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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 1.65 by root, Tue Sep 4 05:43:21 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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> 37#include <funcpoint.h>
40#include <loader.h> 38#include <loader.h>
41 39
40extern char *spell_mapping[];
41
42static treasurelist *first_treasurelist;
42 43
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 45
46/* 46typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 47 const char *,
48 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
49 54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
50void 98void
51init_archetype_pointers () 99clear (treasurelist *tl)
52{ 100{
53 int prev_warn = warn_archetypes; 101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
54 106
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; 107 tl->total_chance = 0;
87
88 return t;
89} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
90 130
91/* 131/*
92 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
94 */ 134 */
95
96static treasure * 135static treasure *
97load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
98{ 137{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 138 treasure *t = new treasure;
101 int value;
102 139
103 nroftreasures++; 140 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 141
108 if (*buf == '#') 142 for (;;)
109 continue; 143 {
110 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick_every (10);
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 145
116 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 147 {
121 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
122 t->name = variable; 149 t->item = archetype::get (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 150 break;
124 t->change_arch.name = variable; 151
125 else if (sscanf (cp, "change_title %s", variable)) 152 case KW_list: f.get (t->name); break;
126 t->change_arch.title = variable; 153 case KW_change_name: f.get (t->change_arch.name); break;
127 else if (sscanf (cp, "change_slaying %s", variable)) 154 case KW_change_title: f.get (t->change_arch.title); break;
128 t->change_arch.slaying = variable; 155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
129 else if (sscanf (cp, "chance %d", &value)) 156 case KW_chance: f.get (t->chance); break;
130 t->chance = (uint8) value; 157 case KW_nrof: f.get (t->nrof); break;
131 else if (sscanf (cp, "nrof %d", &value)) 158 case KW_magic: f.get (t->magic); break;
132 t->nrof = (uint16) value; 159
133 else if (sscanf (cp, "magic %d", &value)) 160 case KW_yes: t->next_yes = read_treasure (f); continue;
134 t->magic = (uint8) value; 161 case KW_no: t->next_no = read_treasure (f); continue;
135 else if (!strcmp (cp, "yes")) 162
136 t->next_yes = load_treasure (fp, line); 163 case KW_end:
137 else if (!strcmp (cp, "no")) 164 f.next ();
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 {
143 t->next = load_treasure (fp, line);
144 return t; 165 return t;
145 }
146 else
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 }
149 LOG (llevError, "treasure lacks 'end'.\n");
150 return t;
151}
152 166
153#ifdef TREASURE_DEBUG 167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
154 170
155/* recursived checks the linked list. Treasurelist is passed only 171 default:
156 * so that the treasure name can be printed out 172 if (!f.parse_error ("treasurelist", t->name))
157 */ 173 return 0;
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
176 174
175 return t;
176 }
177
178 f.next ();
179 }
180}
181
177/* 182/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
180 */ 184 */
181 185treasurelist *
182void 186treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 187{
185 FILE *fp; 188 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;
190 189
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 190 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 191 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 192 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 193 tl->items = read_treasure (f);
194 if (!tl->items)
195 return; 195 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 196
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. 197 /* 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 198 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
218 */ 200 */
219 if (!strncmp (buf, "treasureone", 11)) 201 if (one)
202 {
203 for (treasure *t = tl->items; t; t = t->next)
204 {
205 if (t->next_yes || t->next_no)
220 { 206 {
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); 207 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"); 208 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 209 }
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);
238 210
239#ifdef TREASURE_DEBUG 211 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 212 }
241 * verify that list transitions work (ie, the list that it is supposed 213 }
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}
249 214
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; 215 return tl;
271} 216}
272
273 217
274/* 218/*
275 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 221 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 224 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 225 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 226 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
284 */ 228 */
285
286
287static void 229static void
288put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
289{ 231{
290 object *tmp; 232 if (flags & GT_ENVIRONMENT)
291 233 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* 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 235 * 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 236 * this is the original object, or if this is an object that should be created
295 * by another object. 237 * by another object.
296 */ 238 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 240 if (op->type == SPELL)
299 op->x = creator->x; 241 {
300 op->y = creator->y; 242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (ob_blocked (op, creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
303 } 255 }
304 else 256 else
305 { 257 {
306 op = insert_ob_in_ob (op, creator); 258 op = creator->insert (op);
259
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
310 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
311 } 266 }
312} 267}
313 268
314/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 270 * in the generated object
329 284
330 if (t->change_arch.slaying) 285 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 286 op->slaying = t->change_arch.slaying;
332} 287}
333 288
334void 289static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 290create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 291{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 293 {
341 if (t->name) 294 if (t->name)
342 { 295 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 301 }
346 else 302 else
347 { 303 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 305 {
350 tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
307
351 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
310
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 312 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 313 put_treasure (tmp, op, flag);
356 } 314 }
357 } 315 }
358 316
359 if (t->next_yes != NULL) 317 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 319 }
362 else if (t->next_no != NULL) 320 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 322
365 if (t->next != NULL) 323 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 324 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 325}
368 326
369void 327static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 328create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 329{
372 int value = RANDOM () % tl->total_chance; 330 int value = rndm (tl->total_chance);
373 treasure *t; 331 treasure *t;
374 332
375 if (tries++ > 100) 333 if (tries++ > 100)
376 { 334 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 336 return;
379 } 337 }
380 338
381 for (t = tl->items; t != NULL; t = t->next) 339 for (t = tl->items; t; t = t->next)
382 { 340 {
383 value -= t->chance; 341 value -= t->chance;
384 342
385 if (value < 0) 343 if (value < 0)
386 break; 344 break;
387 } 345 }
388 346
389 if (!t || value >= 0) 347 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 349
396 if (t->name) 350 if (t->name)
397 { 351 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 352 if (difficulty >= t->magic)
353 {
354 treasurelist *tl = treasurelist::find (t->name);
355 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
357 }
403 else if (t->nrof) 358 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 360 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 362 {
411 object *tmp = arch_to_object (t->item); 363 if (object *tmp = arch_to_object (t->item))
412 364 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
418 367
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 369 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
371 }
422 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
423} 379}
424 380
425/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 382 * 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 383 * 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 384 * 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 385 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 386 * to do that.
