
@@ -1257,42 +1196,54 @@
if (depth > 100)
return;
- while (t != NULL)
+
+ while (t)
{
- if (t->name != NULL)
+ if (t->name)
{
for (i = 0; i < depth; i++)
fprintf (logfile, " ");
+
fprintf (logfile, "{ (list: %s)\n", &t->name);
- tl = find_treasurelist (t->name);
- dump_monster_treasure_rec (name, tl->items, depth + 2);
+
+ tl = treasurelist::find (t->name);
+ if (tl)
+ dump_monster_treasure_rec (name, tl->items, depth + 2);
+
for (i = 0; i < depth; i++)
fprintf (logfile, " ");
+
fprintf (logfile, "} (end of list: %s)\n", &t->name);
}
else
{
for (i = 0; i < depth; i++)
fprintf (logfile, " ");
- if (t->item->clone.type == FLESH)
- fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
+
+ if (t->item && t->item->type == FLESH)
+ fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
else
- fprintf (logfile, "%s\n", &t->item->clone.name);
+ fprintf (logfile, "%s\n", &t->item->object::name);
}
- if (t->next_yes != NULL)
+
+ if (t->next_yes)
{
for (i = 0; i < depth; i++)
fprintf (logfile, " ");
+
fprintf (logfile, " (if yes)\n");
dump_monster_treasure_rec (name, t->next_yes, depth + 1);
}
- if (t->next_no != NULL)
+
+ if (t->next_no)
{
for (i = 0; i < depth; i++)
fprintf (logfile, " ");
+
fprintf (logfile, " (if no)\n");
dump_monster_treasure_rec (name, t->next_no, depth + 1);
}
+
t = t->next;
}
}
@@ -1301,7 +1252,6 @@
* For debugging purposes. Dumps all treasures for a given monster.
* Created originally by Raphael Quinet for debugging the alchemy code.
*/
-
void
dump_monster_treasure (const char *name)
{
@@ -1310,17 +1260,20 @@
found = 0;
fprintf (logfile, "\n");
- for (at = first_archetype; at != NULL; at = at->next)
- if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
+
+ for_all_archetypes (at)
+ if (!strcasecmp (at->object::name, name) && at->title == NULL)
{
- fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
- if (at->clone.randomitems != NULL)
- dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
+ fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
+ if (at->randomitems != NULL)
+ dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
else
fprintf (logfile, "(nothing)\n");
+
fprintf (logfile, "\n");
found++;
}
+
if (found == 0)
fprintf (logfile, "No objects have the name %s!\n\n", name);
}
@@ -1328,15 +1281,12 @@
/*
* Builds up the lists of artifacts from the file in the libdir.
*/
-
void
init_artifacts (void)
{
static int has_been_inited = 0;
- char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
+ char filename[MAX_BUF];
artifact *art = NULL;
- linked_char *tmp;
- int value;
artifactlist *al;
if (has_been_inited)
@@ -1345,78 +1295,91 @@
has_been_inited = 1;
sprintf (filename, "%s/artifacts", settings.datadir);
- object_thawer thawer (filename);
+ object_thawer f (filename);
- if (!thawer)
+ if (!f)
return;
- while (fgets (buf, HUGE_BUF, thawer) != NULL)
+ for (;;)
{
- if (*buf == '#')
- continue;
- if ((cp = strchr (buf, '\n')) != NULL)
- *cp = '\0';
- cp = buf;
- while (*cp == ' ') /* Skip blanks */
- cp++;
- if (*cp == '\0')
- continue;
-
- if (!strncmp (cp, "Allowed", 7))
+ switch (f.kw)
{
- if (art == NULL)
- {
+ case KW_allowed:
+ if (!art)
art = get_empty_artifact ();
- nrofartifacts++;
- }
- cp = strchr (cp, ' ') + 1;
- if (!strcmp (cp, "all"))
- continue;
- do
{
- nrofallowedstr++;
- if ((next = strchr (cp, ',')) != NULL)
- *(next++) = '\0';
- tmp = new linked_char;
-
- tmp->name = cp;
- tmp->next = art->allowed;
- art->allowed = tmp;
+ if (!strcmp (f.get_str (), "all"))
+ break;
+
+ char *next, *cp = f.get_str ();
+
+ do
+ {
+ if ((next = strchr (cp, ',')))
+ *next++ = '\0';
+
+ linked_char *tmp = new linked_char;
+
+ tmp->name = cp;
+ tmp->next = art->allowed;
+ art->allowed = tmp;
+ }
+ while ((cp = next));
}
- while ((cp = next) != NULL);
- }
- else if (sscanf (cp, "chance %d", &value))
- art->chance = (uint16) value;
- else if (sscanf (cp, "difficulty %d", &value))
- art->difficulty = (uint8) value;
