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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.24 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.79 by root, Tue Jul 29 02:00:55 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24#define ALLOWED_COMBINATION
25 23
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
29 * left on 27 * left on
30 */ 28 */
31#define TREASURE_DEBUG 29#define TREASURE_DEBUG
32 30
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 32
35/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
36 34
37#include <global.h> 35#include <global.h>
38#include <treasure.h> 36#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h> 37#include <loader.h>
41 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
42 42
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 44
46/* 45typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 46 const char *,
48 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
49 52
53static tl_map_t tl_map;
54
55/*
56 * Searches for the given treasurelist
57 */
58treasurelist *
59treasurelist::find (const char *name)
60{
61 if (!name)
62 return 0;
63
64 auto (i, tl_map.find (name));
65
66 if (i == tl_map.end ())
67 return 0;
68
69 return i->second;
70}
71
72/*
73 * Searches for the given treasurelist in the globally linked list
74 * of treasurelists which has been built by load_treasures().
75 */
76treasurelist *
77treasurelist::get (const char *name)
78{
79 treasurelist *tl = find (name);
80
81 if (!tl)
82 {
83 tl = new treasurelist;
84
85 tl->name = name;
86 tl->next = first_treasurelist;
87 first_treasurelist = tl;
88
89 tl_map.insert (std::make_pair (tl->name, tl));
90 }
91
92 return tl;
93}
94
95//TODO: class method
50void 96void
51init_archetype_pointers () 97clear (treasurelist *tl)
52{ 98{
53 int prev_warn = warn_archetypes; 99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
54 104
55 warn_archetypes = 1;
56 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown");
64 warn_archetypes = prev_warn;
65}
66
67/*
68 * Allocate and return the pointer to an empty treasurelist structure.
69 */
70
71static treasurelist *
72get_empty_treasurelist (void)
73{
74 return new treasurelist;
75}
76
77/*
78 * Allocate and return the pointer to an empty treasure structure.
79 */
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85
86 t->chance = 100; 105 tl->total_chance = 0;
87
88 return t;
89} 106}
107
108#ifdef TREASURE_DEBUG
109/* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out
111 */
112static void
113check_treasurelist (const treasure *t, const treasurelist * tl)
114{
115 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
116 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
117
118 if (t->next)
119 check_treasurelist (t->next, tl);
120
121 if (t->next_yes)
122 check_treasurelist (t->next_yes, tl);
123
124 if (t->next_no)
125 check_treasurelist (t->next_no, tl);
126}
127#endif
90 128
91/* 129/*
92 * Reads the lib/treasure file from disk, and parses the contents 130 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 131 * into an internal treasure structure (very linked lists)
94 */ 132 */
95
96static treasure * 133static treasure *
97load_treasure (FILE * fp, int *line) 134read_treasure (object_thawer &f)
98{ 135{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 136 treasure *t = new treasure;
101 int value;
102 137
103 nroftreasures++; 138 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 139
108 if (*buf == '#') 140 for (;;)
109 continue; 141 {
110 if ((cp = strchr (buf, '\n')) != NULL) 142 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 143
116 if (sscanf (cp, "arch %s", variable)) 144 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 145 {
121 else if (sscanf (cp, "list %s", variable)) 146 case KW_arch:
122 t->name = variable; 147 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 148
124 t->change_arch.name = variable; 149 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 150 {
143 t->next = load_treasure (fp, line); 151 f.parse_warn ("treasure references unknown archetype");
152 t->item = archetype::empty;
153 }
154
155 break;
156
157 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break;
164
165 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = read_treasure (f); continue;
167
168 case KW_end:
169 f.next ();
144 return t; 170 return t;
171
172 case KW_more:
173 t->next = read_treasure (f);
174 return t;
175
176 default:
177 if (!f.parse_error ("treasurelist", t->name))
178 goto error;
179
180 return t;
145 } 181 }
146 else 182
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 183 f.next ();
148 } 184 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 185
186 // not reached
187
188error:
189 delete t;
150 return t; 190 return 0;
151} 191}
152 192
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176
177/* 193/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 194 * Each treasure is parsed with the help of load_treasure().
180 */ 195 */
181 196treasurelist *
182void 197treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 198{
185 FILE *fp; 199 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 200
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 201 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 202 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 203 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 204 tl->items = read_treasure (f);
205 if (!tl->items)
195 return; 206 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 207
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 208 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 209 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 210 * fields of the treasures are not being used.
218 */ 211 */
219 if (!strncmp (buf, "treasureone", 11)) 212 if (one)
213 {
214 for (treasure *t = tl->items; t; t = t->next)
215 {
216 if (t->next_yes || t->next_no)
220 { 217 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 218 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 219 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 220 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 221
239#ifdef TREASURE_DEBUG 222 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 223 }
241 * verify that list transitions work (ie, the list that it is supposed 224 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 225
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 226 return tl;
271} 227}
272
273 228
274/* 229/*
275 * Generates the objects specified by the given treasure. 230 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 231 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 232 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 235 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 236 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 237 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 238 * start with equipment, but only their abilities).
284 */ 239 */
285
286
287static void 240static void
288put_treasure (object *op, object *creator, int flags) 241put_treasure (object *op, object *creator, int flags)
289{ 242{
290 object *tmp; 243 if (flags & GT_ENVIRONMENT)
291 244 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 245 /* Bit of a hack - spells should never be put onto the map. The entire
293 * treasure stuff is a problem - there is no clear idea of knowing 246 * treasure stuff is a problem - there is no clear idea of knowing
294 * this is the original object, or if this is an object that should be created 247 * this is the original object, or if this is an object that should be created
295 * by another object. 248 * by another object.