431 */ 387 */
432void 388void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 389create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 390{
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
435 394
436 if (tries++ > 100) 395 if (tries++ > 100)
437 { 396 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 398 return;
440 } 399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
441 if (t->total_chance) 410 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 412 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 414}
446 415
447/* This is similar to the old generate treasure function. However, 416/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 417 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 418 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 419 * inserted into, and then return that treausre
451 */ 420 */
452object * 421object *
453generate_treasure (treasurelist * t, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
454{ 423{
424 difficulty = clamp (difficulty, 1, settings.max_level);
425
455 object *ob = object::create (), *tmp; 426 object *ob = object::create ();
456 427
457 create_treasure (t, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
458 429
459 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 431 object *tmp = ob->inv;
461 if (tmp != NULL) 432 if (tmp)
462 tmp->remove (); 433 tmp->remove ();
463 434
464 if (ob->inv) 435 if (ob->inv)
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 437
474 * The array has two arguments, the difficulty of the level, and the 445 * The array has two arguments, the difficulty of the level, and the
475 * magical bonus "wanted". 446 * magical bonus "wanted".
476 */ 447 */
477 448
478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 450// chance of magic difficulty
481
482/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
483 {95, 2, 2, 1, 0}, /*1 */ 452 {95, 2, 2, 1, 0}, // 1
484 {92, 5, 2, 1, 0}, /*2 */ 453 {92, 5, 2, 1, 0}, // 2
485 {85, 10, 4, 1, 0}, /*3 */ 454 {85, 10, 4, 1, 0}, // 3
486 {80, 14, 4, 2, 0}, /*4 */ 455 {80, 14, 4, 2, 0}, // 4
487 {75, 17, 5, 2, 1}, /*5 */ 456 {75, 17, 5, 2, 1}, // 5
488 {70, 18, 8, 3, 1}, /*6 */ 457 {70, 18, 8, 3, 1}, // 6
489 {65, 21, 10, 3, 1}, /*7 */ 458 {65, 21, 10, 3, 1}, // 7
490 {60, 22, 12, 4, 2}, /*8 */ 459 {60, 22, 12, 4, 2}, // 8
491 {55, 25, 14, 4, 2}, /*9 */ 460 {55, 25, 14, 4, 2}, // 9
492 {50, 27, 16, 5, 2}, /*10 */ 461 {50, 27, 16, 5, 2}, // 10
493 {45, 28, 18, 6, 3}, /*11 */ 462 {45, 28, 18, 6, 3}, // 11
494 {42, 28, 20, 7, 3}, /*12 */ 463 {42, 28, 20, 7, 3}, // 12
495 {40, 27, 21, 8, 4}, /*13 */ 464 {40, 27, 21, 8, 4}, // 13
496 {38, 25, 22, 10, 5}, /*14 */ 465 {38, 25, 22, 10, 5}, // 14
497 {36, 23, 23, 12, 6}, /*15 */ 466 {36, 23, 23, 12, 6}, // 15
498 {33, 21, 24, 14, 8}, /*16 */ 467 {33, 21, 24, 14, 8}, // 16
499 {31, 19, 25, 16, 9}, /*17 */ 468 {31, 19, 25, 16, 9}, // 17
500 {27, 15, 30, 18, 10}, /*18 */ 469 {27, 15, 30, 18, 10}, // 18
501 {20, 12, 30, 25, 13}, /*19 */ 470 {20, 12, 30, 25, 13}, // 19
502 {15, 10, 28, 30, 17}, /*20 */ 471 {15, 10, 28, 30, 17}, // 20
503 {13, 9, 27, 28, 23}, /*21 */ 472 {13, 9, 27, 28, 23}, // 21
504 {10, 8, 25, 28, 29}, /*22 */ 473 {10, 8, 25, 28, 29}, // 22
505 {8, 7, 23, 26, 36}, /*23 */ 474 { 8, 7, 23, 26, 36}, // 23
506 {6, 6, 20, 22, 46}, /*24 */ 475 { 6, 6, 20, 22, 46}, // 24
507 {4, 5, 17, 18, 56}, /*25 */ 476 { 4, 5, 17, 18, 56}, // 25
508 {2, 4, 12, 14, 68}, /*26 */ 477 { 2, 4, 12, 14, 68}, // 26
509 {0, 3, 7, 10, 80}, /*27 */ 478 { 0, 3, 7, 10, 80}, // 27
510 {0, 0, 3, 7, 90}, /*28 */ 479 { 0, 0, 3, 7, 90}, // 28
511 {0, 0, 0, 3, 97}, /*29 */ 480 { 0, 0, 0, 3, 97}, // 29
512 {0, 0, 0, 0, 100}, /*30 */ 481 { 0, 0, 0, 0, 100}, // 30
513 {0, 0, 0, 0, 100}, /*31 */ 482 { 0, 0, 0, 0, 100}, // 31
514}; 483};
515
516 484
517/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
518 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
519 * 487 *
520 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
521 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
522 */ 490 */
523
524int 491int
525level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
526{ 493{
527 int olevel = 0; 494 int olevel = 0;
528 495
551 * elmex Thu Aug 10 18:45:44 CEST 2006: 518 * elmex Thu Aug 10 18:45:44 CEST 2006:
552 * Scaling difficulty by max_level, as difficulty is a level and not some 519 * Scaling difficulty by max_level, as difficulty is a level and not some
553 * weird integer between 1-31. 520 * weird integer between 1-31.
