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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.16 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.51 by root, Thu Apr 19 16:36:00 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40 33
41/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
42 35
43#include <global.h> 36#include <global.h>
44#include <treasure.h> 37#include <treasure.h>
45#include <funcpoint.h> 38#include <funcpoint.h>
46#include <loader.h> 39#include <loader.h>
47 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
48 44
49static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
50extern char *spell_mapping[];
51 46
52/* 47typedef std::tr1::unordered_map<
53 * Initialize global archtype pointers: 48 const char *,
54 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
56void 99void
57init_archetype_pointers () 100clear (treasurelist *tl)
58{ 101{
59 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
60 107
61 warn_archetypes = 1;
62 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring");
64 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet");
66 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff");
68 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown");
70 warn_archetypes = prev_warn;
71}
72
73/*
74 * Allocate and return the pointer to an empty treasurelist structure.
75 */
76
77static treasurelist *
78get_empty_treasurelist (void)
79{
80 return new treasurelist;
81}
82
83/*
84 * Allocate and return the pointer to an empty treasure structure.
85 */
86//TODO: make this a constructor
87static treasure *
88get_empty_treasure (void)
89{
90 treasure *t = new treasure;
91
92 t->chance = 100; 108 tl->total_chance = 0;
93
94 return t;
95} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
96 131
97/* 132/*
98 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
99 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
100 */ 135 */
101
102static treasure * 136static treasure *
103load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
104{ 138{
105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
106 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
107 int value;
108 140
109 nroftreasures++; 141 f.next ();
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113 142
114 if (*buf == '#') 143 for (;;)
115 continue; 144 {
116 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121 146
122 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
123 {
124 if ((t->item = find_archetype (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 148 {
127 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
128 t->name = variable; 150 t->item = archetype::get (f.get_str ());
129 else if (sscanf (cp, "change_name %s", variable)) 151 break;
130 t->change_arch.name = variable; 152
131 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
132 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
133 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
134 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
135 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
136 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
137 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
138 t->nrof = (uint16) value; 160
139 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
140 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
141 else if (!strcmp (cp, "yes")) 163
142 t->next_yes = load_treasure (fp, line); 164 case KW_end:
143 else if (!strcmp (cp, "no")) 165 f.next ();
144 t->next_no = load_treasure (fp, line);
145 else if (!strcmp (cp, "end"))
146 return t;
147 else if (!strcmp (cp, "more"))
148 {
149 t->next = load_treasure (fp, line);
150 return t; 166 return t;
151 }
152 else
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
154 }
155 LOG (llevError, "treasure lacks 'end'.\n");
156 return t;
157}
158 167
159#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
160 171
161/* recursived checks the linked list. Treasurelist is passed only 172 default:
162 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
163 */ 174 return 0;
164static void
165check_treasurelist (const treasure *t, const treasurelist * tl)
166{
167 if (t->item == NULL && t->name == NULL)
168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171 /* find_treasurelist will print out its own error message */
172 if (t->name && *t->name)
173 (void) find_treasurelist (t->name);
174 if (t->next)
175 check_treasurelist (t->next, tl);
176 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl);
178 if (t->next_no)
179 check_treasurelist (t->next_no, tl);
180}
181#endif
182 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
183/* 183/*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
186 */ 185 */
187 186treasurelist *
188void 187treasurelist::read (object_thawer &f)
189load_treasures (void)
190{ 188{
191 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193 treasurelist *previous = NULL;
194 treasure *t;
195 int comp, line = 0;
196 190
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
199 { 193 clear (tl);
200 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
201 return; 196 return 0;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 {
205 line++;
206 if (*buf == '#')
207 continue;
208 197
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 {
211 treasurelist *tl = get_empty_treasurelist ();
212
213 tl->name = name;
214 if (previous == NULL)
215 first_treasurelist = tl;
216 else
217 previous->next = tl;
218 previous = tl;
219 tl->items = load_treasure (fp, &line);
220
221 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
224 */ 201 */
225 if (!strncmp (buf, "treasureone", 11)) 202 tl->total_chance = 0;
203
204 if (one)
205 {
206 for (treasure *t = tl->items; t; t = t->next)
207 {
208 if (t->next_yes || t->next_no)
226 { 209 {
227 for (t = tl->items; t != NULL; t = t->next)
228 {
229#ifdef TREASURE_DEBUG
230 if (t->next_yes || t->next_no)
231 {
232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
233 LOG (llevError, " the next_yes or next_no field is set\n"); 211 LOG (llevError, " the next_yes or next_no field is set\n");
234 }
235#endif
236 tl->total_chance += t->chance;
237 }
238 } 212 }
239 }
240 else
241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
242 }
243 close_and_delete (fp, comp);
244 213
245#ifdef TREASURE_DEBUG 214 tl->total_chance += t->chance;
246 /* Perform some checks on how valid the treasure data actually is. 215 }
247 * verify that list transitions work (ie, the list that it is supposed 216 }
248 * to transition to exists). Also, verify that at least the name
249 * or archetype is set for each treasure element.
250 */
251 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
252 check_treasurelist (previous->items, previous);
253#endif
254}
255 217
256/*
257 * Searches for the given treasurelist in the globally linked list
258 * of treasurelists which has been built by load_treasures().
259 */
260
261treasurelist *
262find_treasurelist (const char *name)
263{
264 /* Special cases - randomitems of NULL is to override default. If
265 * first_treasurelist is null, it means we are on the first pass of
266 * of loading archetypes, so for now, just return - second pass will
267 * init these values.