296 */ 249 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 250 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 251 if (op->type == SPELL)
299 op->x = creator->x; 252 {
300 op->y = creator->y; 253 op->destroy ();
254 return;
255 }
256
257 op->expand_tail ();
258
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
260 op->destroy ();
261 else
262 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265 }
303 } 266 }
304 else 267 else
305 { 268 {
306 op = insert_ob_in_ob (op, creator); 269 op = creator->insert (op);
270
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
310 esrv_send_item (tmp, op);
311 } 273 }
312} 274}
313 275
314/* if there are change_xxx commands in the treasure, we include the changes 276/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 277 * in the generated object
329 291
330 if (t->change_arch.slaying) 292 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 293 op->slaying = t->change_arch.slaying;
332} 294}
333 295
334void 296static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 297create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 298{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 299 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 300 {
341 if (t->name) 301 if (t->name)
342 { 302 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 303 if (difficulty >= t->magic)
304 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 305 create_treasure (tl, op, flag, difficulty, tries);
306 else
307 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 308 }
346 else 309 else
347 { 310 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 312 {
350 tmp = arch_to_object (t->item); 313 object *tmp = arch_to_object (t->item);
314
351 if (t->nrof && tmp->nrof <= 1) 315 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 316 tmp->nrof = rndm (t->nrof) + 1;
317
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 318 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 319 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 320 put_treasure (tmp, op, flag);
356 } 321 }
357 } 322 }
358 323
359 if (t->next_yes != NULL) 324 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 325 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 326 }
362 else if (t->next_no != NULL) 327 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 328 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 329
365 if (t->next != NULL) 330 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 331 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 332}
368 333
369void 334static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 335create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 336{
372 int value = RANDOM () % tl->total_chance; 337 int value = rndm (tl->total_chance);
373 treasure *t; 338 treasure *t;
374 339
375 if (tries++ > 100) 340 if (tries++ > 100)
376 { 341 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 342 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 343 return;
379 } 344 }
380 345
381 for (t = tl->items; t != NULL; t = t->next) 346 for (t = tl->items; t; t = t->next)
382 { 347 {
383 value -= t->chance; 348 value -= t->chance;
384 349
385 if (value < 0) 350 if (value < 0)
386 break; 351 break;
387 } 352 }
388 353
389 if (!t || value >= 0) 354 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 355 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 356
396 if (t->name) 357 if (t->name)
397 { 358 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 359 if (difficulty >= t->magic)
360 {
361 treasurelist *tl = treasurelist::find (t->name);
362 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 363 create_treasure (tl, op, flag, difficulty, tries);
364 }
403 else if (t->nrof) 365 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 366 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 367 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 369 {
411 object *tmp = arch_to_object (t->item); 370 if (object *tmp = arch_to_object (t->item))
412 371 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 372 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 373 tmp->nrof = rndm (t->nrof) + 1;
418 374
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 376 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 377 put_treasure (tmp, op, flag);
378 }
422 } 379 }
380}
381
382void
383object::create_treasure (treasurelist *tl, int flags)
384{
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
423} 386}
424 387
425/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 389 * to determine how many list transitions or attempts to create treasure
427 * have been made. It is really in place to prevent infinite loops with 390 * have been made. It is really in place to prevent infinite loops with
428 * list transitions, or so that excessively good treasure will not be 391 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 392 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 393 * to do that.
431 */ 394 */
432void 395void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 396create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 397{
398 // empty treasurelists are legal
399 if (!tl->items)
400 return;
435 401
436 if (tries++ > 100) 402 if (tries++ > 100)
437 { 403 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 405 return;
440 } 406 }
407
408 if (op->flag [FLAG_TREASURE_ENV])
409 {
410 // do not generate items when there already is something above the object
411 if (op->flag [FLAG_IS_FLOOR] && op->above)
412 return;
413
414 flag |= GT_ENVIRONMENT;
415 }
416
441 if (t->total_chance) 417 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 418 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 419 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 420 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 421}
446 422
447/* This is similar to the old generate treasure function. However, 423/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 424 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 425 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 426 * inserted into, and then return that treausre
451 */ 427 */
452object * 428object *
453generate_treasure (treasurelist * t, int difficulty) 429generate_treasure (treasurelist *tl, int difficulty)
454{ 430{
431 difficulty = clamp (difficulty, 1, settings.max_level);
432
455 object *ob = object::create (), *tmp; 433 object *ob = object::create ();
456 434
457 create_treasure (t, ob, 0, difficulty, 0); 435 create_treasure (tl, ob, 0, difficulty, 0);
458 436
459 /* Don't want to free the object we are about to return */ 437 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 438 object *tmp = ob->inv;
461 if (tmp != NULL) 439 if (tmp)
462 tmp->remove (); 440 tmp->remove ();
463 441
464 if (ob->inv) 442 if (ob->inv)
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 443 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 444
474 * The array has two arguments, the difficulty of the level, and the 452 * The array has two arguments, the difficulty of the level, and the
475 * magical bonus "wanted". 453 * magical bonus "wanted".