554 * 521 *
555 */ 522 */
556
557int 523int
558magic_from_difficulty (int difficulty) 524magic_from_difficulty (int difficulty)
559{ 525{
560 int percent = 0, magic = 0; 526 int percent = 0, magic = 0;
561 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 527 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566 scaled_diff = 0; 532 scaled_diff = 0;
567 533
568 if (scaled_diff >= DIFFLEVELS) 534 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1; 535 scaled_diff = DIFFLEVELS - 1;
570 536
571 percent = RANDOM () % 100; 537 percent = rndm (100);
572 538
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 { 540 {
575 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
576 542
582 { 548 {
583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 magic = 0; 550 magic = 0;
585 } 551 }
586 552
587 magic = (RANDOM () % 3) ? magic : -magic; 553 magic = (rndm (3)) ? magic : -magic;
588 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 554 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589 555
590 return magic; 556 return magic;
591} 557}
592 558
605 571
606 op->magic = magic; 572 op->magic = magic;
607 if (op->arch) 573 if (op->arch)
608 { 574 {
609 if (op->type == ARMOUR) 575 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
611 577
612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
613 magic = (-magic); 579 magic = (-magic);
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
615 } 581 }
616 else 582 else
617 { 583 {
618 if (op->type == ARMOUR) 584 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 587 magic = (-magic);
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 589 }
624} 590}
625 591
649 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
650 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
651 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
652 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
653 */ 619 */
654
655void 620void
656set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
657{ 622{
658 623
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 624 int r = rndm (bonus > 0 ? 25 : 11);
660 625
661 if (op->type == AMULET) 626 if (op->type == AMULET)
662 { 627 {
663 if (!(RANDOM () % 21)) 628 if (!(rndm (21)))
664 r = 20 + RANDOM () % 2; 629 r = 20 + rndm (2);
665 else 630 else
666 { 631 {
667 if (RANDOM () & 2) 632 if (rndm (2))
668 r = 10; 633 r = 10;
669 else 634 else
670 r = 11 + RANDOM () % 9; 635 r = 11 + rndm (9);
671 } 636 }
672 } 637 }
673 638
674 switch (r) 639 switch (r)
675 { 640 {
682 case 2: 647 case 2:
683 case 3: 648 case 3:
684 case 4: 649 case 4:
685 case 5: 650 case 5:
686 case 6: 651 case 6:
687 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 652 op->stats.stat (r) += bonus;
688 break; 653 break;
689 654
690 case 7: 655 case 7:
691 op->stats.dam += bonus; 656 op->stats.dam += bonus;
692 break; 657 break;
712 case 16: 677 case 16:
713 case 17: 678 case 17:
714 case 18: 679 case 18:
715 case 19: 680 case 19:
716 { 681 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 682 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 683
719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 684 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 685 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 686
722 /* Cursed items need to have higher negative values to equal out with 687 /* Cursed items need to have higher negative values to equal out with
723 * positive values for how protections work out. Put another 688 * positive values for how protections work out. Put another
724 * little random element in since that they don't always end up with 689 * little random element in since that they don't always end up with
725 * even values. 690 * even values.
726 */ 691 */
727 if (bonus < 0) 692 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 693 val = 2 * -val - rndm (b);
729 if (val > 35) 694 if (val > 35)
730 val = 35; /* Upper limit */ 695 val = 35; /* Upper limit */
731 b = 0; 696 b = 0;
697
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 698 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 699 resist = rndm (num_resist_table);
735 } 700
736 if (b == 4) 701 if (b == 4)
737 return; /* Not able to find a free resistance */ 702 return; /* Not able to find a free resistance */
703
738 op->resist[resist_table[resist]] = val; 704 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 705 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 706 * based on how good a resistance we gave.
741 */ 707 */
742 break; 708 break;
770 case 22: 736 case 22:
771 op->stats.exp += bonus; /* Speed! */ 737 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 738 op->value = (op->value * 2) / 3;
773 break; 739 break;
774 } 740 }
741
775 if (bonus > 0) 742 if (bonus > 0)
776 op->value *= 2 * bonus; 743 op->value *= 2 * bonus;
777 else 744 else
778 op->value = -(op->value * 2 * bonus) / 3; 745 op->value = -(op->value * 2 * bonus) / 3;
779} 746}
784 * higher is the chance of returning a low number. 751 * higher is the chance of returning a low number.