- else if (!strncmp (cp, "Object", 6))
- {
- art->item = get_object ();
-
- if (!load_object (thawer, art->item, 0))
- LOG (llevError, "Init_Artifacts: Could not load object.\n");
-
- art->item->name = strchr (cp, ' ') + 1;
- al = find_artifactlist (art->item->type);
- if (al == NULL)
+ break;
+
+ case KW_chance:
+ f.get (art->chance);
+ break;
+
+ case KW_difficulty:
+ f.get (art->difficulty);
+ break;
+
+ case KW_object:
{
- al = get_empty_artifactlist ();
- al->type = art->item->type;
- al->next = first_artifactlist;
- first_artifactlist = al;
+ art->item = object::create ();
+ f.get (art->item->name);
+ f.next ();
+
+ if (!art->item->parse_kv (f))
+ LOG (llevError, "Init_Artifacts: Could not load object.\n");
+
+ al = find_artifactlist (art->item->type);
+
+ if (!al)
+ {
+ al = get_empty_artifactlist ();
+ al->type = art->item->type;
+ al->next = first_artifactlist;
+ first_artifactlist = al;
+ }
+
+ art->next = al->items;
+ al->items = art;
+ art = 0;
}
- art->next = al->items;
- al->items = art;
- art = NULL;
+ continue;
+
+ case KW_EOF:
+ goto done;
+
+ default:
+ if (!f.parse_error ("artifacts file"))
+ cleanup ("artifacts file required");
+ break;
}
- else
- LOG (llevError, "Unknown input in artifact file: %s\n", buf);
+
+ f.next ();
}
- for (al = first_artifactlist; al != NULL; al = al->next)
+done:
+ for (al = first_artifactlist; al; al = al->next)
{
- for (art = al->items; art != NULL; art = art->next)
+ al->total_chance = 0;
+
+ for (art = al->items; art; art = art->next)
{
if (!art->chance)
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
@@ -1431,12 +1394,10 @@
LOG (llevDebug, "done.\n");
}
-
/*
* Used in artifact generation. The bonuses of the first object
* is modified by the bonuses of the second object.
*/
-
void
add_abilities (object *op, object *change)
{
@@ -1445,13 +1406,13 @@
if (change->face != blank_face)
{
#ifdef TREASURE_VERBOSE
- LOG (llevDebug, "FACE: %d\n", change->face->number);
+ LOG (llevDebug, "add_abilities change face: %d\n", change->face);
#endif
op->face = change->face;
}
for (i = 0; i < NUM_STATS; i++)
- change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
+ change_attr_value (&(op->stats), i, change->stats.stat (i));
op->attacktype |= change->attacktype;
op->path_attuned |= change->path_attuned;
@@ -1491,11 +1452,11 @@
if (!QUERY_FLAG (op, FLAG_ALIVE))
op->speed = 0.0;
- update_ob_speed (op);
+ op->set_speed (op->speed);
}
if (change->nrof)
- op->nrof = RANDOM () % ((int) change->nrof) + 1;
+ op->nrof = rndm (change->nrof) + 1;
op->stats.exp += change->stats.exp; /* Speed modifier */
op->stats.wc += change->stats.wc;
@@ -1513,11 +1474,7 @@
/* Remove any spells this object currently has in it */
while (op->inv)
- {
- tmp_obj = op->inv;
- remove_ob (tmp_obj);
- free_object (tmp_obj);
- }
+ op->inv->destroy ();
tmp_obj = arch_to_object (change->other_arch);
insert_ob_in_ob (tmp_obj, op);
@@ -1564,12 +1521,8 @@
op->item_power = change->item_power;
for (i = 0; i < NROFATTACKS; i++)
- {
- if (change->resist[i])
- {
- op->resist[i] += change->resist[i];
- }
- }
+ if (change->resist[i])
+ op->resist[i] += change->resist[i];
if (change->stats.dam)
{
@@ -1616,8 +1569,8 @@
op->value *= change->value;
- if (change->material)
- op->material = change->material;
+ if (change->materials)
+ op->materials = change->materials;
if (change->materialname)
op->materialname = change->materialname;
@@ -1633,18 +1586,19 @@
}
static int
-legal_artifact_combination (object *op, artifact * art)
+legal_artifact_combination (object *op, artifact *art)
{
int neg, success = 0;
linked_char *tmp;
const char *name;
- if (art->allowed == (linked_char *) NULL)
+ if (!art->allowed)
return 1; /* Ie, "all" */
+
for (tmp = art->allowed; tmp; tmp = tmp->next)
{
#ifdef TREASURE_VERBOSE
- LOG (llevDebug, "legal_art: %s\n", tmp->name);
+ LOG (llevDebug, "legal_art: %s\n", &tmp->name);
#endif
if (*tmp->name == '!')