476 */ 454 */
477 455
478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 456static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 457// chance of magic difficulty
481
482/* +0 +1 +2 +3 +4 */ 458// +0 +1 +2 +3 +4
483 {95, 2, 2, 1, 0}, /*1 */ 459 {95, 2, 2, 1, 0}, // 1
484 {92, 5, 2, 1, 0}, /*2 */ 460 {92, 5, 2, 1, 0}, // 2
485 {85, 10, 4, 1, 0}, /*3 */ 461 {85, 10, 4, 1, 0}, // 3
486 {80, 14, 4, 2, 0}, /*4 */ 462 {80, 14, 4, 2, 0}, // 4
487 {75, 17, 5, 2, 1}, /*5 */ 463 {75, 17, 5, 2, 1}, // 5
488 {70, 18, 8, 3, 1}, /*6 */ 464 {70, 18, 8, 3, 1}, // 6
489 {65, 21, 10, 3, 1}, /*7 */ 465 {65, 21, 10, 3, 1}, // 7
490 {60, 22, 12, 4, 2}, /*8 */ 466 {60, 22, 12, 4, 2}, // 8
491 {55, 25, 14, 4, 2}, /*9 */ 467 {55, 25, 14, 4, 2}, // 9
492 {50, 27, 16, 5, 2}, /*10 */ 468 {50, 27, 16, 5, 2}, // 10
493 {45, 28, 18, 6, 3}, /*11 */ 469 {45, 28, 18, 6, 3}, // 11
494 {42, 28, 20, 7, 3}, /*12 */ 470 {42, 28, 20, 7, 3}, // 12
495 {40, 27, 21, 8, 4}, /*13 */ 471 {40, 27, 21, 8, 4}, // 13
496 {38, 25, 22, 10, 5}, /*14 */ 472 {38, 25, 22, 10, 5}, // 14
497 {36, 23, 23, 12, 6}, /*15 */ 473 {36, 23, 23, 12, 6}, // 15
498 {33, 21, 24, 14, 8}, /*16 */ 474 {33, 21, 24, 14, 8}, // 16
499 {31, 19, 25, 16, 9}, /*17 */ 475 {31, 19, 25, 16, 9}, // 17
500 {27, 15, 30, 18, 10}, /*18 */ 476 {27, 15, 30, 18, 10}, // 18
501 {20, 12, 30, 25, 13}, /*19 */ 477 {20, 12, 30, 25, 13}, // 19
502 {15, 10, 28, 30, 17}, /*20 */ 478 {15, 10, 28, 30, 17}, // 20
503 {13, 9, 27, 28, 23}, /*21 */ 479 {13, 9, 27, 28, 23}, // 21
504 {10, 8, 25, 28, 29}, /*22 */ 480 {10, 8, 25, 28, 29}, // 22
505 {8, 7, 23, 26, 36}, /*23 */ 481 { 8, 7, 23, 26, 36}, // 23
506 {6, 6, 20, 22, 46}, /*24 */ 482 { 6, 6, 20, 22, 46}, // 24
507 {4, 5, 17, 18, 56}, /*25 */ 483 { 4, 5, 17, 18, 56}, // 25
508 {2, 4, 12, 14, 68}, /*26 */ 484 { 2, 4, 12, 14, 68}, // 26
509 {0, 3, 7, 10, 80}, /*27 */ 485 { 0, 3, 7, 10, 80}, // 27
510 {0, 0, 3, 7, 90}, /*28 */ 486 { 0, 0, 3, 7, 90}, // 28
511 {0, 0, 0, 3, 97}, /*29 */ 487 { 0, 0, 0, 3, 97}, // 29
512 {0, 0, 0, 0, 100}, /*30 */ 488 { 0, 0, 0, 0, 100}, // 30
513 {0, 0, 0, 0, 100}, /*31 */ 489 { 0, 0, 0, 0, 100}, // 31
514}; 490};
515
516 491
517/* calculate the appropriate level for wands staves and scrolls. 492/* calculate the appropriate level for wands staves and scrolls.
518 * This code presumes that op has had its spell object created (in op->inv) 493 * This code presumes that op has had its spell object created (in op->inv)
519 * 494 *
520 * elmex Wed Aug 9 17:44:59 CEST 2006: 495 * elmex Wed Aug 9 17:44:59 CEST 2006:
521 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 496 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
522 */ 497 */
523
524int 498int
525level_for_item (const object *op, int difficulty) 499level_for_item (const object *op, int difficulty)
526{ 500{
527 int olevel = 0;
528
529 if (!op->inv) 501 if (!op->inv)
530 { 502 {
531 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 503 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
532 return 0; 504 return 0;
533 } 505 }
534 506
535 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 507 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
536 508
537 if (olevel <= 0) 509 if (olevel <= 0)
538 olevel = rndm (1, MIN (op->inv->level, 1)); 510 olevel = rndm (1, op->inv->level);
539 511
540 if (olevel > MAXLEVEL) 512 return min (olevel, MAXLEVEL);
541 olevel = MAXLEVEL;
542
543 return olevel;
544} 513}
545 514
546/* 515/*
547 * Based upon the specified difficulty and upon the difftomagic_list array, 516 * Based upon the specified difficulty and upon the difftomagic_list array,
548 * a random magical bonus is returned. This is used when determine 517 * a random magical bonus is returned. This is used when determine
551 * elmex Thu Aug 10 18:45:44 CEST 2006: 520 * elmex Thu Aug 10 18:45:44 CEST 2006:
552 * Scaling difficulty by max_level, as difficulty is a level and not some 521 * Scaling difficulty by max_level, as difficulty is a level and not some
553 * weird integer between 1-31. 522 * weird integer between 1-31.
554 * 523 *
555 */ 524 */
556
557int 525int
558magic_from_difficulty (int difficulty) 526magic_from_difficulty (int difficulty)
559{ 527{
560 int percent = 0, magic = 0; 528 int percent = 0, magic = 0;
561 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 529 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566 scaled_diff = 0; 534 scaled_diff = 0;
567 535
568 if (scaled_diff >= DIFFLEVELS) 536 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1; 537 scaled_diff = DIFFLEVELS - 1;
570 538
571 percent = RANDOM () % 100; 539 percent = rndm (100);
572 540
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 541 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 { 542 {
575 percent -= difftomagic_list[scaled_diff][magic]; 543 percent -= difftomagic_list[scaled_diff][magic];
576 544
582 { 550 {
583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 551 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 magic = 0; 552 magic = 0;
585 } 553 }
586 554
587 magic = (RANDOM () % 3) ? magic : -magic; 555 magic = (rndm (3)) ? magic : -magic;
588 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 556 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589 557
590 return magic; 558 return magic;
591} 559}
592 560
605 573
606 op->magic = magic; 574 op->magic = magic;
607 if (op->arch) 575 if (op->arch)
608 { 576 {
609 if (op->type == ARMOUR) 577 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 578 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
611 579
612 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 */
613 magic = (-magic); 581 magic = (-magic);
582
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
615 } 584 }
616 else 585 else
617 { 586 {
618 if (op->type == ARMOUR) 587 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
589
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 590 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 591 magic = (-magic);
592
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 593 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 594 }
624} 595}
625 596
626/* 597/*
649 * 1) Since rings can have multiple bonuses, if the same bonus 620 * 1) Since rings can have multiple bonuses, if the same bonus
650 * is rolled again, increase it - the bonuses now stack with 621 * is rolled again, increase it - the bonuses now stack with
651 * other bonuses previously rolled and ones the item might natively have. 622 * other bonuses previously rolled and ones the item might natively have.
652 * 2) Add code to deal with new PR method. 623 * 2) Add code to deal with new PR method.