785 * It is only used in fix_generated_treasure() to set bonuses on 752 * It is only used in fix_generated_treasure() to set bonuses on
786 * rings and amulets. 753 * rings and amulets.
787 * Another scheme is used to calculate the magic of weapons and armours. 754 * Another scheme is used to calculate the magic of weapons and armours.
788 */ 755 */
789
790int 756int
791get_magic (int diff) 757get_magic (int diff)
792{ 758{
793 int i; 759 int i;
794 760
795 if (diff < 3) 761 if (diff < 3)
796 diff = 3; 762 diff = 3;
763
797 for (i = 0; i < 4; i++) 764 for (i = 0; i < 4; i++)
798 if (RANDOM () % diff) 765 if (rndm (diff))
799 return i; 766 return i;
767
800 return 4; 768 return 4;
801} 769}
802 770
803#define DICE2 (get_magic(2)==2?2:1) 771#define DICE2 (get_magic(2)==2?2:1)
804#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 772#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
805 773
806/* 774/*
807 * fix_generated_item(): This is called after an item is generated, in 775 * 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 776 * order to set it up right. This produced magical bonuses, puts spells
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 777 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
823 * value. 791 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 792 * 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 793 * 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 794 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 795 */
828
829void 796void
830fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 797fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 798{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 799 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 800
838 save_item_power = op->item_power; 805 save_item_power = op->item_power;
839 op->item_power = 0; 806 op->item_power = 0;
840 807
841 if (op->randomitems && op->type != SPELL) 808 if (op->randomitems && op->type != SPELL)
842 { 809 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 810 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 */ 811 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 812 op->randomitems = 0;
849 } 813 }
850 814
851 if (difficulty < 1) 815 if (difficulty < 1)
852 difficulty = 1; 816 difficulty = 1;
853 817
870 if (!op->magic && max_magic) 834 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
872 836
873 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
874 838
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 839 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
840 || op->type == HORN
841 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
876 * used for shop_floors or treasures */ 842 * used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 843 generate_artifact (op, difficulty);
878 } 844 }
879 845
880 /* Object was made an artifact. Calculate its item_power rating. 846 /* Object was made an artifact. Calculate its item_power rating.
938 case WEAPON: 904 case WEAPON:
939 case ARMOUR: 905 case ARMOUR:
940 case SHIELD: 906 case SHIELD:
941 case HELMET: 907 case HELMET:
942 case CLOAK: 908 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 909 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 910 set_ring_bonus (op, -DICE2);
945 break; 911 break;
946 912
947 case BRACERS: 913 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 914 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
949 { 915 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 916 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 917 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3; 918 op->value *= 3;
953 } 919 }
979 */ 945 */
980 if (op->inv && op->randomitems) 946 if (op->inv && op->randomitems)
981 { 947 {
982 /* value multiplier is same as for scrolls */ 948 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 949 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 951 }
986 else 952 else
987 { 953 {
988 op->name = "potion"; 954 op->name = "potion";
989 op->name_pl = "potions"; 955 op->name_pl = "potions";
990 } 956 }
991 957
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 958 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 959 SET_FLAG (op, FLAG_CURSED);
994 break; 960 break;
995 } 961 }
996 962
997 case AMULET: 963 case AMULET:
1007 } 973 }
1008 974
1009 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 975 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1010 break; 976 break;
1011 977
1012 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1013 SET_FLAG (op, FLAG_CURSED); 979 SET_FLAG (op, FLAG_CURSED);
1014 980
1015 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 981 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1016 982
1017 if (op->type != RING) /* Amulets have only one ability */ 983 if (op->type != RING) /* Amulets have only one ability */
1018 break; 984 break;
1019 985
1020 if (!(RANDOM () % 4)) 986 if (!(rndm (4)))
1021 { 987 {
1022 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 988 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1023 989
1024 if (d > 0) 990 if (d > 0)
1025 op->value *= 3; 991 op->value *= 3;
1026 992
1027 set_ring_bonus (op, d); 993 set_ring_bonus (op, d);
1028 994
1029 if (!(RANDOM () % 4)) 995 if (!(rndm (4)))
1030 { 996 {
1031 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 997 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1032 998
1033 if (d > 0) 999 if (d > 0)
1034 op->value *= 5; 1000 op->value *= 5;
1035 set_ring_bonus (op, d); 1001 set_ring_bonus (op, d);
1036 } 1002 }
1037 } 1003 }
1038 1004
1039 if (GET_ANIM_ID (op)) 1005 if (GET_ANIM_ID (op))
1040 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1041 1007
1042 break; 1008 break;
1043 1009
1044 case BOOK: 1010 case BOOK:
1045 /* Is it an empty book?, if yes lets make a special· 1011 /* Is it an empty book?, if yes lets make a special·
1046 * msg for it, and tailor its properties based on the· 1012 * msg for it, and tailor its properties based on the·
1047 * creator and/or map level we found it on. 1013 * creator and/or map level we found it on.
