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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 1.42 by root, Mon Apr 16 10:14:25 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[]; 46
47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
51 57
52/* 58/*
53 * Initialize global archtype pointers: 59 * Initialize global archtype pointers:
54 */ 60 */
55
56void 61void
57init_archetype_pointers () 62init_archetype_pointers ()
58{ 63{
59 int prev_warn = warn_archetypes; 64 int prev_warn = warn_archetypes;
60 65
61 warn_archetypes = 1; 66 warn_archetypes = 1;
67
62 if (ring_arch == NULL) 68 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring"); 69 ring_arch = archetype::find ("ring");
64 if (amulet_arch == NULL) 70 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet"); 71 amulet_arch = archetype::find ("amulet");
66 if (staff_arch == NULL) 72 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff"); 73 staff_arch = archetype::find ("staff");
68 if (crown_arch == NULL) 74 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown"); 75 crown_arch = archetype::find ("crown");
76
70 warn_archetypes = prev_warn; 77 warn_archetypes = prev_warn;
71} 78}
72 79
73/* 80/*
74 * Allocate and return the pointer to an empty treasurelist structure. 81 * Searches for the given treasurelist in the globally linked list
82 * of treasurelists which has been built by load_treasures().
75 */ 83 */
76
77static treasurelist * 84treasurelist *
78get_empty_treasurelist (void) 85treasurelist::find (const char *name)
79{ 86{
87 if (!name)
88 return 0;
89
90 AUTODECL (i, tl_map.find (name));
91
92 if (i == tl_map.end ())
93 return 0;
94
95 return i->second;
96}
97
98/*
99 * Searches for the given treasurelist in the globally linked list
100 * of treasurelists which has been built by load_treasures().
101 */
102treasurelist *
103treasurelist::get (const char *name)
104{
105 treasurelist *tl = find (name);
106
107 if (!tl)
108 {
80 return new treasurelist; 109 tl = new treasurelist;
81}
82 110
83/* 111 tl->name = name;
84 * Allocate and return the pointer to an empty treasure structure. 112 tl->next = first_treasurelist;
85 */ 113 first_treasurelist = tl;
86//TODO: make this a constructor
87static treasure *
88get_empty_treasure (void)
89{
90 treasure *t = new treasure;
91 114
92 t->chance = 100; 115 tl_map.insert (std::make_pair (tl->name, tl));
116 }
93 117
94 return t; 118 return tl;
119}
120
121//TODO: class method
122void
123clear (treasurelist *tl)
124{
125 if (tl->items)
126 {
127 free_treasurestruct (tl->items);
128 tl->items = 0;
129 }
95} 130}
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) 137load_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; 140 int value;
108 141
109 nroftreasures++; 142 nroftreasures++;
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113 143
114 if (*buf == '#') 144 for (;;)
115 continue; 145 {
116 if ((cp = strchr (buf, '\n')) != NULL) 146 coroapi::cede_every (10);
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121 147
122 if (sscanf (cp, "arch %s", variable)) 148 f.next ();
123 { 149
124 if ((t->item = find_archetype (variable)) == NULL) 150 switch (f.kw)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 151 {
127 else if (sscanf (cp, "list %s", variable)) 152 case KW_arch:
128 t->name = variable; 153 if (!(t->item = archetype::find (f.get_str ())))
129 else if (sscanf (cp, "change_name %s", variable)) 154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
130 t->change_arch.name = variable; 155 break;
131 else if (sscanf (cp, "change_title %s", variable)) 156
132 t->change_arch.title = variable; 157 case KW_list: f.get (t->name); break;
133 else if (sscanf (cp, "change_slaying %s", variable)) 158 case KW_change_name: f.get (t->change_arch.name); break;
134 t->change_arch.slaying = variable; 159 case KW_change_title: f.get (t->change_arch.title); break;
135 else if (sscanf (cp, "chance %d", &value)) 160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
136 t->chance = (uint8) value; 161 case KW_chance: f.get (t->chance); break;
137 else if (sscanf (cp, "nrof %d", &value)) 162 case KW_nrof: f.get (t->nrof); break;
138 t->nrof = (uint16) value; 163 case KW_magic: f.get (t->magic); break;
139 else if (sscanf (cp, "magic %d", &value)) 164
140 t->magic = (uint8) value; 165 case KW_yes: t->next_yes = load_treasure (f); break;
141 else if (!strcmp (cp, "yes")) 166 case KW_no: t->next_no = load_treasure (f); break;
142 t->next_yes = load_treasure (fp, line); 167
143 else if (!strcmp (cp, "no")) 168 case KW_end:
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; 169 return t;
170
171 case KW_more:
172 t->next = load_treasure (f);
173 return t;
174
175 default:
176 if (!f.parse_error ("treasure list"))
177 return t; // error
178
179 return t;
151 } 180 }
152 else
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
154 } 181 }
155 LOG (llevError, "treasure lacks 'end'.\n");
156 return t;
157} 182}
158 183
159#ifdef TREASURE_DEBUG 184#ifdef TREASURE_DEBUG
160
161/* recursived checks the linked list. Treasurelist is passed only 185/* recursived checks the linked list. Treasurelist is passed only
162 * so that the treasure name can be printed out 186 * so that the treasure name can be printed out
163 */ 187 */
164static void 188static void
165check_treasurelist (const treasure *t, const treasurelist * tl) 189check_treasurelist (const treasure *t, const treasurelist * tl)
166{ 190{
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)) 191 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); 192 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 */ 193
172 if (t->name && *t->name)
173 (void) find_treasurelist (t->name);
174 if (t->next) 194 if (t->next)
175 check_treasurelist (t->next, tl); 195 check_treasurelist (t->next, tl);
196
176 if (t->next_yes) 197 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl); 198 check_treasurelist (t->next_yes, tl);
199
178 if (t->next_no) 200 if (t->next_no)
179 check_treasurelist (t->next_no, tl); 201 check_treasurelist (t->next_no, tl);
180} 202}
181#endif 203#endif
182 204
183/* 205/*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure(). 207 * Each treasure is parsed with the help of load_treasure().