653 */ 624 */
654
655void 625void
656set_ring_bonus (object *op, int bonus) 626set_ring_bonus (object *op, int bonus)
657{ 627{
658 628
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
660 630
661 if (op->type == AMULET) 631 if (op->type == AMULET)
662 { 632 {
663 if (!(RANDOM () % 21)) 633 if (!(rndm (21)))
664 r = 20 + RANDOM () % 2; 634 r = 20 + rndm (2);
665 else 635 else
666 { 636 {
667 if (RANDOM () & 2) 637 if (rndm (2))
668 r = 10; 638 r = 10;
669 else 639 else
670 r = 11 + RANDOM () % 9; 640 r = 11 + rndm (9);
671 } 641 }
672 } 642 }
673 643
674 switch (r) 644 switch (r)
675 { 645 {
682 case 2: 652 case 2:
683 case 3: 653 case 3:
684 case 4: 654 case 4:
685 case 5: 655 case 5:
686 case 6: 656 case 6:
687 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 657 op->stats.stat (r) += bonus;
688 break; 658 break;
689 659
690 case 7: 660 case 7:
691 op->stats.dam += bonus; 661 op->stats.dam += bonus;
692 break; 662 break;
712 case 16: 682 case 16:
713 case 17: 683 case 17:
714 case 18: 684 case 18:
715 case 19: 685 case 19:
716 { 686 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 687 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 688
719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 689 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 690 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 691
722 /* Cursed items need to have higher negative values to equal out with 692 /* Cursed items need to have higher negative values to equal out with
723 * positive values for how protections work out. Put another 693 * positive values for how protections work out. Put another
724 * little random element in since that they don't always end up with 694 * little random element in since that they don't always end up with
725 * even values. 695 * even values.
726 */ 696 */
727 if (bonus < 0) 697 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 698 val = 2 * -val - rndm (b);
729 if (val > 35) 699 if (val > 35)
730 val = 35; /* Upper limit */ 700 val = 35; /* Upper limit */
731 b = 0; 701 b = 0;
702
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 703 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 704 resist = rndm (num_resist_table);
735 } 705
736 if (b == 4) 706 if (b == 4)
737 return; /* Not able to find a free resistance */ 707 return; /* Not able to find a free resistance */
708
738 op->resist[resist_table[resist]] = val; 709 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 710 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 711 * based on how good a resistance we gave.
741 */ 712 */
742 break; 713 break;
770 case 22: 741 case 22:
771 op->stats.exp += bonus; /* Speed! */ 742 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 743 op->value = (op->value * 2) / 3;
773 break; 744 break;
774 } 745 }
746
775 if (bonus > 0) 747 if (bonus > 0)
776 op->value *= 2 * bonus; 748 op->value *= 2 * bonus;
777 else 749 else
778 op->value = -(op->value * 2 * bonus) / 3; 750 op->value = -(op->value * 2 * bonus) / 3;
779} 751}
784 * higher is the chance of returning a low number. 756 * higher is the chance of returning a low number.
785 * It is only used in fix_generated_treasure() to set bonuses on 757 * It is only used in fix_generated_treasure() to set bonuses on
786 * rings and amulets. 758 * rings and amulets.
787 * Another scheme is used to calculate the magic of weapons and armours. 759 * Another scheme is used to calculate the magic of weapons and armours.
788 */ 760 */
789
790int 761int
791get_magic (int diff) 762get_magic (int diff)
792{ 763{
793 int i; 764 int i;
794 765
795 if (diff < 3) 766 if (diff < 3)
796 diff = 3; 767 diff = 3;
768
797 for (i = 0; i < 4; i++) 769 for (i = 0; i < 4; i++)
798 if (RANDOM () % diff) 770 if (rndm (diff))
799 return i; 771 return i;
772
800 return 4; 773 return 4;
801} 774}
802 775
803#define DICE2 (get_magic(2)==2?2:1) 776#define DICE2 (get_magic(2)==2?2:1)
804#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 777#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
805 778
806/* 779/*
807 * fix_generated_item(): This is called after an item is generated, in 780 * fix_generated_item(): This is called after an item is generated, in
808 * order to set it up right. This produced magical bonuses, puts spells 781 * order to set it up right. This produced magical bonuses, puts spells
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 782 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
823 * value. 796 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 797 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material 798 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 799 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 800 */
828
829void 801void
830fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 802fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 803{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 804 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 805
838 save_item_power = op->item_power; 810 save_item_power = op->item_power;
839 op->item_power = 0; 811 op->item_power = 0;
840 812
841 if (op->randomitems && op->type != SPELL) 813 if (op->randomitems && op->type != SPELL)
842 { 814 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 815 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */ 816 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 817 op->randomitems = 0;
849 } 818 }
850 819
851 if (difficulty < 1) 820 if (difficulty < 1)
852 difficulty = 1; 821 difficulty = 1;
853 822
857 ARG_INT (flags))) 826 ARG_INT (flags)))
858 return; 827 return;
859 828
860 if (!(flags & GT_MINIMAL)) 829 if (!(flags & GT_MINIMAL))
861 { 830 {
862 if (op->arch == crown_arch) 831 if (IS_ARCH (op->arch, crown))
863 { 832 {
864 set_magic (difficulty, op, max_magic, flags); 833 set_magic (difficulty, op, max_magic, flags);
865 num_enchantments = calc_item_power (op, 1); 834 num_enchantments = calc_item_power (op, 1);
866 generate_artifact (op, difficulty); 835 generate_artifact (op, difficulty);
867 } 836 }
870 if (!op->magic && max_magic) 839 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 840 set_magic (difficulty, op, max_magic, flags);
872 841
873 num_enchantments = calc_item_power (op, 1); 842 num_enchantments = calc_item_power (op, 1);
874 843
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 844 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
876 * used for shop_floors or treasures */ 845 || op->type == HORN
846 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 847 generate_artifact (op, difficulty);
878 } 848 }
879 849
880 /* Object was made an artifact. Calculate its item_power rating. 850 /* Object was made an artifact. Calculate its item_power rating.
881 * the item_power in the object is what the artfiact adds. 851 * the item_power in the object is what the artfiact adds.