1048 */ 1014 */
1049 if (!op->msg && RANDOM () % 10) 1015 if (!op->msg && rndm (10))
1050 { 1016 {
1051 /* set the book level properly */ 1017 /* set the book level properly */
1052 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1018 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1053 { 1019 {
1054 if (op->map && op->map->difficulty) 1020 if (op->map && op->map->difficulty)
1055 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1021 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1056 else 1022 else
1057 op->level = RANDOM () % 20 + 1; 1023 op->level = rndm (20) + 1;
1058 } 1024 }
1059 else 1025 else
1060 op->level = RANDOM () % creator->level; 1026 op->level = rndm (creator->level);
1061 1027
1062 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1028 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1063 /* books w/ info are worth more! */ 1029 /* books w/ info are worth more! */
1064 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1030 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1065 /* creator related stuff */ 1031 /* creator related stuff */
1164 */ 1130 */
1165 1131
1166/* 1132/*
1167 * Allocate and return the pointer to an empty artifactlist structure. 1133 * Allocate and return the pointer to an empty artifactlist structure.
1168 */ 1134 */
1169
1170static artifactlist * 1135static artifactlist *
1171get_empty_artifactlist (void) 1136get_empty_artifactlist (void)
1172{ 1137{
1173 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1138 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} 1139}
1182 1140
1183/* 1141/*
1184 * Allocate and return the pointer to an empty artifact structure. 1142 * Allocate and return the pointer to an empty artifact structure.
1185 */ 1143 */
1186
1187static artifact * 1144static artifact *
1188get_empty_artifact (void) 1145get_empty_artifact (void)
1189{ 1146{
1190 artifact *t = (artifact *) malloc (sizeof (artifact)); 1147 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} 1148}
1201 1149
1202/* 1150/*
1203 * Searches the artifact lists and returns one that has the same type 1151 * Searches the artifact lists and returns one that has the same type
1204 * of objects on it. 1152 * of objects on it.
1205 */ 1153 */
1206
1207artifactlist * 1154artifactlist *
1208find_artifactlist (int type) 1155find_artifactlist (int type)
1209{ 1156{
1210 artifactlist *al;
1211
1212 for (al = first_artifactlist; al != NULL; al = al->next) 1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1213 if (al->type == type) 1158 if (al->type == type)
1214 return al; 1159 return al;
1160
1215 return NULL; 1161 return 0;
1216} 1162}
1217 1163
1218/* 1164/*
1219 * For debugging purposes. Dumps all tables. 1165 * For debugging purposes. Dumps all tables.
1220 */ 1166 */
1221
1222void 1167void
1223dump_artifacts (void) 1168dump_artifacts (void)
1224{ 1169{
1225 artifactlist *al; 1170 artifactlist *al;
1226 artifact *art; 1171 artifact *art;
1233 for (art = al->items; art != NULL; art = art->next) 1178 for (art = al->items; art != NULL; art = art->next)
1234 { 1179 {
1235 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1180 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1236 if (art->allowed != NULL) 1181 if (art->allowed != NULL)
1237 { 1182 {
1238 fprintf (logfile, "\tAllowed combinations:"); 1183 fprintf (logfile, "\tallowed combinations:");
1239 for (next = art->allowed; next != NULL; next = next->next) 1184 for (next = art->allowed; next != NULL; next = next->next)
1240 fprintf (logfile, "%s,", &next->name); 1185 fprintf (logfile, "%s,", &next->name);
1241 fprintf (logfile, "\n"); 1186 fprintf (logfile, "\n");
1242 } 1187 }
1243 } 1188 }
1254 treasurelist *tl; 1199 treasurelist *tl;
1255 int i; 1200 int i;
1256 1201
1257 if (depth > 100) 1202 if (depth > 100)
1258 return; 1203 return;
1259 while (t != NULL) 1204
1205 while (t)
1260 { 1206 {
1261 if (t->name != NULL) 1207 if (t->name)
1262 { 1208 {
1263 for (i = 0; i < depth; i++) 1209 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " "); 1210 fprintf (logfile, " ");
1211
1265 fprintf (logfile, "{ (list: %s)\n", &t->name); 1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1266 tl = find_treasurelist (t->name); 1214 tl = treasurelist::find (t->name);
1215 if (tl)
1267 dump_monster_treasure_rec (name, tl->items, depth + 2); 1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1268 for (i = 0; i < depth; i++) 1218 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " "); 1219 fprintf (logfile, " ");
1220
1270 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1271 } 1222 }
1272 else 1223 else
1273 { 1224 {
1274 for (i = 0; i < depth; i++) 1225 for (i = 0; i < depth; i++)
1275 fprintf (logfile, " "); 1226 fprintf (logfile, " ");
1227
1276 if (t->item->clone.type == FLESH) 1228 if (t->item && t->item->type == FLESH)
1277 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1278 else 1230 else
1279 fprintf (logfile, "%s\n", &t->item->clone.name); 1231 fprintf (logfile, "%s\n", &t->item->object::name);
1280 } 1232 }
1233
1281 if (t->next_yes != NULL) 1234 if (t->next_yes)
1282 { 1235 {
1283 for (i = 0; i < depth; i++) 1236 for (i = 0; i < depth; i++)
1284 fprintf (logfile, " "); 1237 fprintf (logfile, " ");
1238
1285 fprintf (logfile, " (if yes)\n"); 1239 fprintf (logfile, " (if yes)\n");
1286 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1287 } 1241 }
1242
1288 if (t->next_no != NULL) 1243 if (t->next_no)
1289 { 1244 {
1290 for (i = 0; i < depth; i++) 1245 for (i = 0; i < depth; i++)
1291 fprintf (logfile, " "); 1246 fprintf (logfile, " ");
1247
1292 fprintf (logfile, " (if no)\n"); 1248 fprintf (logfile, " (if no)\n");
1293 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1294 } 1250 }
1251
1295 t = t->next; 1252 t = t->next;
1296 } 1253 }
1297} 1254}
1298 1255
1299/* 1256/*
1300 * For debugging purposes. Dumps all treasures for a given monster. 1257 * For debugging purposes. Dumps all treasures for a given monster.