268 */
269 if (!name)
270 return 0;
271
272 if (const char *tmp = shstr::find (name))
273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
274 if (tmp == tl->name)
275 return tl;
276
277 if (first_treasurelist)
278 LOG (llevError, "Couldn't find treasurelist %s\n", name);
279
280 return 0; 218 return tl;
281} 219}
282
283 220
284/* 221/*
285 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
286 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
287 * If there is a certain percental chance for a treasure to be generated, 224 * If there is a certain percental chance for a treasure to be generated,
290 * being generated. 227 * being generated.
291 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 228 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
292 * abilities. This is used by summon spells, thus no summoned monsters 229 * abilities. This is used by summon spells, thus no summoned monsters
293 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
294 */ 231 */
295
296
297static void 232static void
298put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
299{ 234{
300 object *tmp;
301
302 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
305 * by another object. 238 * by another object.
306 */ 239 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 if (flags & GT_ENVIRONMENT && op->type != SPELL)
308 { 241 {
309 op->x = creator->x; 242 if (ob_blocked (op, creator->map, creator->x, creator->y))
310 op->y = creator->y; 243 op->destroy ();
244 else
245 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 246 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 247 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
248 }
313 } 249 }
314 else 250 else
315 { 251 {
316 op = insert_ob_in_ob (op, creator); 252 op = creator->insert (op);
253
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 254 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op); 255 monster_check_apply (creator, op);
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 256
257 if (flags & GT_UPDATE_INV)
258 if (object *tmp = creator->in_player ())
320 esrv_send_item (tmp, op); 259 esrv_send_item (tmp, op);
321 } 260 }
322} 261}
323 262
324/* if there are change_xxx commands in the treasure, we include the changes 263/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 264 * in the generated object
339 278
340 if (t->change_arch.slaying) 279 if (t->change_arch.slaying)
341 op->slaying = t->change_arch.slaying; 280 op->slaying = t->change_arch.slaying;
342} 281}
343 282
344void 283static void
345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 284create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346{ 285{
347 object *tmp;
348
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 286 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 287 {
351 if (t->name) 288 if (t->name)
352 { 289 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 290 if (difficulty >= t->magic)
291 if (treasurelist *tl = treasurelist::find (t->name))
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 292 create_treasure (tl, op, flag, difficulty, tries);
293 else
294 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
355 } 295 }
356 else 296 else
357 { 297 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 298 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 299 {
360 tmp = arch_to_object (t->item); 300 object *tmp = arch_to_object (t->item);
301
361 if (t->nrof && tmp->nrof <= 1) 302 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 303 tmp->nrof = rndm (t->nrof) + 1;
304
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 305 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp); 306 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag); 307 put_treasure (tmp, op, flag);
366 } 308 }
367 } 309 }
368 310
369 if (t->next_yes != NULL) 311 if (t->next_yes)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 312 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 } 313 }
372 else if (t->next_no != NULL) 314 else if (t->next_no)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries); 315 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374 316
375 if (t->next != NULL) 317 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 318 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 319}
378 320
379void 321static void
380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 322create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 323{
382 int value = RANDOM () % tl->total_chance; 324 int value = rndm (tl->total_chance);
383 treasure *t; 325 treasure *t;
384 326
385 if (tries++ > 100) 327 if (tries++ > 100)
386 { 328 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 329 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 330 return;
389 } 331 }
390 332
391 for (t = tl->items; t != NULL; t = t->next) 333 for (t = tl->items; t; t = t->next)
392 { 334 {
393 value -= t->chance; 335 value -= t->chance;
394 336
395 if (value < 0) 337 if (value < 0)
396 break; 338 break;
397 } 339 }
398 340
399 if (!t || value >= 0) 341 if (!t || value >= 0)
400 {
401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 342 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
402 abort ();
403 return;
404 }
405 343
406 if (t->name) 344 if (t->name)
407 { 345 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic) 346 if (difficulty >= t->magic)
347 {
348 treasurelist *tl = treasurelist::find (t->name);
349 if (tl)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 350 create_treasure (tl, op, flag, difficulty, tries);
351 }
413 else if (t->nrof) 352 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries); 353 create_one_treasure (tl, op, flag, difficulty, tries);
415
416 return;
417 } 354 }
418
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 355 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
420 { 356 {
421 object *tmp = arch_to_object (t->item); 357 if (object *tmp = arch_to_object (t->item))
422 358 {
423 if (!tmp)
424 return;
425
426 if (t->nrof && tmp->nrof <= 1) 359 if (t->nrof && tmp->nrof <= 1)
427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 360 tmp->nrof = rndm (t->nrof) + 1;
428 361
429 fix_generated_item (tmp, op, difficulty, t->magic, flag); 362 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430 change_treasure (t, tmp); 363 change_treasure (t, tmp);
431 put_treasure (tmp, op, flag); 364 put_treasure (tmp, op, flag);
365 }
432 } 366 }
433} 367}
434 368
435/* This calls the appropriate treasure creation function. tries is passed 369/* This calls the appropriate treasure creation function. tries is passed
436 * to determine how many list transitions or attempts to create treasure 370 * to determine how many list transitions or attempts to create treasure
438 * list transitions, or so that excessively good treasure will not be 372 * list transitions, or so that excessively good treasure will not be
439 * created on weak maps, because it will exceed the number of allowed tries 373 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that. 374 * to do that.