186 */ 208 */
187 209bool
188void
189load_treasures (void) 210load_treasures ()
190{ 211{
191 FILE *fp;
192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193 treasurelist *previous = NULL;
194 treasure *t; 212 treasure *t;
195 int comp, line = 0; 213 int comp, line = 0;
196 214
215 char filename[MAX_BUF];
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 216 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 217
218 object_thawer f (filename);
219
220 if (!f)
199 { 221 {
200 LOG (llevError, "Can't open treasure file.\n"); 222 LOG (llevError, "Can't open treasure file.\n");
201 return; 223 return false;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 { 224 }
205 line++;
206 if (*buf == '#')
207 continue;
208 225
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 226 f.next ();
210 {
211 treasurelist *tl = get_empty_treasurelist ();
212 227
213 tl->name = name; 228 for (;;)
214 if (previous == NULL) 229 {
215 first_treasurelist = tl; 230 switch (f.kw)
216 else 231 {
217 previous->next = tl; 232 case KW_treasure:
218 previous = tl; 233 case KW_treasureone:
219 tl->items = load_treasure (fp, &line);
220
221 /* 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
223 * fields of the treasures are not being used.
224 */
225 if (!strncmp (buf, "treasureone", 11))
226 { 234 {
227 for (t = tl->items; t != NULL; t = t->next) 235 bool one = f.kw == KW_treasureone;
236 treasurelist *tl = treasurelist::get (f.get_str ());
237
238 clear (tl);
239 tl->items = load_treasure (f);
240
241 if (!tl->items)
242 return false;
243
244 /* This is a one of the many items on the list should be generated.
245 * Add up the chance total, and check to make sure the yes & no
246 * fields of the treasures are not being used.
247 */
248 if (one)
228 { 249 {
250 for (t = tl->items; t; t = t->next)
251 {
229#ifdef TREASURE_DEBUG 252#ifdef TREASURE_DEBUG
230 if (t->next_yes || t->next_no) 253 if (t->next_yes || t->next_no)
231 { 254 {
232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 255 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"); 256 LOG (llevError, " the next_yes or next_no field is set\n");
257 }
258#endif
259 tl->total_chance += t->chance;
234 } 260 }
235#endif
236 tl->total_chance += t->chance;
237 } 261 }
238 } 262 }
239 } 263 break;
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);
244 264
265 case KW_EOF:
245#ifdef TREASURE_DEBUG 266#ifdef TREASURE_DEBUG
246 /* Perform some checks on how valid the treasure data actually is. 267 /* Perform some checks on how valid the treasure data actually is.
247 * verify that list transitions work (ie, the list that it is supposed 268 * verify that list transitions work (ie, the list that it is supposed
248 * to transition to exists). Also, verify that at least the name 269 * to transition to exists). Also, verify that at least the name
249 * or archetype is set for each treasure element. 270 * or archetype is set for each treasure element.
250 */ 271 */
251 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 272 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
252 check_treasurelist (previous->items, previous); 273 check_treasurelist (tl->items, tl);
253#endif 274#endif
254}
255
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; 275 return true;
276 276
277 if (first_treasurelist) 277 default:
278 LOG (llevError, "Couldn't find treasurelist %s\n", name); 278 if (!f.parse_error ("treasure lists"))
279 return false;
279 280
280 return 0; 281 break;
281} 282 }
282 283
284 f.next ();
285 }
286}
283 287
284/* 288/*
285 * Generates the objects specified by the given treasure. 289 * Generates the objects specified by the given treasure.
286 * It goes recursively through the rest of the linked list. 290 * It goes recursively through the rest of the linked list.
287 * If there is a certain percental chance for a treasure to be generated, 291 * If there is a certain percental chance for a treasure to be generated,
290 * being generated. 294 * being generated.
291 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 295 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
292 * abilities. This is used by summon spells, thus no summoned monsters 296 * abilities. This is used by summon spells, thus no summoned monsters
293 * start with equipment, but only their abilities). 297 * start with equipment, but only their abilities).
294 */ 298 */
295
296
297static void 299static void
298put_treasure (object *op, object *creator, int flags) 300put_treasure (object *op, object *creator, int flags)
299{ 301{
300 object *tmp; 302 object *tmp;
301 303
304 * this is the original object, or if this is an object that should be created 306 * this is the original object, or if this is an object that should be created
305 * by another object. 307 * by another object.