1301 * Created originally by Raphael Quinet for debugging the alchemy code. 1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1302 */ 1259 */
1303
1304void 1260void
1305dump_monster_treasure (const char *name) 1261dump_monster_treasure (const char *name)
1306{ 1262{
1307 archetype *at; 1263 archetype *at;
1308 int found; 1264 int found;
1309 1265
1310 found = 0; 1266 found = 0;
1311 fprintf (logfile, "\n"); 1267 fprintf (logfile, "\n");
1312 for (at = first_archetype; at != NULL; at = at->next) 1268
1269 for_all_archetypes (at)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1314 { 1271 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1316 if (at->clone.randomitems != NULL) 1273 if (at->randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1318 else 1275 else
1319 fprintf (logfile, "(nothing)\n"); 1276 fprintf (logfile, "(nothing)\n");
1277
1320 fprintf (logfile, "\n"); 1278 fprintf (logfile, "\n");
1321 found++; 1279 found++;
1322 } 1280 }
1281
1323 if (found == 0) 1282 if (found == 0)
1324 fprintf (logfile, "No objects have the name %s!\n\n", name); 1283 fprintf (logfile, "No objects have the name %s!\n\n", name);
1325} 1284}
1326 1285
1327/* 1286/*
1328 * Builds up the lists of artifacts from the file in the libdir. 1287 * Builds up the lists of artifacts from the file in the libdir.
1329 */ 1288 */
1330
1331void 1289void
1332init_artifacts (void) 1290init_artifacts (void)
1333{ 1291{
1334 static int has_been_inited = 0; 1292 static int has_been_inited = 0;
1335 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1293 char filename[MAX_BUF];
1336 artifact *art = NULL; 1294 artifact *art = NULL;
1337 linked_char *tmp;
1338 int value;
1339 artifactlist *al; 1295 artifactlist *al;
1340 1296
1341 if (has_been_inited) 1297 if (has_been_inited)
1342 return; 1298 return;
1343 else 1299 else
1344 has_been_inited = 1; 1300 has_been_inited = 1;
1345 1301
1346 sprintf (filename, "%s/artifacts", settings.datadir); 1302 sprintf (filename, "%s/artifacts", settings.datadir);
1347 object_thawer thawer (filename); 1303 object_thawer f (filename);
1348 1304
1349 if (!thawer) 1305 if (!f)
1350 return; 1306 return;
1351 1307
1352 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1308 for (;;)
1353 { 1309 {
1354 if (*buf == '#') 1310 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 { 1311 {
1312 case KW_allowed:
1366 if (art == NULL) 1313 if (!art)
1314 art = get_empty_artifact ();
1315
1367 { 1316 {
1368 art = get_empty_artifact (); 1317 if (!strcmp (f.get_str (), "all"))
1369 nrofartifacts++; 1318 break;
1319
1320 char *next, *cp = f.get_str ();
1321
1322 do
1323 {
1324 if ((next = strchr (cp, ',')))
1325 *next++ = '\0';
1326
1327 linked_char *tmp = new linked_char;
1328
1329 tmp->name = cp;
1330 tmp->next = art->allowed;
1331 art->allowed = tmp;
1332 }
1333 while ((cp = next));
1370 } 1334 }
1371 cp = strchr (cp, ' ') + 1; 1335 break;
1372 if (!strcmp (cp, "all")) 1336
1337 case KW_chance:
1338 f.get (art->chance);
1339 break;
1340
1341 case KW_difficulty:
1342 f.get (art->difficulty);
1343 break;
1344
1345 case KW_object:
1346 {
1347 art->item = object::create ();
1348 f.get (art->item->name);
1349 f.next ();
1350
1351 if (!art->item->parse_kv (f))
1352 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1353
1354 al = find_artifactlist (art->item->type);
1355
1356 if (!al)
1357 {
1358 al = get_empty_artifactlist ();
1359 al->type = art->item->type;
1360 al->next = first_artifactlist;
1361 first_artifactlist = al;
1362 }
1363
1364 art->next = al->items;
1365 al->items = art;
1366 art = 0;
1367 }
1373 continue; 1368 continue;
1374 1369
1375 do 1370 case KW_EOF:
1371 goto done;
1372
1373 default:
1374 if (!f.parse_error ("artifacts file"))
1375 cleanup ("artifacts file required");
1376 { 1376 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 { 1377 }
1394 art->item = object::create ();
1395 1378
1396 if (!load_object (thawer, art->item, 0)) 1379 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 } 1380 }
1415 1381
1382done:
1416 for (al = first_artifactlist; al != NULL; al = al->next) 1383 for (al = first_artifactlist; al; al = al->next)
1417 { 1384 {
1385 al->total_chance = 0;
1386
1418 for (art = al->items; art != NULL; art = art->next) 1387 for (art = al->items; art; art = art->next)
1419 { 1388 {
1420 if (!art->chance) 1389 if (!art->chance)
1421 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1390 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1422 else 1391 else
1423 al->total_chance += art->chance; 1392 al->total_chance += art->chance;
1428 } 1397 }
1429 1398
1430 LOG (llevDebug, "done.\n"); 1399 LOG (llevDebug, "done.\n");
1431} 1400}
1432 1401
1433
1434/* 1402/*
1435 * Used in artifact generation. The bonuses of the first object 1403 * Used in artifact generation. The bonuses of the first object
1436 * is modified by the bonuses of the second object. 1404 * is modified by the bonuses of the second object.