441 */ 375 */
442void 376void
443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 377create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
444{ 378{
379 // empty treasurelists are legal
380 if (!tl->items)
381 return;
445 382
446 if (tries++ > 100) 383 if (tries++ > 100)
447 { 384 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 385 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return; 386 return;
450 } 387 }
388
451 if (t->total_chance) 389 if (tl->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries); 390 create_one_treasure (tl, op, flag, difficulty, tries);
453 else 391 else
454 create_all_treasures (t->items, op, flag, difficulty, tries); 392 create_all_treasures (tl->items, op, flag, difficulty, tries);
455} 393}
456 394
457/* This is similar to the old generate treasure function. However, 395/* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around 396 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 397 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 398 * inserted into, and then return that treausre
461 */ 399 */
462object * 400object *
463generate_treasure (treasurelist * t, int difficulty) 401generate_treasure (treasurelist *tl, int difficulty)
464{ 402{
465 object *ob = get_object (), *tmp; 403 difficulty = clamp (difficulty, 1, settings.max_level);
466 404
405 object *ob = object::create ();
406
467 create_treasure (t, ob, 0, difficulty, 0); 407 create_treasure (tl, ob, 0, difficulty, 0);
468 408
469 /* Don't want to free the object we are about to return */ 409 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 410 object *tmp = ob->inv;
471 if (tmp != NULL) 411 if (tmp)
472 remove_ob (tmp); 412 tmp->remove ();
413
473 if (ob->inv) 414 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 415 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 416
477 free_object (ob); 417 ob->destroy ();
478 return tmp; 418 return tmp;
479} 419}
480 420
481/* 421/*
482 * This is a new way of calculating the chance for an item to have 422 * This is a new way of calculating the chance for an item to have
484 * The array has two arguments, the difficulty of the level, and the 424 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 425 * magical bonus "wanted".
486 */ 426 */
487 427
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 428static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 429// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 430// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 431 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 432 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 433 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 434 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 435 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 436 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 437 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 438 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 439 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 440 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 441 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 442 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 443 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 444 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 445 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 446 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 447 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 448 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 449 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 450 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 451 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 452 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 453 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 454 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 455 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 456 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 457 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 458 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 459 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 460 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 461 { 0, 0, 0, 0, 100}, // 31
524}; 462};
525
526 463
527/* calculate the appropriate level for wands staves and scrolls. 464/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 465 * This code presumes that op has had its spell object created (in op->inv)
529 * 466 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 467 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 468 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */ 469 */
533
534int 470int
535level_for_item (const object *op, int difficulty) 471level_for_item (const object *op, int difficulty)
536{ 472{
537 int olevel = 0; 473 int olevel = 0;
538 474
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 497 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 498 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 499 * weird integer between 1-31.
564 * 500 *
565 */ 501 */
566
567int 502int
568magic_from_difficulty (int difficulty) 503magic_from_difficulty (int difficulty)
569{ 504{
570 int percent = 0, magic = 0; 505 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 506 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
576 scaled_diff = 0; 511 scaled_diff = 0;
577 512
578 if (scaled_diff >= DIFFLEVELS) 513 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 514 scaled_diff = DIFFLEVELS - 1;
580 515
581 percent = RANDOM () % 100; 516 percent = rndm (100);
582 517
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 518 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 519 {
585 percent -= difftomagic_list[scaled_diff][magic]; 520 percent -= difftomagic_list[scaled_diff][magic];
586 521
592 { 527 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 528 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 529 magic = 0;
595 } 530 }
596 531
597 magic = (RANDOM () % 3) ? magic : -magic; 532 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 533 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 534
600 return magic; 535 return magic;
601} 536}
602 537
617 if (op->arch) 552 if (op->arch)
618 { 553 {
619 if (op->type == ARMOUR) 554 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 556
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 558 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 560 }
626 else 561 else
627 { 562 {
628 if (op->type == ARMOUR) 563 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 565 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 566 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 567 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 568 }
634} 569}
635 570
659 * 1) Since rings can have multiple bonuses, if the same bonus 594 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 595 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 596 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 597 * 2) Add code to deal with new PR method.
663 */ 598 */
664
665void 599void
666set_ring_bonus (object *op, int bonus) 600set_ring_bonus (object *op, int bonus)
667{ 601{
668 602
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 603 int r = rndm (bonus > 0 ? 25 : 11);
670 604
671 if (op->type == AMULET) 605 if (op->type == AMULET)
672 { 606 {
673 if (!(RANDOM () % 21)) 607 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 608 r = 20 + rndm (2);
675 else 609 else
676 { 610 {
677 if (RANDOM () & 2) 611 if (rndm (2))
678 r = 10; 612 r = 10;
679 else 613 else
680 r = 11 + RANDOM () % 9; 614 r = 11 + rndm (9);
681 } 615 }
682 } 616 }
683 617
684 switch (r) 618 switch (r)
685 { 619 {
722 case 16: 656 case 16:
723 case 17: 657 case 17:
724 case 18: 658 case 18:
725 case 19: 659 case 19:
726 { 660 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 661 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 662
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 663 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 664 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 665
732 /* Cursed items need to have higher negative values to equal out with 666 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 667 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 668 * little random element in since that they don't always end up with
735 * even values. 669 * even values.