923 { 893 {
924 if (op->type == POTION) 894 if (op->type == POTION)
925 /* Handle healing and magic power potions */ 895 /* Handle healing and magic power potions */
926 if (op->stats.sp && !op->randomitems) 896 if (op->stats.sp && !op->randomitems)
927 { 897 {
928 object *tmp;
929
930 tmp = get_archetype (spell_mapping[op->stats.sp]); 898 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
931 insert_ob_in_ob (tmp, op); 899 insert_ob_in_ob (tmp, op);
932 op->stats.sp = 0; 900 op->stats.sp = 0;
933 } 901 }
934 } 902 }
935 else if (!op->title) /* Only modify object if not special */ 903 else if (!op->title) /* Only modify object if not special */
938 case WEAPON: 906 case WEAPON:
939 case ARMOUR: 907 case ARMOUR:
940 case SHIELD: 908 case SHIELD:
941 case HELMET: 909 case HELMET:
942 case CLOAK: 910 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 911 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 912 set_ring_bonus (op, -DICE2);
945 break; 913 break;
946 914
947 case BRACERS: 915 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 916 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
949 { 917 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 918 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 919 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3; 920 op->value *= 3;
953 } 921 }
979 */ 947 */
980 if (op->inv && op->randomitems) 948 if (op->inv && op->randomitems)
981 { 949 {
982 /* value multiplier is same as for scrolls */ 950 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 951 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 952 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 953 }
986 else 954 else
987 { 955 {
988 op->name = "potion"; 956 op->name = "potion";
989 op->name_pl = "potions"; 957 op->name_pl = "potions";
990 } 958 }
991 959
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 960 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 961 SET_FLAG (op, FLAG_CURSED);
994 break; 962 break;
995 } 963 }
996 964
997 case AMULET: 965 case AMULET:
998 if (op->arch == amulet_arch) 966 if (IS_ARCH (op->arch, amulet))
999 op->value *= 5; /* Since it's not just decoration */ 967 op->value *= 5; /* Since it's not just decoration */
1000 968
1001 case RING: 969 case RING:
1002 if (op->arch == NULL) 970 if (!op->arch) // wtf? schmorp
1003 { 971 {
1004 op->destroy (); 972 op->destroy ();
1005 op = 0; 973 op = 0;
1006 break; 974 break;
1007 } 975 }
1008 976
1009 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 977 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1010 break; 978 break;
1011 979
1012 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 980 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1013 SET_FLAG (op, FLAG_CURSED); 981 SET_FLAG (op, FLAG_CURSED);
1014 982
1015 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 983 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1016 984
1017 if (op->type != RING) /* Amulets have only one ability */ 985 if (op->type != RING) /* Amulets have only one ability */
1018 break; 986 break;
1019 987
1020 if (!(RANDOM () % 4)) 988 if (!(rndm (4)))
1021 { 989 {
1022 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 990 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1023 991
1024 if (d > 0) 992 if (d > 0)
1025 op->value *= 3; 993 op->value *= 3;
1026 994
1027 set_ring_bonus (op, d); 995 set_ring_bonus (op, d);
1028 996
1029 if (!(RANDOM () % 4)) 997 if (!(rndm (4)))
1030 { 998 {
1031 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 999 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1032 1000
1033 if (d > 0) 1001 if (d > 0)
1034 op->value *= 5; 1002 op->value *= 5;
1035 set_ring_bonus (op, d); 1003 set_ring_bonus (op, d);
1036 } 1004 }
1037 } 1005 }
1038 1006
1039 if (GET_ANIM_ID (op)) 1007 if (GET_ANIM_ID (op))
1040 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1008 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1041 1009
1042 break; 1010 break;
1043 1011
1044 case BOOK: 1012 case BOOK:
1045 /* Is it an empty book?, if yes lets make a special· 1013 /* Is it an empty book?, if yes lets make a special·
1046 * msg for it, and tailor its properties based on the· 1014 * msg for it, and tailor its properties based on the·
1047 * creator and/or map level we found it on. 1015 * creator and/or map level we found it on.
1048 */ 1016 */
1049 if (!op->msg && RANDOM () % 10) 1017 if (!op->msg && rndm (10))
1050 { 1018 {
1051 /* set the book level properly */ 1019 /* set the book level properly */
1052 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1020 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1053 { 1021 {
1054 if (op->map && op->map->difficulty) 1022 if (op->map && op->map->difficulty)
1055 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1023 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1056 else 1024 else
1057 op->level = RANDOM () % 20 + 1; 1025 op->level = rndm (20) + 1;
1058 } 1026 }
1059 else 1027 else
1060 op->level = RANDOM () % creator->level; 1028 op->level = rndm (creator->level);
1061 1029
1062 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1030 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1063 /* books w/ info are worth more! */ 1031 /* books w/ info are worth more! */
1064 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1032 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1065 /* creator related stuff */ 1033 /* creator related stuff */
1164 */ 1132 */
1165 1133
1166/* 1134/*
1167 * Allocate and return the pointer to an empty artifactlist structure. 1135 * Allocate and return the pointer to an empty artifactlist structure.
1168 */ 1136 */
1169
1170static artifactlist * 1137static artifactlist *
1171get_empty_artifactlist (void) 1138get_empty_artifactlist (void)
1172{ 1139{
1173 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1140 return salloc0<artifactlist> ();
1174
1175 if (tl == NULL)
1176 fatal (OUT_OF_MEMORY);
1177 tl->next = NULL;
1178 tl->items = NULL;
1179 tl->total_chance = 0;
1180 return tl;
1181} 1141}
1182 1142
1183/* 1143/*
1184 * Allocate and return the pointer to an empty artifact structure. 1144 * Allocate and return the pointer to an empty artifact structure.