1437 */ 1405 */
1438
1439void 1406void
1440add_abilities (object *op, object *change) 1407add_abilities (object *op, object *change)
1441{ 1408{
1442 int i, tmp; 1409 int i, tmp;
1443 1410
1444 if (change->face != blank_face) 1411 if (change->face != blank_face)
1445 { 1412 {
1446#ifdef TREASURE_VERBOSE 1413#ifdef TREASURE_VERBOSE
1447 LOG (llevDebug, "FACE: %d\n", change->face->number); 1414 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1448#endif 1415#endif
1449 op->face = change->face; 1416 op->face = change->face;
1450 } 1417 }
1451 1418
1452 for (i = 0; i < NUM_STATS; i++) 1419 for (i = 0; i < NUM_STATS; i++)
1453 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1420 change_attr_value (&(op->stats), i, change->stats.stat (i));
1454 1421
1455 op->attacktype |= change->attacktype; 1422 op->attacktype |= change->attacktype;
1456 op->path_attuned |= change->path_attuned; 1423 op->path_attuned |= change->path_attuned;
1457 op->path_repelled |= change->path_repelled; 1424 op->path_repelled |= change->path_repelled;
1458 op->path_denied |= change->path_denied; 1425 op->path_denied |= change->path_denied;
1488 CLEAR_FLAG (op, FLAG_ANIMATE); 1455 CLEAR_FLAG (op, FLAG_ANIMATE);
1489 /* so artifacts will join */ 1456 /* so artifacts will join */
1490 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1457 if (!QUERY_FLAG (op, FLAG_ALIVE))
1491 op->speed = 0.0; 1458 op->speed = 0.0;
1492 1459
1493 update_ob_speed (op); 1460 op->set_speed (op->speed);
1494 } 1461 }
1495 1462
1496 if (change->nrof) 1463 if (change->nrof)
1497 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1464 op->nrof = rndm (change->nrof) + 1;
1498 1465
1499 op->stats.exp += change->stats.exp; /* Speed modifier */ 1466 op->stats.exp += change->stats.exp; /* Speed modifier */
1500 op->stats.wc += change->stats.wc; 1467 op->stats.wc += change->stats.wc;
1501 op->stats.ac += change->stats.ac; 1468 op->stats.ac += change->stats.ac;
1502 1469
1605 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1572 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1606 } 1573 }
1607 1574
1608 op->value *= change->value; 1575 op->value *= change->value;
1609 1576
1610 if (change->material) 1577 if (change->materials)
1611 op->material = change->material; 1578 op->materials = change->materials;
1612 1579
1613 if (change->materialname) 1580 if (change->materialname)
1614 op->materialname = change->materialname; 1581 op->materialname = change->materialname;
1615 1582
1616 if (change->slaying) 1583 if (change->slaying)
1622 if (change->msg) 1589 if (change->msg)
1623 op->msg = change->msg; 1590 op->msg = change->msg;
1624} 1591}
1625 1592
1626static int 1593static int
1627legal_artifact_combination (object *op, artifact * art) 1594legal_artifact_combination (object *op, artifact *art)
1628{ 1595{
1629 int neg, success = 0; 1596 int neg, success = 0;
1630 linked_char *tmp; 1597 linked_char *tmp;
1631 const char *name; 1598 const char *name;
1632 1599
1633 if (art->allowed == (linked_char *) NULL) 1600 if (!art->allowed)
1634 return 1; /* Ie, "all" */ 1601 return 1; /* Ie, "all" */
1602
1635 for (tmp = art->allowed; tmp; tmp = tmp->next) 1603 for (tmp = art->allowed; tmp; tmp = tmp->next)
1636 { 1604 {
1637#ifdef TREASURE_VERBOSE 1605#ifdef TREASURE_VERBOSE
1638 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1606 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1639#endif 1607#endif
1640 if (*tmp->name == '!') 1608 if (*tmp->name == '!')