736 */ 670 */
737 if (bonus < 0) 671 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 672 val = 2 * -val - rndm (b);
739 if (val > 35) 673 if (val > 35)
740 val = 35; /* Upper limit */ 674 val = 35; /* Upper limit */
741 b = 0; 675 b = 0;
676
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 677 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 678 resist = rndm (num_resist_table);
745 } 679
746 if (b == 4) 680 if (b == 4)
747 return; /* Not able to find a free resistance */ 681 return; /* Not able to find a free resistance */
682
748 op->resist[resist_table[resist]] = val; 683 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 684 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 685 * based on how good a resistance we gave.
751 */ 686 */
752 break; 687 break;
780 case 22: 715 case 22:
781 op->stats.exp += bonus; /* Speed! */ 716 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 717 op->value = (op->value * 2) / 3;
783 break; 718 break;
784 } 719 }
720
785 if (bonus > 0) 721 if (bonus > 0)
786 op->value *= 2 * bonus; 722 op->value *= 2 * bonus;
787 else 723 else
788 op->value = -(op->value * 2 * bonus) / 3; 724 op->value = -(op->value * 2 * bonus) / 3;
789} 725}
794 * higher is the chance of returning a low number. 730 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 731 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 732 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 733 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 734 */
799
800int 735int
801get_magic (int diff) 736get_magic (int diff)
802{ 737{
803 int i; 738 int i;
804 739
805 if (diff < 3) 740 if (diff < 3)
806 diff = 3; 741 diff = 3;
742
807 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 744 if (rndm (diff))
809 return i; 745 return i;
746
810 return 4; 747 return 4;
811} 748}
812 749
813#define DICE2 (get_magic(2)==2?2:1) 750#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 751#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 752
816/* 753/*
817 * fix_generated_item(): This is called after an item is generated, in 754 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells 755 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 756 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 770 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 771 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material 772 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc 773 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 774 */
838
839void 775void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 776fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 777{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 778 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 779
848 save_item_power = op->item_power; 784 save_item_power = op->item_power;
849 op->item_power = 0; 785 op->item_power = 0;
850 786
851 if (op->randomitems && op->type != SPELL) 787 if (op->randomitems && op->type != SPELL)
852 { 788 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 789 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */ 790 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 791 op->randomitems = 0;
859 } 792 }
860 793
861 if (difficulty < 1) 794 if (difficulty < 1)
862 difficulty = 1; 795 difficulty = 1;
796
797 if (INVOKE_OBJECT (ADD_BONUS, op,
798 ARG_OBJECT (creator != op ? creator : 0),
799 ARG_INT (difficulty), ARG_INT (max_magic),
800 ARG_INT (flags)))
801 return;
863 802
864 if (!(flags & GT_MINIMAL)) 803 if (!(flags & GT_MINIMAL))
865 { 804 {
866 if (op->arch == crown_arch) 805 if (op->arch == crown_arch)
867 { 806 {
874 if (!op->magic && max_magic) 813 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 814 set_magic (difficulty, op, max_magic, flags);
876 815
877 num_enchantments = calc_item_power (op, 1); 816 num_enchantments = calc_item_power (op, 1);
878 817
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 818 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
819 || op->type == HORN
820 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 821 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 822 generate_artifact (op, difficulty);
882 } 823 }
883 824
884 /* Object was made an artifact. Calculate its item_power rating. 825 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 883 case WEAPON:
943 case ARMOUR: 884 case ARMOUR:
944 case SHIELD: 885 case SHIELD:
945 case HELMET: 886 case HELMET:
946 case CLOAK: 887 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 888 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 889 set_ring_bonus (op, -DICE2);
949 break; 890 break;
950 891
951 case BRACERS: 892 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 893 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 894 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 895 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 896 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 897 op->value *= 3;
957 } 898 }
983 */ 924 */
984 if (op->inv && op->randomitems) 925 if (op->inv && op->randomitems)
985 { 926 {
986 /* value multiplier is same as for scrolls */ 927 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 928 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 929 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 930 }
990 else 931 else
991 { 932 {
992 op->name = "potion"; 933 op->name = "potion";
993 op->name_pl = "potions"; 934 op->name_pl = "potions";
994 } 935 }
995 936
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 937 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 938 SET_FLAG (op, FLAG_CURSED);
998 break; 939 break;
999 } 940 }
1000 941
1001 case AMULET: 942 case AMULET:
1003 op->value *= 5; /* Since it's not just decoration */ 944 op->value *= 5; /* Since it's not just decoration */
1004 945
1005 case RING: 946 case RING:
1006 if (op->arch == NULL) 947 if (op->arch == NULL)
1007 { 948 {
1008 remove_ob (op); 949 op->destroy ();
1009 free_object (op);
1010 op = NULL; 950 op = 0;
1011 break; 951 break;
1012 } 952 }
1013 953
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 954 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break; 955 break;
1016 956
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 957 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1018 SET_FLAG (op, FLAG_CURSED); 958 SET_FLAG (op, FLAG_CURSED);
1019 959
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021 961
1022 if (op->type != RING) /* Amulets have only one ability */ 962 if (op->type != RING) /* Amulets have only one ability */
1023 break; 963 break;
1024 964
1025 if (!(RANDOM () % 4)) 965 if (!(rndm (4)))
1026 { 966 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 967 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028 968
1029 if (d > 0) 969 if (d > 0)
1030 op->value *= 3; 970 op->value *= 3;
1031 971
1032 set_ring_bonus (op, d); 972 set_ring_bonus (op, d);
1033 973
1034 if (!(RANDOM () % 4)) 974 if (!(rndm (4)))
1035 { 975 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 976 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037 977
1038 if (d > 0) 978 if (d > 0)
1039 op->value *= 5; 979 op->value *= 5;
1040 set_ring_bonus (op, d); 980 set_ring_bonus (op, d);
1041 } 981 }
1042 } 982 }
1043 983
1044 if (GET_ANIM_ID (op)) 984 if (GET_ANIM_ID (op))
1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 985 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1046 986
1047 break; 987 break;
1048 988
1049 case BOOK: 989 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special· 990 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the· 991 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on. 992 * creator and/or map level we found it on.