1185 */ 1145 */
1186
1187static artifact * 1146static artifact *
1188get_empty_artifact (void) 1147get_empty_artifact (void)
1189{ 1148{
1190 artifact *t = (artifact *) malloc (sizeof (artifact)); 1149 return salloc0<artifact> ();
1191
1192 if (t == NULL)
1193 fatal (OUT_OF_MEMORY);
1194 t->item = NULL;
1195 t->next = NULL;
1196 t->chance = 0;
1197 t->difficulty = 0;
1198 t->allowed = NULL;
1199 return t;
1200} 1150}
1201 1151
1202/* 1152/*
1203 * Searches the artifact lists and returns one that has the same type 1153 * Searches the artifact lists and returns one that has the same type
1204 * of objects on it. 1154 * of objects on it.
1205 */ 1155 */
1206
1207artifactlist * 1156artifactlist *
1208find_artifactlist (int type) 1157find_artifactlist (int type)
1209{ 1158{
1210 artifactlist *al;
1211
1212 for (al = first_artifactlist; al != NULL; al = al->next) 1159 for (artifactlist *al = first_artifactlist; al; al = al->next)
1213 if (al->type == type) 1160 if (al->type == type)
1214 return al; 1161 return al;
1215 return NULL;
1216}
1217 1162
1218/*
1219 * For debugging purposes. Dumps all tables.
1220 */
1221
1222void
1223dump_artifacts (void)
1224{
1225 artifactlist *al;
1226 artifact *art;
1227 linked_char *next;
1228
1229 fprintf (logfile, "\n");
1230 for (al = first_artifactlist; al != NULL; al = al->next)
1231 {
1232 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1233 for (art = al->items; art != NULL; art = art->next)
1234 {
1235 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1236 if (art->allowed != NULL)
1237 {
1238 fprintf (logfile, "\tAllowed combinations:");
1239 for (next = art->allowed; next != NULL; next = next->next)
1240 fprintf (logfile, "%s,", &next->name);
1241 fprintf (logfile, "\n");
1242 }
1243 }
1244 }
1245 fprintf (logfile, "\n");
1246}
1247
1248/*
1249 * For debugging purposes. Dumps all treasures recursively (see below).
1250 */
1251void
1252dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1253{
1254 treasurelist *tl;
1255 int i;
1256
1257 if (depth > 100)
1258 return; 1163 return 0;
1259 while (t != NULL)
1260 {
1261 if (t->name != NULL)
1262 {
1263 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " ");
1265 fprintf (logfile, "{ (list: %s)\n", &t->name);
1266 tl = find_treasurelist (t->name);
1267 dump_monster_treasure_rec (name, tl->items, depth + 2);
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1271 }
1272 else
1273 {
1274 for (i = 0; i < depth; i++)
1275 fprintf (logfile, " ");
1276 if (t->item->clone.type == FLESH)
1277 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1278 else
1279 fprintf (logfile, "%s\n", &t->item->clone.name);
1280 }
1281 if (t->next_yes != NULL)
1282 {
1283 for (i = 0; i < depth; i++)
1284 fprintf (logfile, " ");
1285 fprintf (logfile, " (if yes)\n");
1286 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1287 }
1288 if (t->next_no != NULL)
1289 {
1290 for (i = 0; i < depth; i++)
1291 fprintf (logfile, " ");
1292 fprintf (logfile, " (if no)\n");
1293 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1294 }
1295 t = t->next;
1296 }
1297}
1298
1299/*
1300 * For debugging purposes. Dumps all treasures for a given monster.
1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1302 */
1303
1304void
1305dump_monster_treasure (const char *name)
1306{
1307 archetype *at;
1308 int found;
1309
1310 found = 0;
1311 fprintf (logfile, "\n");
1312 for (at = first_archetype; at != NULL; at = at->next)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1316 if (at->clone.randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318 else
1319 fprintf (logfile, "(nothing)\n");
1320 fprintf (logfile, "\n");
1321 found++;
1322 }
1323 if (found == 0)
1324 fprintf (logfile, "No objects have the name %s!\n\n", name);
1325} 1164}
1326 1165
1327/* 1166/*
1328 * Builds up the lists of artifacts from the file in the libdir. 1167 * Builds up the lists of artifacts from the file in the libdir.
1329 */ 1168 */
1330
1331void 1169void
1332init_artifacts (void) 1170init_artifacts (void)
1333{ 1171{
1334 static int has_been_inited = 0; 1172 static int has_been_inited = 0;
1335 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1173 char filename[MAX_BUF];
1336 artifact *art = NULL; 1174 artifact *art = NULL;
1337 linked_char *tmp;
1338 int value;
1339 artifactlist *al; 1175 artifactlist *al;
1340 1176
1341 if (has_been_inited) 1177 if (has_been_inited)
1342 return; 1178 return;
1343 else 1179 else
1344 has_been_inited = 1; 1180 has_been_inited = 1;
1345 1181
1346 sprintf (filename, "%s/artifacts", settings.datadir); 1182 sprintf (filename, "%s/artifacts", settings.datadir);
1347 object_thawer thawer (filename); 1183 object_thawer f (filename);
1348 1184
1349 if (!thawer) 1185 if (!f)
1350 return; 1186 return;
1351 1187
1352 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1188 for (;;)
1353 { 1189 {
1354 if (*buf == '#') 1190 switch (f.kw)
1355 continue;
1356 if ((cp = strchr (buf, '\n')) != NULL)
1357 *cp = '\0';
1358 cp = buf;
1359 while (*cp == ' ') /* Skip blanks */
1360 cp++;
1361 if (*cp == '\0')
1362 continue;
1363
1364 if (!strncmp (cp, "Allowed", 7))
1365 { 1191 {
1192 case KW_allowed:
1366 if (art == NULL) 1193 if (!art)
1194 art = get_empty_artifact ();
1195
1367 { 1196 {
1368 art = get_empty_artifact (); 1197 if (!strcmp (f.get_str (), "all"))
1369 nrofartifacts++; 1198 break;
1199
1200 char *next, *cp = f.get_str ();
1201
1202 do
1203 {
1204 if ((next = strchr (cp, ',')))
1205 *next++ = '\0';
1206
1207 linked_char *tmp = new linked_char;
1208
1209 tmp->name = cp;
1210 tmp->next = art->allowed;
1211 art->allowed = tmp;
1212 }
1213 while ((cp = next));
1370 } 1214 }
1371 cp = strchr (cp, ' ') + 1; 1215 break;
1372 if (!strcmp (cp, "all")) 1216
1217 case KW_chance:
1218 f.get (art->chance);
1219 break;
1220
1221 case KW_difficulty:
1222 f.get (art->difficulty);
1223 break;
1224
1225 case KW_object:
1226 {
1227 art->item = object::create ();
1228 f.get (art->item->name);
1229 f.next ();
1230