306 */ 308 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 309 if (flags & GT_ENVIRONMENT && op->type != SPELL)
308 { 310 {
309 op->x = creator->x;
310 op->y = creator->y;
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 311 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 312 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
313 } 313 }
314 else 314 else
315 { 315 {
316 op = insert_ob_in_ob (op, creator); 316 op = creator->insert (op);
317
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op); 319 monster_check_apply (creator, op);
320
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 321 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
320 esrv_send_item (tmp, op); 322 esrv_send_item (tmp, op);
321 } 323 }
322} 324}
323 325
324/* if there are change_xxx commands in the treasure, we include the changes 326/* if there are change_xxx commands in the treasure, we include the changes
339 341
340 if (t->change_arch.slaying) 342 if (t->change_arch.slaying)
341 op->slaying = t->change_arch.slaying; 343 op->slaying = t->change_arch.slaying;
342} 344}
343 345
344void 346static void
345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 347create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346{ 348{
347 object *tmp;
348
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 349 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 350 {
351 if (t->name) 351 if (t->name)
352 { 352 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 353 if (difficulty >= t->magic)
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 354 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
355 } 355 }
356 else 356 else
357 { 357 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 358 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 359 {
360 tmp = arch_to_object (t->item); 360 object *tmp = arch_to_object (t->item);
361
361 if (t->nrof && tmp->nrof <= 1) 362 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 363 tmp->nrof = rndm (t->nrof) + 1;
364
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 365 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp); 366 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag); 367 put_treasure (tmp, op, flag);
366 } 368 }
367 } 369 }
368 370
369 if (t->next_yes != NULL) 371 if (t->next_yes)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 372 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 } 373 }
372 else if (t->next_no != NULL) 374 else if (t->next_no)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries); 375 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374 376
375 if (t->next != NULL) 377 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 378 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 379}
378 380
379void 381static void
380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 382create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 383{
382 int value = RANDOM () % tl->total_chance; 384 int value = rndm (tl->total_chance);
383 treasure *t; 385 treasure *t;
384 386
385 if (tries++ > 100) 387 if (tries++ > 100)
386 { 388 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 389 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 390 return;
389 } 391 }
390 392
391 for (t = tl->items; t != NULL; t = t->next) 393 for (t = tl->items; t; t = t->next)
392 { 394 {
393 value -= t->chance; 395 value -= t->chance;
394 396
395 if (value < 0) 397 if (value < 0)
396 break; 398 break;
397 } 399 }
398 400
399 if (!t || value >= 0) 401 if (!t || value >= 0)
400 {
401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 402 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
402 abort ();
403 return;
404 }
405 403
406 if (t->name) 404 if (t->name)
407 { 405 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic) 406 if (difficulty >= t->magic)
407 {
408 treasurelist *tl = treasurelist::find (t->name);
409 if (tl)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 410 create_treasure (tl, op, flag, difficulty, tries);
411 }
413 else if (t->nrof) 412 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries); 413 create_one_treasure (tl, op, flag, difficulty, tries);
415
416 return;
417 } 414 }
418
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 415 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
420 { 416 {
421 object *tmp = arch_to_object (t->item); 417 if (object *tmp = arch_to_object (t->item))
422 418 {
423 if (!tmp)
424 return;
425
426 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
428 421
429 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430 change_treasure (t, tmp); 423 change_treasure (t, tmp);
431 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
425 }
432 } 426 }
433} 427}
434 428
435/* This calls the appropriate treasure creation function. tries is passed 429/* This calls the appropriate treasure creation function. tries is passed
436 * to determine how many list transitions or attempts to create treasure 430 * to determine how many list transitions or attempts to create treasure
438 * list transitions, or so that excessively good treasure will not be 432 * 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 433 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that. 434 * to do that.
441 */ 435 */
442void 436void
443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 437create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
444{ 438{
439 // empty treasurelists are legal
440 if (!tl->items)
441 return;
445 442
446 if (tries++ > 100) 443 if (tries++ > 100)
447 { 444 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 445 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return; 446 return;
450 } 447 }
448
451 if (t->total_chance) 449 if (tl->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries); 450 create_one_treasure (tl, op, flag, difficulty, tries);
453 else 451 else
454 create_all_treasures (t->items, op, flag, difficulty, tries); 452 create_all_treasures (tl->items, op, flag, difficulty, tries);
455} 453}
456 454
457/* This is similar to the old generate treasure function. However, 455/* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around 456 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 457 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 458 * inserted into, and then return that treausre
461 */ 459 */
462object * 460object *
463generate_treasure (treasurelist * t, int difficulty) 461generate_treasure (treasurelist *tl, int difficulty)
464{ 462{
463 difficulty = clamp (difficulty, 1, settings.max_level);
464
465 object *ob = get_object (), *tmp; 465 object *ob = object::create (), *tmp;
466 466
467 create_treasure (t, ob, 0, difficulty, 0); 467 create_treasure (tl, ob, 0, difficulty, 0);
468 468
469 /* Don't want to free the object we are about to return */ 469 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 470 tmp = ob->inv;
471 if (tmp != NULL) 471 if (tmp != NULL)
472 remove_ob (tmp); 472 tmp->remove ();
473
473 if (ob->inv) 474 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 475 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 476
477 free_object (ob); 477 ob->destroy ();
478 return tmp; 478 return tmp;
479} 479}
480 480
481/* 481/*
482 * This is a new way of calculating the chance for an item to have 482 * This is a new way of calculating the chance for an item to have
485 * magical bonus "wanted". 485 * magical bonus "wanted".
486 */ 486 */
487 487
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489 489
490/*chance of magic difficulty*/ 490// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 491// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 492 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 493 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 494 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 495 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 496 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 497 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 498 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 499 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 500 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 501 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 502 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 503 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 504 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 505 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 506 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 507 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 508 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 509 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 510 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 511 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 512 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 513 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 514 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 515 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 516 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 517 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 518 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 519 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 520 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 521 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 522 { 0, 0, 0, 0, 100}, // 31
524}; 523};
525 524
526 525
527/* calculate the appropriate level for wands staves and scrolls. 526/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 527 * This code presumes that op has had its spell object created (in op->inv)
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 560 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 561 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 562 * weird integer between 1-31.