1053 */ 993 */
1054 if (!op->msg && RANDOM () % 10) 994 if (!op->msg && rndm (10))
1055 { 995 {
1056 /* set the book level properly */ 996 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 997 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 { 998 {
1059 if (op->map && op->map->difficulty) 999 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1000 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1061 else 1001 else
1062 op->level = RANDOM () % 20 + 1; 1002 op->level = rndm (20) + 1;
1063 } 1003 }
1064 else 1004 else
1065 op->level = RANDOM () % creator->level; 1005 op->level = rndm (creator->level);
1066 1006
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1007 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */ 1008 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1009 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */ 1010 /* creator related stuff */
1169 */ 1109 */
1170 1110
1171/* 1111/*
1172 * Allocate and return the pointer to an empty artifactlist structure. 1112 * Allocate and return the pointer to an empty artifactlist structure.
1173 */ 1113 */
1174
1175static artifactlist * 1114static artifactlist *
1176get_empty_artifactlist (void) 1115get_empty_artifactlist (void)
1177{ 1116{
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1117 return salloc0 <artifactlist> ();
1179
1180 if (tl == NULL)
1181 fatal (OUT_OF_MEMORY);
1182 tl->next = NULL;
1183 tl->items = NULL;
1184 tl->total_chance = 0;
1185 return tl;
1186} 1118}
1187 1119
1188/* 1120/*
1189 * Allocate and return the pointer to an empty artifact structure. 1121 * Allocate and return the pointer to an empty artifact structure.
1190 */ 1122 */
1191
1192static artifact * 1123static artifact *
1193get_empty_artifact (void) 1124get_empty_artifact (void)
1194{ 1125{
1195 artifact *t = (artifact *) malloc (sizeof (artifact)); 1126 return salloc0 <artifact> ();
1196
1197 if (t == NULL)
1198 fatal (OUT_OF_MEMORY);
1199 t->item = NULL;
1200 t->next = NULL;
1201 t->chance = 0;
1202 t->difficulty = 0;
1203 t->allowed = NULL;
1204 return t;
1205} 1127}
1206 1128
1207/* 1129/*
1208 * Searches the artifact lists and returns one that has the same type 1130 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it. 1131 * of objects on it.
1210 */ 1132 */
1211
1212artifactlist * 1133artifactlist *
1213find_artifactlist (int type) 1134find_artifactlist (int type)
1214{ 1135{
1215 artifactlist *al;
1216
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1136 for (artifactlist *al = first_artifactlist; al; al = al->next)
1218 if (al->type == type) 1137 if (al->type == type)
1219 return al; 1138 return al;
1139
1220 return NULL; 1140 return 0;
1221} 1141}
1222 1142
1223/* 1143/*
1224 * For debugging purposes. Dumps all tables. 1144 * For debugging purposes. Dumps all tables.
1225 */ 1145 */
1226
1227void 1146void
1228dump_artifacts (void) 1147dump_artifacts (void)
1229{ 1148{
1230 artifactlist *al; 1149 artifactlist *al;
1231 artifact *art; 1150 artifact *art;
1238 for (art = al->items; art != NULL; art = art->next) 1157 for (art = al->items; art != NULL; art = art->next)
1239 { 1158 {
1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1159 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1241 if (art->allowed != NULL) 1160 if (art->allowed != NULL)
1242 { 1161 {
1243 fprintf (logfile, "\tAllowed combinations:"); 1162 fprintf (logfile, "\tallowed combinations:");
1244 for (next = art->allowed; next != NULL; next = next->next) 1163 for (next = art->allowed; next != NULL; next = next->next)
1245 fprintf (logfile, "%s,", &next->name); 1164 fprintf (logfile, "%s,", &next->name);
1246 fprintf (logfile, "\n"); 1165 fprintf (logfile, "\n");
1247 } 1166 }
1248 } 1167 }
1259 treasurelist *tl; 1178 treasurelist *tl;
1260 int i; 1179 int i;
1261 1180
1262 if (depth > 100) 1181 if (depth > 100)
1263 return; 1182 return;
1264 while (t != NULL) 1183
1184 while (t)
1265 { 1185 {
1266 if (t->name != NULL) 1186 if (t->name)
1267 { 1187 {
1268 for (i = 0; i < depth; i++) 1188 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " "); 1189 fprintf (logfile, " ");
1190
1270 fprintf (logfile, "{ (list: %s)\n", &t->name); 1191 fprintf (logfile, "{ (list: %s)\n", &t->name);
1192
1271 tl = find_treasurelist (t->name); 1193 tl = treasurelist::find (t->name);
1194 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1195 dump_monster_treasure_rec (name, tl->items, depth + 2);
1196
1273 for (i = 0; i < depth; i++) 1197 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1198 fprintf (logfile, " ");
1199
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1200 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1201 }
1277 else 1202 else
1278 { 1203 {
1279 for (i = 0; i < depth; i++) 1204 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1205 fprintf (logfile, " ");
1206
1281 if (t->item->clone.type == FLESH) 1207 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1208 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1209 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1210 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1211 }
1212
1286 if (t->next_yes != NULL) 1213 if (t->next_yes)
1287 { 1214 {
1288 for (i = 0; i < depth; i++) 1215 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " "); 1216 fprintf (logfile, " ");
1217
1290 fprintf (logfile, " (if yes)\n"); 1218 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1219 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 } 1220 }
1221
1293 if (t->next_no != NULL) 1222 if (t->next_no)
1294 { 1223 {
1295 for (i = 0; i < depth; i++) 1224 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " "); 1225 fprintf (logfile, " ");
1226
1297 fprintf (logfile, " (if no)\n"); 1227 fprintf (logfile, " (if no)\n");
1298 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1228 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299 } 1229 }
1230
1300 t = t->next; 1231 t = t->next;
1301 } 1232 }
1302} 1233}
1303 1234
1304/* 1235/*
1305 * For debugging purposes. Dumps all treasures for a given monster. 1236 * For debugging purposes. Dumps all treasures for a given monster.