1231 if (!art->item->parse_kv (f))
1232 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1233
1234 al = find_artifactlist (art->item->type);
1235
1236 if (!al)
1237 {
1238 al = get_empty_artifactlist ();
1239 al->type = art->item->type;
1240 al->next = first_artifactlist;
1241 first_artifactlist = al;
1242 }
1243
1244 art->next = al->items;
1245 al->items = art;
1246 art = 0;
1247 }
1373 continue; 1248 continue;
1374 1249
1375 do 1250 case KW_EOF:
1251 goto done;
1252
1253 default:
1254 if (!f.parse_error ("artifacts file"))
1255 cleanup ("artifacts file required");
1376 { 1256 break;
1377 nrofallowedstr++;
1378 if ((next = strchr (cp, ',')) != NULL)
1379 *(next++) = '\0';
1380 tmp = new linked_char;
1381
1382 tmp->name = cp;
1383 tmp->next = art->allowed;
1384 art->allowed = tmp;
1385 }
1386 while ((cp = next) != NULL);
1387 }
1388 else if (sscanf (cp, "chance %d", &value))
1389 art->chance = (uint16) value;
1390 else if (sscanf (cp, "difficulty %d", &value))
1391 art->difficulty = (uint8) value;
1392 else if (!strncmp (cp, "Object", 6))
1393 { 1257 }
1394 art->item = object::create ();
1395 1258
1396 if (!load_object (thawer, art->item, 0)) 1259 f.next ();
1397 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1398
1399 art->item->name = strchr (cp, ' ') + 1;
1400 al = find_artifactlist (art->item->type);
1401 if (al == NULL)
1402 {
1403 al = get_empty_artifactlist ();
1404 al->type = art->item->type;
1405 al->next = first_artifactlist;
1406 first_artifactlist = al;
1407 }
1408 art->next = al->items;
1409 al->items = art;
1410 art = NULL;
1411 }
1412 else
1413 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1414 } 1260 }
1415 1261
1262done:
1416 for (al = first_artifactlist; al != NULL; al = al->next) 1263 for (al = first_artifactlist; al; al = al->next)
1417 { 1264 {
1265 al->total_chance = 0;
1266
1418 for (art = al->items; art != NULL; art = art->next) 1267 for (art = al->items; art; art = art->next)
1419 { 1268 {
1420 if (!art->chance) 1269 if (!art->chance)
1421 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1270 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1422 else 1271 else
1423 al->total_chance += art->chance; 1272 al->total_chance += art->chance;
1428 } 1277 }
1429 1278
1430 LOG (llevDebug, "done.\n"); 1279 LOG (llevDebug, "done.\n");
1431} 1280}
1432 1281
1433
1434/* 1282/*
1435 * Used in artifact generation. The bonuses of the first object 1283 * Used in artifact generation. The bonuses of the first object
1436 * is modified by the bonuses of the second object. 1284 * is modified by the bonuses of the second object.
1437 */ 1285 */
1438
1439void 1286void
1440add_abilities (object *op, object *change) 1287add_abilities (object *op, object *change)
1441{ 1288{
1442 int i, tmp; 1289 int i, tmp;
1443 1290
1444 if (change->face != blank_face) 1291 if (change->face != blank_face)
1445 { 1292 {
1446#ifdef TREASURE_VERBOSE 1293#ifdef TREASURE_VERBOSE
1447 LOG (llevDebug, "FACE: %d\n", change->face->number); 1294 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1448#endif 1295#endif
1449 op->face = change->face; 1296 op->face = change->face;
1450 } 1297 }
1451 1298
1452 for (i = 0; i < NUM_STATS; i++) 1299 for (i = 0; i < NUM_STATS; i++)
1453 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1300 change_attr_value (&(op->stats), i, change->stats.stat (i));
1454 1301
1455 op->attacktype |= change->attacktype; 1302 op->attacktype |= change->attacktype;
1456 op->path_attuned |= change->path_attuned; 1303 op->path_attuned |= change->path_attuned;
1457 op->path_repelled |= change->path_repelled; 1304 op->path_repelled |= change->path_repelled;
1458 op->path_denied |= change->path_denied; 1305 op->path_denied |= change->path_denied;
1488 CLEAR_FLAG (op, FLAG_ANIMATE); 1335 CLEAR_FLAG (op, FLAG_ANIMATE);
1489 /* so artifacts will join */ 1336 /* so artifacts will join */
1490 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1337 if (!QUERY_FLAG (op, FLAG_ALIVE))
1491 op->speed = 0.0; 1338 op->speed = 0.0;
1492 1339
1493 update_ob_speed (op); 1340 op->set_speed (op->speed);
1494 } 1341 }
1495 1342
1496 if (change->nrof) 1343 if (change->nrof)
1497 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1344 op->nrof = rndm (change->nrof) + 1;
1498 1345
1499 op->stats.exp += change->stats.exp; /* Speed modifier */ 1346 op->stats.exp += change->stats.exp; /* Speed modifier */
1500 op->stats.wc += change->stats.wc; 1347 op->stats.wc += change->stats.wc;
1501 op->stats.ac += change->stats.ac; 1348 op->stats.ac += change->stats.ac;
1502 1349
1605 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1452 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1606 } 1453 }
1607 1454
1608 op->value *= change->value; 1455 op->value *= change->value;
1609 1456
1610 if (change->material) 1457 if (change->materials)
1611 op->material = change->material; 1458 op->materials = change->materials;
1612 1459
1613 if (change->materialname) 1460 if (change->materialname)
1614 op->materialname = change->materialname; 1461 op->materialname = change->materialname;
1615 1462
1616 if (change->slaying) 1463 if (change->slaying)
1622 if (change->msg) 1469 if (change->msg)
1623 op->msg = change->msg; 1470 op->msg = change->msg;
1624} 1471}
1625 1472
1626static int 1473static int
1627legal_artifact_combination (object *op, artifact * art) 1474legal_artifact_combination (object *op, artifact *art)
1628{ 1475{
1629 int neg, success = 0; 1476 int neg, success = 0;
1630 linked_char *tmp; 1477 linked_char *tmp;
1631 const char *name; 1478 const char *name;
1632 1479
1633 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1634 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1635 for (tmp = art->allowed; tmp; tmp = tmp->next) 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1636 { 1484 {
1637#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1638 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1639#endif 1487#endif
1640 if (*tmp->name == '!') 1488 if (*tmp->name == '!')