564 * 563 *
565 */ 564 */
566
567int 565int
568magic_from_difficulty (int difficulty) 566magic_from_difficulty (int difficulty)
569{ 567{
570 int percent = 0, magic = 0; 568 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 569 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
576 scaled_diff = 0; 574 scaled_diff = 0;
577 575
578 if (scaled_diff >= DIFFLEVELS) 576 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 577 scaled_diff = DIFFLEVELS - 1;
580 578
581 percent = RANDOM () % 100; 579 percent = rndm (100);
582 580
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 581 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 582 {
585 percent -= difftomagic_list[scaled_diff][magic]; 583 percent -= difftomagic_list[scaled_diff][magic];
586 584
592 { 590 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 591 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 592 magic = 0;
595 } 593 }
596 594
597 magic = (RANDOM () % 3) ? magic : -magic; 595 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 596 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 597
600 return magic; 598 return magic;
601} 599}
602 600
617 if (op->arch) 615 if (op->arch)
618 { 616 {
619 if (op->type == ARMOUR) 617 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 619
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 620 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 621 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 623 }
626 else 624 else
627 { 625 {
628 if (op->type == ARMOUR) 626 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 628 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 629 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 630 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 631 }
634} 632}
635 633
659 * 1) Since rings can have multiple bonuses, if the same bonus 657 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 658 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 659 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 660 * 2) Add code to deal with new PR method.
663 */ 661 */
664
665void 662void
666set_ring_bonus (object *op, int bonus) 663set_ring_bonus (object *op, int bonus)
667{ 664{
668 665
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 666 int r = rndm (bonus > 0 ? 25 : 11);
670 667
671 if (op->type == AMULET) 668 if (op->type == AMULET)
672 { 669 {
673 if (!(RANDOM () % 21)) 670 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 671 r = 20 + rndm (2);
675 else 672 else
676 { 673 {
677 if (RANDOM () & 2) 674 if (rndm (2))
678 r = 10; 675 r = 10;
679 else 676 else
680 r = 11 + RANDOM () % 9; 677 r = 11 + rndm (9);
681 } 678 }
682 } 679 }
683 680
684 switch (r) 681 switch (r)
685 { 682 {
722 case 16: 719 case 16:
723 case 17: 720 case 17:
724 case 18: 721 case 18:
725 case 19: 722 case 19:
726 { 723 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 724 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 725
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 726 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 727 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 728
732 /* Cursed items need to have higher negative values to equal out with 729 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 730 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 731 * little random element in since that they don't always end up with
735 * even values. 732 * even values.
736 */ 733 */
737 if (bonus < 0) 734 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 735 val = 2 * -val - rndm (b);
739 if (val > 35) 736 if (val > 35)
740 val = 35; /* Upper limit */ 737 val = 35; /* Upper limit */
741 b = 0; 738 b = 0;
739
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 740 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 741 resist = rndm (num_resist_table);
745 } 742
746 if (b == 4) 743 if (b == 4)
747 return; /* Not able to find a free resistance */ 744 return; /* Not able to find a free resistance */
745
748 op->resist[resist_table[resist]] = val; 746 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 747 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 748 * based on how good a resistance we gave.
751 */ 749 */
752 break; 750 break;
780 case 22: 778 case 22:
781 op->stats.exp += bonus; /* Speed! */ 779 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 780 op->value = (op->value * 2) / 3;
783 break; 781 break;
784 } 782 }
783
785 if (bonus > 0) 784 if (bonus > 0)
786 op->value *= 2 * bonus; 785 op->value *= 2 * bonus;
787 else 786 else
788 op->value = -(op->value * 2 * bonus) / 3; 787 op->value = -(op->value * 2 * bonus) / 3;
789} 788}
794 * higher is the chance of returning a low number. 793 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 794 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 795 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 796 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 797 */
799
800int 798int
801get_magic (int diff) 799get_magic (int diff)
802{ 800{
803 int i; 801 int i;
804 802
805 if (diff < 3) 803 if (diff < 3)
806 diff = 3; 804 diff = 3;
805
807 for (i = 0; i < 4; i++) 806 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 807 if (rndm (diff))
809 return i; 808 return i;
809
810 return 4; 810 return 4;
811} 811}
812 812
813#define DICE2 (get_magic(2)==2?2:1) 813#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 814#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 815
816/* 816/*
817 * fix_generated_item(): This is called after an item is generated, in 817 * 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 818 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 833 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 834 * 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 835 * 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 836 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 837 */
838
839void 838void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 839fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 840{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 841 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 842
850 849
851 if (op->randomitems && op->type != SPELL) 850 if (op->randomitems && op->type != SPELL)
852 { 851 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 852 create_treasure (op->randomitems, op, flags, difficulty, 0);
854 if (!op->inv) 853 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 854 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
856 855
857 /* So the treasure doesn't get created again */ 856 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 857 op->randomitems = 0;