1306 * Created originally by Raphael Quinet for debugging the alchemy code. 1237 * Created originally by Raphael Quinet for debugging the alchemy code.
1307 */ 1238 */
1308
1309void 1239void
1310dump_monster_treasure (const char *name) 1240dump_monster_treasure (const char *name)
1311{ 1241{
1312 archetype *at; 1242 archetype *at;
1313 int found; 1243 int found;
1314 1244
1315 found = 0; 1245 found = 0;
1316 fprintf (logfile, "\n"); 1246 fprintf (logfile, "\n");
1247
1317 for (at = first_archetype; at != NULL; at = at->next) 1248 for (at = first_archetype; at != NULL; at = at->next)
1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1249 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1319 { 1250 {
1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1251 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1321 if (at->clone.randomitems != NULL) 1252 if (at->clone.randomitems != NULL)
1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1253 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1323 else 1254 else
1324 fprintf (logfile, "(nothing)\n"); 1255 fprintf (logfile, "(nothing)\n");
1256
1325 fprintf (logfile, "\n"); 1257 fprintf (logfile, "\n");
1326 found++; 1258 found++;
1327 } 1259 }
1260
1328 if (found == 0) 1261 if (found == 0)
1329 fprintf (logfile, "No objects have the name %s!\n\n", name); 1262 fprintf (logfile, "No objects have the name %s!\n\n", name);
1330} 1263}
1331 1264
1332/* 1265/*
1333 * Builds up the lists of artifacts from the file in the libdir. 1266 * Builds up the lists of artifacts from the file in the libdir.
1334 */ 1267 */
1335
1336void 1268void
1337init_artifacts (void) 1269init_artifacts (void)
1338{ 1270{
1339 static int has_been_inited = 0; 1271 static int has_been_inited = 0;
1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1272 char filename[MAX_BUF];
1341 artifact *art = NULL; 1273 artifact *art = NULL;
1342 linked_char *tmp;
1343 int value;
1344 artifactlist *al; 1274 artifactlist *al;
1345 1275
1346 if (has_been_inited) 1276 if (has_been_inited)
1347 return; 1277 return;
1348 else 1278 else
1349 has_been_inited = 1; 1279 has_been_inited = 1;
1350 1280
1351 sprintf (filename, "%s/artifacts", settings.datadir); 1281 sprintf (filename, "%s/artifacts", settings.datadir);
1352 object_thawer thawer (filename); 1282 object_thawer f (filename);
1353 1283
1354 if (!thawer) 1284 if (!f)
1355 return; 1285 return;
1356 1286
1357 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1287 f.next ();
1358 {
1359 if (*buf == '#')
1360 continue;
1361 if ((cp = strchr (buf, '\n')) != NULL)
1362 *cp = '\0';
1363 cp = buf;
1364 while (*cp == ' ') /* Skip blanks */
1365 cp++;
1366 if (*cp == '\0')
1367 continue;
1368 1288
1369 if (!strncmp (cp, "Allowed", 7)) 1289 for (;;)
1290 {
1291 switch (f.kw)
1370 { 1292 {
1293 case KW_allowed:
1371 if (art == NULL) 1294 if (!art)
1295 art = get_empty_artifact ();
1296
1372 { 1297 {
1373 art = get_empty_artifact (); 1298 if (!strcmp (f.get_str (), "all"))
1374 nrofartifacts++; 1299 break;
1300
1301 char *next, *cp = f.get_str ();
1302
1303 do
1304 {
1305 if ((next = strchr (cp, ',')))
1306 *next++ = '\0';
1307
1308 linked_char *tmp = new linked_char;
1309
1310 tmp->name = cp;
1311 tmp->next = art->allowed;
1312 art->allowed = tmp;
1313 }
1314 while ((cp = next));
1375 } 1315 }
1376 cp = strchr (cp, ' ') + 1; 1316 break;
1377 if (!strcmp (cp, "all")) 1317
1318 case KW_chance:
1319 f.get (art->chance);
1320 break;
1321
1322 case KW_difficulty:
1323 f.get (art->difficulty);
1324 break;
1325
1326 case KW_object:
1327 {
1328 art->item = object::create ();
1329 f.get (art->item->name);
1330 f.next ();
1331
1332 if (!art->item->parse_kv (f))
1333 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1334
1335 al = find_artifactlist (art->item->type);
1336
1337 if (!al)
1338 {
1339 al = get_empty_artifactlist ();
1340 al->type = art->item->type;
1341 al->next = first_artifactlist;
1342 first_artifactlist = al;
1343 }
1344
1345 art->next = al->items;
1346 al->items = art;
1347 art = 0;
1348 }
1378 continue; 1349 continue;
1379 1350
1380 do 1351 case KW_EOF:
1352 goto done;
1353
1354 default:
1355 if (!f.parse_error ("artifacts file"))
1356 cleanup ("artifacts file required");
1381 { 1357 break;
1382 nrofallowedstr++;
1383 if ((next = strchr (cp, ',')) != NULL)
1384 *(next++) = '\0';
1385 tmp = new linked_char;
1386
1387 tmp->name = cp;
1388 tmp->next = art->allowed;
1389 art->allowed = tmp;
1390 }
1391 while ((cp = next) != NULL);
1392 }
1393 else if (sscanf (cp, "chance %d", &value))
1394 art->chance = (uint16) value;
1395 else if (sscanf (cp, "difficulty %d", &value))
1396 art->difficulty = (uint8) value;
1397 else if (!strncmp (cp, "Object", 6))
1398 { 1358 }
1399 art->item = get_object ();
1400 1359
1401 if (!load_object (thawer, art->item, 0)) 1360 f.next ();
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1404 art->item->name = strchr (cp, ' ') + 1;