1641 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1642 else 1490 else
1643 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1644 1492
1645 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1646 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1647 return !neg; 1495 return !neg;
1648 1496
1649 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1650 * everything is allowed except what we match 1498 * everything is allowed except what we match
1651 */ 1499 */
1652 else if (neg) 1500 else if (neg)
1653 success = 1; 1501 success = 1;
1654 } 1502 }
1503
1655 return success; 1504 return success;
1656} 1505}
1657 1506
1658/* 1507/*
1659 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1710 return; 1559 return;
1711 } 1560 }
1712 1561
1713 for (i = 0; i < ARTIFACT_TRIES; i++) 1562 for (i = 0; i < ARTIFACT_TRIES; i++)
1714 { 1563 {
1715 int roll = RANDOM () % al->total_chance; 1564 int roll = rndm (al->total_chance);
1716 1565
1717 for (art = al->items; art != NULL; art = art->next) 1566 for (art = al->items; art; art = art->next)
1718 { 1567 {
1719 roll -= art->chance; 1568 roll -= art->chance;
1720 if (roll < 0) 1569 if (roll < 0)
1721 break; 1570 break;
1722 } 1571 }
1738 continue; 1587 continue;
1739 1588
1740 if (!legal_artifact_combination (op, art)) 1589 if (!legal_artifact_combination (op, art))
1741 { 1590 {
1742#ifdef TREASURE_VERBOSE 1591#ifdef TREASURE_VERBOSE
1743 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1592 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1744#endif 1593#endif
1745 continue; 1594 continue;
1746 } 1595 }
1596
1747 give_artifact_abilities (op, art->item); 1597 give_artifact_abilities (op, art->item);
1748 return; 1598 return;
1749 } 1599 }
1750} 1600}
1751 1601
1795 SET_FLAG (item, FLAG_NO_STEAL); 1645 SET_FLAG (item, FLAG_NO_STEAL);
1796 } 1646 }
1797} 1647}
1798 1648
1799/* special_potion() - so that old potion code is still done right. */ 1649/* special_potion() - so that old potion code is still done right. */
1800
1801int 1650int
1802special_potion (object *op) 1651special_potion (object *op)
1803{ 1652{
1804
1805 int i;
1806
1807 if (op->attacktype) 1653 if (op->attacktype)
1808 return 1; 1654 return 1;
1809 1655
1810 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1656 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1811 return 1; 1657 return 1;
1812 1658
1813 for (i = 0; i < NROFATTACKS; i++) 1659 for (int i = 0; i < NROFATTACKS; i++)
1814 if (op->resist[i]) 1660 if (op->resist[i])
1815 return 1; 1661 return 1;
1816 1662
1817 return 0; 1663 return 0;
1818} 1664}
1819 1665
1820void 1666void
1821free_treasurestruct (treasure *t) 1667free_treasurestruct (treasure *t)
1822{ 1668{
1823 if (t->next)
1824 free_treasurestruct (t->next); 1669 if (t->next) free_treasurestruct (t->next);
1825 if (t->next_yes)
1826 free_treasurestruct (t->next_yes); 1670 if (t->next_yes) free_treasurestruct (t->next_yes);
1827 if (t->next_no)
1828 free_treasurestruct (t->next_no); 1671 if (t->next_no) free_treasurestruct (t->next_no);
1829 1672
1830 delete t; 1673 delete t;
1831} 1674}
1832 1675
1833void 1676void
1838 1681
1839 delete lc; 1682 delete lc;
1840} 1683}
1841 1684
1842void 1685void
1843free_artifact (artifact * at) 1686free_artifact (artifact *at)
1844{ 1687{
1845 if (at->next)
1846 free_artifact (at->next); 1688 if (at->next) free_artifact (at->next);
1847
1848 if (at->allowed)
1849 free_charlinks (at->allowed); 1689 if (at->allowed) free_charlinks (at->allowed);
1850 1690
1851 at->item->destroy (1); 1691 at->item->destroy (1);
1852 1692
1853 delete at; 1693 sfree (at);
1854} 1694}
1855 1695
1856void 1696void
1857free_artifactlist (artifactlist * al) 1697free_artifactlist (artifactlist *al)
1858{ 1698{
1859 artifactlist *nextal; 1699 artifactlist *nextal;
1860 1700
1861 for (al = first_artifactlist; al; al = nextal) 1701 for (al = first_artifactlist; al; al = nextal)
1862 { 1702 {
1863 nextal = al->next; 1703 nextal = al->next;
1864 1704
1865 if (al->items) 1705 if (al->items)
1866 free_artifact (al->items); 1706 free_artifact (al->items);
1867 1707
1868 free (al); 1708 sfree (al);
1869 } 1709 }
1870} 1710}
1871 1711
1872void 1712void
1873free_all_treasures (void) 1713free_all_treasures (void)
1874{ 1714{
1875 treasurelist *tl, *next; 1715 treasurelist *tl, *next;
1876 1716
1877
1878 for (tl = first_treasurelist; tl != NULL; tl = next) 1717 for (tl = first_treasurelist; tl; tl = next)
1879 { 1718 {
1719 clear (tl);
1720
1880 next = tl->next; 1721 next = tl->next;
1881 if (tl->items)
1882 free_treasurestruct (tl->items);
1883 delete tl; 1722 delete tl;
1884 } 1723 }
1724
1885 free_artifactlist (first_artifactlist); 1725 free_artifactlist (first_artifactlist);
1886} 1726}

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