859 } 858 }
860 859
861 if (difficulty < 1) 860 if (difficulty < 1)
862 difficulty = 1; 861 difficulty = 1;
862
863 if (INVOKE_OBJECT (ADD_BONUS, op,
864 ARG_OBJECT (creator != op ? creator : 0),
865 ARG_INT (difficulty), ARG_INT (max_magic),
866 ARG_INT (flags)))
867 return;
863 868
864 if (!(flags & GT_MINIMAL)) 869 if (!(flags & GT_MINIMAL))
865 { 870 {
866 if (op->arch == crown_arch) 871 if (op->arch == crown_arch)
867 { 872 {
874 if (!op->magic && max_magic) 879 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 880 set_magic (difficulty, op, max_magic, flags);
876 881
877 num_enchantments = calc_item_power (op, 1); 882 num_enchantments = calc_item_power (op, 1);
878 883
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 884 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
885 || op->type == HORN
886 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 887 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 888 generate_artifact (op, difficulty);
882 } 889 }
883 890
884 /* Object was made an artifact. Calculate its item_power rating. 891 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 949 case WEAPON:
943 case ARMOUR: 950 case ARMOUR:
944 case SHIELD: 951 case SHIELD:
945 case HELMET: 952 case HELMET:
946 case CLOAK: 953 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 954 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 955 set_ring_bonus (op, -DICE2);
949 break; 956 break;
950 957
951 case BRACERS: 958 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 959 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 960 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 961 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 962 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 963 op->value *= 3;
957 } 964 }
983 */ 990 */
984 if (op->inv && op->randomitems) 991 if (op->inv && op->randomitems)
985 { 992 {
986 /* value multiplier is same as for scrolls */ 993 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 994 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 995 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 996 }
990 else 997 else
991 { 998 {
992 op->name = "potion"; 999 op->name = "potion";
993 op->name_pl = "potions"; 1000 op->name_pl = "potions";
994 } 1001 }
995 1002
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1003 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 1004 SET_FLAG (op, FLAG_CURSED);
998 break; 1005 break;
999 } 1006 }
1000 1007
1001 case AMULET: 1008 case AMULET:
1003 op->value *= 5; /* Since it's not just decoration */ 1010 op->value *= 5; /* Since it's not just decoration */
1004 1011
1005 case RING: 1012 case RING:
1006 if (op->arch == NULL) 1013 if (op->arch == NULL)
1007 { 1014 {
1008 remove_ob (op); 1015 op->destroy ();
1009 free_object (op);
1010 op = NULL; 1016 op = 0;
1011 break; 1017 break;
1012 } 1018 }
1013 1019
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1020 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break; 1021 break;
1016 1022
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1023 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1018 SET_FLAG (op, FLAG_CURSED); 1024 SET_FLAG (op, FLAG_CURSED);
1019 1025
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1026 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021 1027
1022 if (op->type != RING) /* Amulets have only one ability */ 1028 if (op->type != RING) /* Amulets have only one ability */
1023 break; 1029 break;
1024 1030
1025 if (!(RANDOM () % 4)) 1031 if (!(rndm (4)))
1026 { 1032 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1033 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028 1034
1029 if (d > 0) 1035 if (d > 0)
1030 op->value *= 3; 1036 op->value *= 3;
1031 1037
1032 set_ring_bonus (op, d); 1038 set_ring_bonus (op, d);
1033 1039
1034 if (!(RANDOM () % 4)) 1040 if (!(rndm (4)))
1035 { 1041 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1042 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037 1043
1038 if (d > 0) 1044 if (d > 0)
1039 op->value *= 5; 1045 op->value *= 5;
1040 set_ring_bonus (op, d); 1046 set_ring_bonus (op, d);
1041 } 1047 }
1042 } 1048 }
1043 1049
1044 if (GET_ANIM_ID (op)) 1050 if (GET_ANIM_ID (op))
1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1051 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1046 1052
1047 break; 1053 break;
1048 1054
1049 case BOOK: 1055 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special· 1056 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the· 1057 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on. 1058 * creator and/or map level we found it on.
1053 */ 1059 */
1054 if (!op->msg && RANDOM () % 10) 1060 if (!op->msg && rndm (10))
1055 { 1061 {
1056 /* set the book level properly */ 1062 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1063 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 { 1064 {
1059 if (op->map && op->map->difficulty) 1065 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1066 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1061 else 1067 else
1062 op->level = RANDOM () % 20 + 1; 1068 op->level = rndm (20) + 1;
1063 } 1069 }
1064 else 1070 else
1065 op->level = RANDOM () % creator->level; 1071 op->level = rndm (creator->level);
1066 1072
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1073 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */ 1074 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1075 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */ 1076 /* creator related stuff */
1169 */ 1175 */
1170 1176
1171/* 1177/*
1172 * Allocate and return the pointer to an empty artifactlist structure. 1178 * Allocate and return the pointer to an empty artifactlist structure.
1173 */ 1179 */
1174
1175static artifactlist * 1180static artifactlist *
1176get_empty_artifactlist (void) 1181get_empty_artifactlist (void)
1177{ 1182{
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1183 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} 1184}
1187 1185
1188/* 1186/*
1189 * Allocate and return the pointer to an empty artifact structure. 1187 * Allocate and return the pointer to an empty artifact structure.
1190 */ 1188 */
1191
1192static artifact * 1189static artifact *
1193get_empty_artifact (void) 1190get_empty_artifact (void)
1194{ 1191{
1195 artifact *t = (artifact *) malloc (sizeof (artifact)); 1192 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} 1193}
1206 1194
1207/* 1195/*
1208 * Searches the artifact lists and returns one that has the same type 1196 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it. 1197 * of objects on it.