1405 al = find_artifactlist (art->item->type);
1406 if (al == NULL)
1407 {
1408 al = get_empty_artifactlist ();
1409 al->type = art->item->type;
1410 al->next = first_artifactlist;
1411 first_artifactlist = al;
1412 }
1413 art->next = al->items;
1414 al->items = art;
1415 art = NULL;
1416 }
1417 else
1418 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1419 } 1361 }
1420 1362
1363done:
1421 for (al = first_artifactlist; al != NULL; al = al->next) 1364 for (al = first_artifactlist; al; al = al->next)
1422 { 1365 {
1366 al->total_chance = 0;
1367
1423 for (art = al->items; art != NULL; art = art->next) 1368 for (art = al->items; art; art = art->next)
1424 { 1369 {
1425 if (!art->chance) 1370 if (!art->chance)
1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1371 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427 else 1372 else
1428 al->total_chance += art->chance; 1373 al->total_chance += art->chance;
1433 } 1378 }
1434 1379
1435 LOG (llevDebug, "done.\n"); 1380 LOG (llevDebug, "done.\n");
1436} 1381}
1437 1382
1438
1439/* 1383/*
1440 * Used in artifact generation. The bonuses of the first object 1384 * Used in artifact generation. The bonuses of the first object
1441 * is modified by the bonuses of the second object. 1385 * is modified by the bonuses of the second object.
1442 */ 1386 */
1443
1444void 1387void
1445add_abilities (object *op, object *change) 1388add_abilities (object *op, object *change)
1446{ 1389{
1447 int i, tmp; 1390 int i, tmp;
1448 1391
1449 if (change->face != blank_face) 1392 if (change->face != blank_face)
1450 { 1393 {
1451#ifdef TREASURE_VERBOSE 1394#ifdef TREASURE_VERBOSE
1452 LOG (llevDebug, "FACE: %d\n", change->face->number); 1395 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1453#endif 1396#endif
1454 op->face = change->face; 1397 op->face = change->face;
1455 } 1398 }
1456 1399
1457 for (i = 0; i < NUM_STATS; i++) 1400 for (i = 0; i < NUM_STATS; i++)
1493 CLEAR_FLAG (op, FLAG_ANIMATE); 1436 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */ 1437 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1438 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0; 1439 op->speed = 0.0;
1497 1440
1498 update_ob_speed (op); 1441 op->set_speed (op->speed);
1499 } 1442 }
1500 1443
1501 if (change->nrof) 1444 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1445 op->nrof = rndm (change->nrof) + 1;
1503 1446
1504 op->stats.exp += change->stats.exp; /* Speed modifier */ 1447 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 op->stats.wc += change->stats.wc; 1448 op->stats.wc += change->stats.wc;
1506 op->stats.ac += change->stats.ac; 1449 op->stats.ac += change->stats.ac;
1507 1450
1515 { 1458 {
1516 object *tmp_obj; 1459 object *tmp_obj;
1517 1460
1518 /* Remove any spells this object currently has in it */ 1461 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1462 while (op->inv)
1520 { 1463 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1464
1526 tmp_obj = arch_to_object (change->other_arch); 1465 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1466 insert_ob_in_ob (tmp_obj, op);
1528 } 1467 }
1529 /* No harm setting this for potions/horns */ 1468 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1505 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1506
1568 op->item_power = change->item_power; 1507 op->item_power = change->item_power;
1569 1508
1570 for (i = 0; i < NROFATTACKS; i++) 1509 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1510 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1511 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1512
1578 if (change->stats.dam) 1513 if (change->stats.dam)
1579 { 1514 {
1580 if (change->stats.dam < 0) 1515 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1516 op->stats.dam = (-change->stats.dam);
1618 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1553 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 } 1554 }
1620 1555
1621 op->value *= change->value; 1556 op->value *= change->value;
1622 1557
1623 if (change->material) 1558 if (change->materials)
1624 op->material = change->material; 1559 op->materials = change->materials;
1625 1560
1626 if (change->materialname) 1561 if (change->materialname)
1627 op->materialname = change->materialname; 1562 op->materialname = change->materialname;
1628 1563
1629 if (change->slaying) 1564 if (change->slaying)
1646 if (art->allowed == (linked_char *) NULL) 1581 if (art->allowed == (linked_char *) NULL)
1647 return 1; /* Ie, "all" */ 1582 return 1; /* Ie, "all" */
1648 for (tmp = art->allowed; tmp; tmp = tmp->next) 1583 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649 { 1584 {
1650#ifdef TREASURE_VERBOSE 1585#ifdef TREASURE_VERBOSE
1651 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1586 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1652#endif 1587#endif
1653 if (*tmp->name == '!') 1588 if (*tmp->name == '!')