name = tmp->name + 1, neg = 1;
@@ -1652,7 +1606,7 @@
name = tmp->name, neg = 0;
/* If we match name, then return the opposite of 'neg' */
- if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
+ if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
return !neg;
/* Set success as true, since if the match was an inverse, it means
@@ -1661,6 +1615,7 @@
else if (neg)
success = 1;
}
+
return success;
}
@@ -1721,9 +1676,9 @@
for (i = 0; i < ARTIFACT_TRIES; i++)
{
- int roll = RANDOM () % al->total_chance;
+ int roll = rndm (al->total_chance);
- for (art = al->items; art != NULL; art = art->next)
+ for (art = al->items; art; art = art->next)
{
roll -= art->chance;
if (roll < 0)
@@ -1749,10 +1704,11 @@
if (!legal_artifact_combination (op, art))
{
#ifdef TREASURE_VERBOSE
- LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
+ LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
#endif
continue;
}
+
give_artifact_abilities (op, art->item);
return;
}
@@ -1806,20 +1762,16 @@
}
/* special_potion() - so that old potion code is still done right. */
-
int
special_potion (object *op)
{
-
- int i;
-
if (op->attacktype)
return 1;
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
return 1;
- for (i = 0; i < NROFATTACKS; i++)
+ for (int i = 0; i < NROFATTACKS; i++)
if (op->resist[i])
return 1;
@@ -1829,12 +1781,9 @@
void
free_treasurestruct (treasure *t)
{
- if (t->next)
- free_treasurestruct (t->next);
- if (t->next_yes)
- free_treasurestruct (t->next_yes);
- if (t->next_no)
- free_treasurestruct (t->next_no);
+ if (t->next) free_treasurestruct (t->next);
+ if (t->next_yes) free_treasurestruct (t->next_yes);
+ if (t->next_no) free_treasurestruct (t->next_no);
delete t;
}
@@ -1849,32 +1798,29 @@
}
void
-free_artifact (artifact * at)
+free_artifact (artifact *at)
{
- if (at->next)
- free_artifact (at->next);
+ if (at->next) free_artifact (at->next);
+ if (at->allowed) free_charlinks (at->allowed);
- if (at->allowed)
- free_charlinks (at->allowed);
+ at->item->destroy (1);
- at->item->free (1);
-
- delete at;
+ sfree (at);
}
void
-free_artifactlist (artifactlist * al)
+free_artifactlist (artifactlist *al)
{
artifactlist *nextal;
- for (al = first_artifactlist; al != NULL; al = nextal)
+ for (al = first_artifactlist; al; al = nextal)
{
nextal = al->next;
if (al->items)
free_artifact (al->items);
- free (al);
+ sfree (al);
}
}
@@ -1883,13 +1829,13 @@
{
treasurelist *tl, *next;
-
- for (tl = first_treasurelist; tl != NULL; tl = next)
+ for (tl = first_treasurelist; tl; tl = next)
{
+ clear (tl);
+
next = tl->next;
- if (tl->items)
- free_treasurestruct (tl->items);
delete tl;
}
+
free_artifactlist (first_artifactlist);
}