1210 */ 1198 */
1211
1212artifactlist * 1199artifactlist *
1213find_artifactlist (int type) 1200find_artifactlist (int type)
1214{ 1201{
1215 artifactlist *al;
1216
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1202 for (artifactlist *al = first_artifactlist; al; al = al->next)
1218 if (al->type == type) 1203 if (al->type == type)
1219 return al; 1204 return al;
1205
1220 return NULL; 1206 return 0;
1221} 1207}
1222 1208
1223/* 1209/*
1224 * For debugging purposes. Dumps all tables. 1210 * For debugging purposes. Dumps all tables.
1225 */ 1211 */
1226
1227void 1212void
1228dump_artifacts (void) 1213dump_artifacts (void)
1229{ 1214{
1230 artifactlist *al; 1215 artifactlist *al;
1231 artifact *art; 1216 artifact *art;
1238 for (art = al->items; art != NULL; art = art->next) 1223 for (art = al->items; art != NULL; art = art->next)
1239 { 1224 {
1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1225 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1241 if (art->allowed != NULL) 1226 if (art->allowed != NULL)
1242 { 1227 {
1243 fprintf (logfile, "\tAllowed combinations:"); 1228 fprintf (logfile, "\tallowed combinations:");
1244 for (next = art->allowed; next != NULL; next = next->next) 1229 for (next = art->allowed; next != NULL; next = next->next)
1245 fprintf (logfile, "%s,", &next->name); 1230 fprintf (logfile, "%s,", &next->name);
1246 fprintf (logfile, "\n"); 1231 fprintf (logfile, "\n");
1247 } 1232 }
1248 } 1233 }
1259 treasurelist *tl; 1244 treasurelist *tl;
1260 int i; 1245 int i;
1261 1246
1262 if (depth > 100) 1247 if (depth > 100)
1263 return; 1248 return;
1264 while (t != NULL) 1249
1250 while (t)
1265 { 1251 {
1266 if (t->name != NULL) 1252 if (t->name)
1267 { 1253 {
1268 for (i = 0; i < depth; i++) 1254 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " "); 1255 fprintf (logfile, " ");
1256
1270 fprintf (logfile, "{ (list: %s)\n", &t->name); 1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258
1271 tl = find_treasurelist (t->name); 1259 tl = treasurelist::find (t->name);
1260 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1261 dump_monster_treasure_rec (name, tl->items, depth + 2);
1262
1273 for (i = 0; i < depth; i++) 1263 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1264 fprintf (logfile, " ");
1265
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1266 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1267 }
1277 else 1268 else
1278 { 1269 {
1279 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1272
1281 if (t->item->clone.type == FLESH) 1273 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1274 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1275 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1276 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1277 }
1278
1286 if (t->next_yes != NULL) 1279 if (t->next_yes)
1287 { 1280 {
1288 for (i = 0; i < depth; i++) 1281 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " "); 1282 fprintf (logfile, " ");
1283
1290 fprintf (logfile, " (if yes)\n"); 1284 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1285 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 } 1286 }
1287
1293 if (t->next_no != NULL) 1288 if (t->next_no)
1294 { 1289 {
1295 for (i = 0; i < depth; i++) 1290 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " "); 1291 fprintf (logfile, " ");
1292
1297 fprintf (logfile, " (if no)\n"); 1293 fprintf (logfile, " (if no)\n");
1298 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299 } 1295 }
1296
1300 t = t->next; 1297 t = t->next;
1301 } 1298 }
1302} 1299}
1303 1300
1304/* 1301/*
1305 * For debugging purposes. Dumps all treasures for a given monster. 1302 * For debugging purposes. Dumps all treasures for a given monster.
1306 * Created originally by Raphael Quinet for debugging the alchemy code. 1303 * Created originally by Raphael Quinet for debugging the alchemy code.
1307 */ 1304 */
1308
1309void 1305void
1310dump_monster_treasure (const char *name) 1306dump_monster_treasure (const char *name)
1311{ 1307{
1312 archetype *at; 1308 archetype *at;
1313 int found; 1309 int found;
1314 1310
1315 found = 0; 1311 found = 0;
1316 fprintf (logfile, "\n"); 1312 fprintf (logfile, "\n");
1313
1317 for (at = first_archetype; at != NULL; at = at->next) 1314 for (at = first_archetype; at != NULL; at = at->next)
1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1319 { 1316 {
1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1321 if (at->clone.randomitems != NULL) 1318 if (at->clone.randomitems != NULL)
1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1323 else 1320 else
1324 fprintf (logfile, "(nothing)\n"); 1321 fprintf (logfile, "(nothing)\n");
1322
1325 fprintf (logfile, "\n"); 1323 fprintf (logfile, "\n");
1326 found++; 1324 found++;
1327 } 1325 }
1326
1328 if (found == 0) 1327 if (found == 0)
1329 fprintf (logfile, "No objects have the name %s!\n\n", name); 1328 fprintf (logfile, "No objects have the name %s!\n\n", name);
1330} 1329}
1331 1330
1332/* 1331/*
1333 * Builds up the lists of artifacts from the file in the libdir. 1332 * Builds up the lists of artifacts from the file in the libdir.