1654 name = tmp->name + 1, neg = 1; 1589 name = tmp->name + 1, neg = 1;
1655 else 1590 else
1656 name = tmp->name, neg = 0; 1591 name = tmp->name, neg = 0;
1723 return; 1658 return;
1724 } 1659 }
1725 1660
1726 for (i = 0; i < ARTIFACT_TRIES; i++) 1661 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 { 1662 {
1728 int roll = RANDOM () % al->total_chance; 1663 int roll = rndm (al->total_chance);
1729 1664
1730 for (art = al->items; art != NULL; art = art->next) 1665 for (art = al->items; art; art = art->next)
1731 { 1666 {
1732 roll -= art->chance; 1667 roll -= art->chance;
1733 if (roll < 0) 1668 if (roll < 0)
1734 break; 1669 break;
1735 } 1670 }
1751 continue; 1686 continue;
1752 1687
1753 if (!legal_artifact_combination (op, art)) 1688 if (!legal_artifact_combination (op, art))
1754 { 1689 {
1755#ifdef TREASURE_VERBOSE 1690#ifdef TREASURE_VERBOSE
1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1691 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1757#endif 1692#endif
1758 continue; 1693 continue;
1759 } 1694 }
1695
1760 give_artifact_abilities (op, art->item); 1696 give_artifact_abilities (op, art->item);
1761 return; 1697 return;
1762 } 1698 }
1763} 1699}
1764 1700
1808 SET_FLAG (item, FLAG_NO_STEAL); 1744 SET_FLAG (item, FLAG_NO_STEAL);
1809 } 1745 }
1810} 1746}
1811 1747
1812/* special_potion() - so that old potion code is still done right. */ 1748/* special_potion() - so that old potion code is still done right. */
1813
1814int 1749int
1815special_potion (object *op) 1750special_potion (object *op)
1816{ 1751{
1817
1818 int i;
1819
1820 if (op->attacktype) 1752 if (op->attacktype)
1821 return 1; 1753 return 1;
1822 1754
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1755 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1; 1756 return 1;
1825 1757
1826 for (i = 0; i < NROFATTACKS; i++) 1758 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i]) 1759 if (op->resist[i])
1828 return 1; 1760 return 1;
1829 1761
1830 return 0; 1762 return 0;
1831} 1763}
1832 1764
1833void 1765void
1834free_treasurestruct (treasure *t) 1766free_treasurestruct (treasure *t)
1835{ 1767{
1836 if (t->next)
1837 free_treasurestruct (t->next); 1768 if (t->next) free_treasurestruct (t->next);
1838 if (t->next_yes)
1839 free_treasurestruct (t->next_yes); 1769 if (t->next_yes) free_treasurestruct (t->next_yes);
1840 if (t->next_no)
1841 free_treasurestruct (t->next_no); 1770 if (t->next_no) free_treasurestruct (t->next_no);
1842 1771
1843 delete t; 1772 delete t;
1844} 1773}
1845 1774
1846void 1775void
1851 1780
1852 delete lc; 1781 delete lc;
1853} 1782}
1854 1783
1855void 1784void
1856free_artifact (artifact * at) 1785free_artifact (artifact *at)
1857{ 1786{
1858 if (at->next)
1859 free_artifact (at->next); 1787 if (at->next) free_artifact (at->next);
1860
1861 if (at->allowed)
1862 free_charlinks (at->allowed); 1788 if (at->allowed) free_charlinks (at->allowed);
1863 1789
1864 at->item->free (1); 1790 at->item->destroy (1);
1865 1791
1866 delete at; 1792 sfree (at);
1867} 1793}
1868 1794
1869void 1795void
1870free_artifactlist (artifactlist * al) 1796free_artifactlist (artifactlist *al)
1871{ 1797{
1872 artifactlist *nextal; 1798 artifactlist *nextal;
1873 1799
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1800 for (al = first_artifactlist; al; al = nextal)
1875 { 1801 {
1876 nextal = al->next; 1802 nextal = al->next;
1877 1803
1878 if (al->items) 1804 if (al->items)
1879 free_artifact (al->items); 1805 free_artifact (al->items);
1880 1806
1881 free (al); 1807 sfree (al);
1882 } 1808 }
1883} 1809}
1884 1810
1885void 1811void
1886free_all_treasures (void) 1812free_all_treasures (void)
1887{ 1813{
1888 treasurelist *tl, *next; 1814 treasurelist *tl, *next;
1889 1815
1890
1891 for (tl = first_treasurelist; tl != NULL; tl = next) 1816 for (tl = first_treasurelist; tl; tl = next)
1892 { 1817 {
1818 clear (tl);
1819
1893 next = tl->next; 1820 next = tl->next;
1894 if (tl->items)
1895 free_treasurestruct (tl->items);
1896 delete tl; 1821 delete tl;
1897 } 1822 }
1823
1898 free_artifactlist (first_artifactlist); 1824 free_artifactlist (first_artifactlist);
1899} 1825}

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