1641 name = tmp->name + 1, neg = 1; 1609 name = tmp->name + 1, neg = 1;
1642 else 1610 else
1643 name = tmp->name, neg = 0; 1611 name = tmp->name, neg = 0;
1644 1612
1645 /* If we match name, then return the opposite of 'neg' */ 1613 /* If we match name, then return the opposite of 'neg' */
1646 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1614 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1647 return !neg; 1615 return !neg;
1648 1616
1649 /* Set success as true, since if the match was an inverse, it means 1617 /* Set success as true, since if the match was an inverse, it means
1650 * everything is allowed except what we match 1618 * everything is allowed except what we match
1651 */ 1619 */
1652 else if (neg) 1620 else if (neg)
1653 success = 1; 1621 success = 1;
1654 } 1622 }
1623
1655 return success; 1624 return success;
1656} 1625}
1657 1626
1658/* 1627/*
1659 * Fixes the given object, giving it the abilities and titles 1628 * Fixes the given object, giving it the abilities and titles
1710 return; 1679 return;
1711 } 1680 }
1712 1681
1713 for (i = 0; i < ARTIFACT_TRIES; i++) 1682 for (i = 0; i < ARTIFACT_TRIES; i++)
1714 { 1683 {
1715 int roll = RANDOM () % al->total_chance; 1684 int roll = rndm (al->total_chance);
1716 1685
1717 for (art = al->items; art != NULL; art = art->next) 1686 for (art = al->items; art; art = art->next)
1718 { 1687 {
1719 roll -= art->chance; 1688 roll -= art->chance;
1720 if (roll < 0) 1689 if (roll < 0)
1721 break; 1690 break;
1722 } 1691 }
1738 continue; 1707 continue;
1739 1708
1740 if (!legal_artifact_combination (op, art)) 1709 if (!legal_artifact_combination (op, art))
1741 { 1710 {
1742#ifdef TREASURE_VERBOSE 1711#ifdef TREASURE_VERBOSE
1743 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1712 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1744#endif 1713#endif
1745 continue; 1714 continue;
1746 } 1715 }
1716
1747 give_artifact_abilities (op, art->item); 1717 give_artifact_abilities (op, art->item);
1748 return; 1718 return;
1749 } 1719 }
1750} 1720}
1751 1721
1795 SET_FLAG (item, FLAG_NO_STEAL); 1765 SET_FLAG (item, FLAG_NO_STEAL);
1796 } 1766 }
1797} 1767}
1798 1768
1799/* special_potion() - so that old potion code is still done right. */ 1769/* special_potion() - so that old potion code is still done right. */
1800
1801int 1770int
1802special_potion (object *op) 1771special_potion (object *op)
1803{ 1772{
1804
1805 int i;
1806
1807 if (op->attacktype) 1773 if (op->attacktype)
1808 return 1; 1774 return 1;
1809 1775
1810 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1776 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; 1777 return 1;
1812 1778
1813 for (i = 0; i < NROFATTACKS; i++) 1779 for (int i = 0; i < NROFATTACKS; i++)
1814 if (op->resist[i]) 1780 if (op->resist[i])
1815 return 1; 1781 return 1;
1816 1782
1817 return 0; 1783 return 0;
1818} 1784}
1819 1785
1820void 1786void
1821free_treasurestruct (treasure *t) 1787free_treasurestruct (treasure *t)
1822{ 1788{
1823 if (t->next)
1824 free_treasurestruct (t->next); 1789 if (t->next) free_treasurestruct (t->next);
1825 if (t->next_yes)
1826 free_treasurestruct (t->next_yes); 1790 if (t->next_yes) free_treasurestruct (t->next_yes);
1827 if (t->next_no)
1828 free_treasurestruct (t->next_no); 1791 if (t->next_no) free_treasurestruct (t->next_no);
1829 1792
1830 delete t; 1793 delete t;
1831} 1794}
1832 1795
1833void 1796void
1838 1801
1839 delete lc; 1802 delete lc;
1840} 1803}
1841 1804
1842void 1805void
1843free_artifact (artifact * at) 1806free_artifact (artifact *at)
1844{ 1807{
1845 if (at->next)
1846 free_artifact (at->next); 1808 if (at->next) free_artifact (at->next);
1847
1848 if (at->allowed)
1849 free_charlinks (at->allowed); 1809 if (at->allowed) free_charlinks (at->allowed);
1850 1810
1851 at->item->destroy (1); 1811 at->item->destroy (1);
1852 1812
1853 delete at; 1813 sfree (at);
1854} 1814}
1855 1815
1856void 1816void
1857free_artifactlist (artifactlist * al) 1817free_artifactlist (artifactlist *al)
1858{ 1818{
1859 artifactlist *nextal; 1819 artifactlist *nextal;
1860 1820
1861 for (al = first_artifactlist; al; al = nextal) 1821 for (al = first_artifactlist; al; al = nextal)
1862 { 1822 {
1863 nextal = al->next; 1823 nextal = al->next;
1864 1824
1865 if (al->items) 1825 if (al->items)
1866 free_artifact (al->items); 1826 free_artifact (al->items);
1867 1827
1868 free (al); 1828 sfree (al);
1869 } 1829 }
1870} 1830}
1871 1831
1872void 1832void
1873free_all_treasures (void) 1833free_all_treasures (void)
1874{ 1834{
1875 treasurelist *tl, *next; 1835 treasurelist *tl, *next;
1876 1836
1877
1878 for (tl = first_treasurelist; tl != NULL; tl = next) 1837 for (tl = first_treasurelist; tl; tl = next)
1879 { 1838 {
1839 clear (tl);
1840
1880 next = tl->next; 1841 next = tl->next;
1881 if (tl->items)
1882 free_treasurestruct (tl->items);
1883 delete tl; 1842 delete tl;
1884 } 1843 }
1844
1885 free_artifactlist (first_artifactlist); 1845 free_artifactlist (first_artifactlist);
1886} 1846}

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