1334 */ 1333 */
1335
1336void 1334void
1337init_artifacts (void) 1335init_artifacts (void)
1338{ 1336{
1339 static int has_been_inited = 0; 1337 static int has_been_inited = 0;
1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1338 char filename[MAX_BUF];
1341 artifact *art = NULL; 1339 artifact *art = NULL;
1342 linked_char *tmp;
1343 int value;
1344 artifactlist *al; 1340 artifactlist *al;
1345 1341
1346 if (has_been_inited) 1342 if (has_been_inited)
1347 return; 1343 return;
1348 else 1344 else
1349 has_been_inited = 1; 1345 has_been_inited = 1;
1350 1346
1351 sprintf (filename, "%s/artifacts", settings.datadir); 1347 sprintf (filename, "%s/artifacts", settings.datadir);
1352 object_thawer thawer (filename); 1348 object_thawer f (filename);
1353 1349
1354 if (!thawer) 1350 if (!f)
1355 return; 1351 return;
1356 1352
1357 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1353 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 1354
1369 if (!strncmp (cp, "Allowed", 7)) 1355 for (;;)
1356 {
1357 switch (f.kw)
1370 { 1358 {
1359 case KW_allowed:
1371 if (art == NULL) 1360 if (!art)
1361 {
1362 art = get_empty_artifact ();
1363 nrofartifacts++;
1364 }
1365
1372 { 1366 {
1373 art = get_empty_artifact (); 1367 if (!strcmp (f.get_str (), "all"))
1374 nrofartifacts++; 1368 break;
1369
1370 char *next, *cp = f.get_str ();
1371
1372 do
1373 {
1374 nrofallowedstr++;
1375
1376 if ((next = strchr (cp, ',')))
1377 *next++ = '\0';
1378
1379 linked_char *tmp = new linked_char;
1380
1381 tmp->name = cp;
1382 tmp->next = art->allowed;
1383 art->allowed = tmp;
1384 }
1385 while ((cp = next));
1375 } 1386 }
1376 cp = strchr (cp, ' ') + 1; 1387 break;
1377 if (!strcmp (cp, "all")) 1388
1389 case KW_chance:
1390 f.get (art->chance);
1391 break;
1392
1393 case KW_difficulty:
1394 f.get (art->difficulty);
1395 break;
1396
1397 case KW_object:
1398 {
1399 art->item = object::create ();
1400
1401 if (!art->item->parse_kv (f))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1404 al = find_artifactlist (art->item->type);
1405
1406 if (!al)
1407 {
1408 al = get_empty_artifactlist ();
1409 al->type = art->item->type;
1410 al->next = first_artifactlist;
1411 first_artifactlist = al;
1412 }
1413
1414 art->next = al->items;
1415 al->items = art;
1416 art = 0;
1417 }
1378 continue; 1418 continue;
1379 1419
1380 do 1420 case KW_EOF:
1421 goto done;
1422
1423 default:
1424 if (!f.parse_error ("artifacts file"))
1425 cleanup ("artifacts file required");
1381 { 1426 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 { 1427 }
1399 art->item = get_object ();
1400 1428
1401 if (!load_object (thawer, art->item, 0)) 1429 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 } 1430 }
1420 1431
1432done:
1421 for (al = first_artifactlist; al != NULL; al = al->next) 1433 for (al = first_artifactlist; al; al = al->next)
1422 { 1434 {
1423 for (art = al->items; art != NULL; art = art->next) 1435 for (art = al->items; art; art = art->next)
1424 { 1436 {
1425 if (!art->chance) 1437 if (!art->chance)
1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1438 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427 else 1439 else
1428 al->total_chance += art->chance; 1440 al->total_chance += art->chance;
1447 int i, tmp; 1459 int i, tmp;
1448 1460
1449 if (change->face != blank_face) 1461 if (change->face != blank_face)
1450 { 1462 {
1451#ifdef TREASURE_VERBOSE 1463#ifdef TREASURE_VERBOSE
1452 LOG (llevDebug, "FACE: %d\n", change->face->number); 1464 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1453#endif 1465#endif
1454 op->face = change->face; 1466 op->face = change->face;
1455 } 1467 }
1456 1468
1457 for (i = 0; i < NUM_STATS; i++) 1469 for (i = 0; i < NUM_STATS; i++)
1493 CLEAR_FLAG (op, FLAG_ANIMATE); 1505 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */ 1506 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1507 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0; 1508 op->speed = 0.0;
1497 1509
1498 update_ob_speed (op); 1510 op->set_speed (op->speed);
1499 } 1511 }
1500 1512
1501 if (change->nrof) 1513 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1514 op->nrof = rndm (change->nrof) + 1;
1503 1515
1504 op->stats.exp += change->stats.exp; /* Speed modifier */ 1516 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 op->stats.wc += change->stats.wc; 1517 op->stats.wc += change->stats.wc;
1506 op->stats.ac += change->stats.ac; 1518 op->stats.ac += change->stats.ac;
1507 1519
1515 { 1527 {
1516 object *tmp_obj; 1528 object *tmp_obj;
1517 1529
1518 /* Remove any spells this object currently has in it */ 1530 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1531 while (op->inv)
1520 { 1532 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1533
1526 tmp_obj = arch_to_object (change->other_arch); 1534 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1535 insert_ob_in_ob (tmp_obj, op);
1528 } 1536 }
1529 /* No harm setting this for potions/horns */ 1537 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1574 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1575
1568 op->item_power = change->item_power; 1576 op->item_power = change->item_power;
1569 1577
1570 for (i = 0; i < NROFATTACKS; i++) 1578 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1579 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1580 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1581
1578 if (change->stats.dam) 1582 if (change->stats.dam)
1579 { 1583 {
1580 if (change->stats.dam < 0) 1584 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1585 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); 1622 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 } 1623 }
1620 1624
1621 op->value *= change->value; 1625 op->value *= change->value;
1622 1626
1623 if (change->material) 1627 if (change->materials)
1624 op->material = change->material; 1628 op->materials = change->materials;
1625 1629
1626 if (change->materialname) 1630 if (change->materialname)
1627 op->materialname = change->materialname; 1631 op->materialname = change->materialname;
1628 1632
1629 if (change->slaying) 1633 if (change->slaying)
1646 if (art->allowed == (linked_char *) NULL) 1650 if (art->allowed == (linked_char *) NULL)
1647 return 1; /* Ie, "all" */ 1651 return 1; /* Ie, "all" */
1648 for (tmp = art->allowed; tmp; tmp = tmp->next) 1652 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649 { 1653 {
1650#ifdef TREASURE_VERBOSE 1654#ifdef TREASURE_VERBOSE
1651 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1655 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1652#endif 1656#endif
1653 if (*tmp->name == '!') 1657 if (*tmp->name == '!')
1654 name = tmp->name + 1, neg = 1; 1658 name = tmp->name + 1, neg = 1;
1655 else 1659 else
1656 name = tmp->name, neg = 0; 1660 name = tmp->name, neg = 0;
1723 return; 1727 return;
1724 } 1728 }
1725 1729
1726 for (i = 0; i < ARTIFACT_TRIES; i++) 1730 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 { 1731 {
1728 int roll = RANDOM () % al->total_chance; 1732 int roll = rndm (al->total_chance);
1729 1733
1730 for (art = al->items; art != NULL; art = art->next) 1734 for (art = al->items; art; art = art->next)
1731 { 1735 {
1732 roll -= art->chance; 1736 roll -= art->chance;
1733 if (roll < 0) 1737 if (roll < 0)
1734 break; 1738 break;
1735 } 1739 }
1751 continue; 1755 continue;
1752 1756
1753 if (!legal_artifact_combination (op, art)) 1757 if (!legal_artifact_combination (op, art))
1754 { 1758 {
1755#ifdef TREASURE_VERBOSE 1759#ifdef TREASURE_VERBOSE
1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1760 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1757#endif 1761#endif
1758 continue; 1762 continue;
1759 } 1763 }
1764
1760 give_artifact_abilities (op, art->item); 1765 give_artifact_abilities (op, art->item);
1761 return; 1766 return;
1762 } 1767 }
1763} 1768}
1764 1769
1812/* special_potion() - so that old potion code is still done right. */ 1817/* special_potion() - so that old potion code is still done right. */
1813 1818
1814int 1819int
1815special_potion (object *op) 1820special_potion (object *op)
1816{ 1821{
1817
1818 int i;
1819
1820 if (op->attacktype) 1822 if (op->attacktype)
1821 return 1; 1823 return 1;
1822 1824
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1825 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; 1826 return 1;
1825 1827
1826 for (i = 0; i < NROFATTACKS; i++) 1828 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i]) 1829 if (op->resist[i])
1828 return 1; 1830 return 1;
1829 1831
1830 return 0; 1832 return 0;
1831} 1833}
1832 1834
1833void 1835void
1834free_treasurestruct (treasure *t) 1836free_treasurestruct (treasure *t)
1835{ 1837{
1836 if (t->next)
1837 free_treasurestruct (t->next); 1838 if (t->next) free_treasurestruct (t->next);
1838 if (t->next_yes)
1839 free_treasurestruct (t->next_yes); 1839 if (t->next_yes) free_treasurestruct (t->next_yes);
1840 if (t->next_no)
1841 free_treasurestruct (t->next_no); 1840 if (t->next_no) free_treasurestruct (t->next_no);
1842 1841
1843 delete t; 1842 delete t;
1844} 1843}
1845 1844
1846void 1845void
1851 1850
1852 delete lc; 1851 delete lc;
1853} 1852}
1854 1853
1855void 1854void
1856free_artifact (artifact * at) 1855free_artifact (artifact *at)
1857{ 1856{
1858 if (at->next)
1859 free_artifact (at->next); 1857 if (at->next) free_artifact (at->next);
1860
1861 if (at->allowed)
1862 free_charlinks (at->allowed); 1858 if (at->allowed) free_charlinks (at->allowed);
1863 1859
1864 at->item->free (1); 1860 at->item->destroy (1);
1865 1861
1866 delete at; 1862 sfree (at);
1867} 1863}
1868 1864
1869void 1865void
1870free_artifactlist (artifactlist * al) 1866free_artifactlist (artifactlist *al)
1871{ 1867{
1872 artifactlist *nextal; 1868 artifactlist *nextal;
1873 1869
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1870 for (al = first_artifactlist; al; al = nextal)
1875 { 1871 {
1876 nextal = al->next; 1872 nextal = al->next;
1877 1873
1878 if (al->items) 1874 if (al->items)
1879 free_artifact (al->items); 1875 free_artifact (al->items);
1880 1876
1881 free (al); 1877 sfree (al);
1882 } 1878 }
1883} 1879}
1884 1880
1885void 1881void
1886free_all_treasures (void) 1882free_all_treasures (void)
1887{ 1883{
1888 treasurelist *tl, *next; 1884 treasurelist *tl, *next;
1889 1885
1890
1891 for (tl = first_treasurelist; tl != NULL; tl = next) 1886 for (tl = first_treasurelist; tl; tl = next)
1892 { 1887 {
1888 clear (tl);
1889
1893 next = tl->next; 1890 next = tl->next;
1894 if (tl->items)
1895 free_treasurestruct (tl->items);
1896 delete tl; 1891 delete tl;
1897 } 1892 }
1893
1898 free_artifactlist (first_artifactlist); 1894 free_artifactlist (first_artifactlist);
1899} 1895}

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