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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.17 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.46 by root, Tue Apr 17 10:06:32 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.17 2006/09/12 18:15:34 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
75 */ 82 */
76
77static treasurelist * 83treasurelist *
78get_empty_treasurelist (void) 84treasurelist::find (const char *name)
79{ 85{
86 if (!name)
87 return 0;
88
89 auto (i, tl_map.find (name));
90
91 if (i == tl_map.end ())
92 return 0;
93
94 return i->second;
95}
96
97/*
98 * Searches for the given treasurelist in the globally linked list
99 * of treasurelists which has been built by load_treasures().
100 */
101treasurelist *
102treasurelist::get (const char *name)
103{
104 treasurelist *tl = find (name);
105
106 if (!tl)
107 {
80 return new treasurelist; 108 tl = new treasurelist;
81}
82 109
83/* 110 tl->name = name;
84 * Allocate and return the pointer to an empty treasure structure. 111 tl->next = first_treasurelist;
85 */ 112 first_treasurelist = tl;
86//TODO: make this a constructor
87static treasure *
88get_empty_treasure (void)
89{
90 treasure *t = new treasure;
91 113
92 t->chance = 100; 114 tl_map.insert (std::make_pair (tl->name, tl));
115 }
93 116
94 return t; 117 return tl;
118}
119
120//TODO: class method
121void
122clear (treasurelist *tl)
123{
124 if (tl->items)
125 {
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129
130 tl->total_chance = 0;
95} 131}
96 132
97/* 133/*
98 * Reads the lib/treasure file from disk, and parses the contents 134 * Reads the lib/treasure file from disk, and parses the contents
99 * into an internal treasure structure (very linked lists) 135 * into an internal treasure structure (very linked lists)
100 */ 136 */
101
102static treasure * 137static treasure *
103load_treasure (FILE * fp, int *line) 138load_treasure (object_thawer &f)
104{ 139{
105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
106 treasure *t = get_empty_treasure (); 140 treasure *t = new treasure;
107 int value; 141 int value;
108 142
109 nroftreasures++; 143 nroftreasures++;
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113 144
114 if (*buf == '#') 145 for (;;)
115 continue; 146 {
116 if ((cp = strchr (buf, '\n')) != NULL) 147 coroapi::cede_to_tick_every (10);
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121 148
122 if (sscanf (cp, "arch %s", variable)) 149 f.next ();
123 { 150
124 if ((t->item = find_archetype (variable)) == NULL) 151 switch (f.kw)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 152 {
127 else if (sscanf (cp, "list %s", variable)) 153 case KW_arch:
128 t->name = variable; 154 if (!(t->item = archetype::find (f.get_str ())))
129 else if (sscanf (cp, "change_name %s", variable)) 155 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
130 t->change_arch.name = variable; 156 break;
131 else if (sscanf (cp, "change_title %s", variable)) 157
132 t->change_arch.title = variable; 158 case KW_list: f.get (t->name); break;
133 else if (sscanf (cp, "change_slaying %s", variable)) 159 case KW_change_name: f.get (t->change_arch.name); break;
134 t->change_arch.slaying = variable; 160 case KW_change_title: f.get (t->change_arch.title); break;
135 else if (sscanf (cp, "chance %d", &value)) 161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
136 t->chance = (uint8) value; 162 case KW_chance: f.get (t->chance); break;
137 else if (sscanf (cp, "nrof %d", &value)) 163 case KW_nrof: f.get (t->nrof); break;
138 t->nrof = (uint16) value; 164 case KW_magic: f.get (t->magic); break;
139 else if (sscanf (cp, "magic %d", &value)) 165
140 t->magic = (uint8) value; 166 case KW_yes: t->next_yes = load_treasure (f); break;
141 else if (!strcmp (cp, "yes")) 167 case KW_no: t->next_no = load_treasure (f); break;
142 t->next_yes = load_treasure (fp, line); 168
143 else if (!strcmp (cp, "no")) 169 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; 170 return t;
171
172 case KW_more:
173 t->next = load_treasure (f);
174 return t;
175
176 default:
177 if (!f.parse_error ("treasure list"))
178 return t; // error
179
180 return t;
151 } 181 }
152 else
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
154 } 182 }
155 LOG (llevError, "treasure lacks 'end'.\n");
156 return t;
157} 183}
158 184
159#ifdef TREASURE_DEBUG 185#ifdef TREASURE_DEBUG
160
161/* recursived checks the linked list. Treasurelist is passed only 186/* recursived checks the linked list. Treasurelist is passed only
162 * so that the treasure name can be printed out 187 * so that the treasure name can be printed out
163 */ 188 */
164static void 189static void
165check_treasurelist (const treasure *t, const treasurelist * tl) 190check_treasurelist (const treasure *t, const treasurelist * tl)
166{ 191{
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)) 192 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); 193 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 */ 194
172 if (t->name && *t->name)
173 (void) find_treasurelist (t->name);
174 if (t->next) 195 if (t->next)
175 check_treasurelist (t->next, tl); 196 check_treasurelist (t->next, tl);
197
176 if (t->next_yes) 198 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl); 199 check_treasurelist (t->next_yes, tl);
200
178 if (t->next_no) 201 if (t->next_no)
179 check_treasurelist (t->next_no, tl); 202 check_treasurelist (t->next_no, tl);
180} 203}
181#endif 204#endif
182 205
183/* 206/*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure(). 208 * Each treasure is parsed with the help of load_treasure().
186 */ 209 */
187 210bool
188void 211load_treasure_file (const char *filename)
189load_treasures (void)
190{ 212{
191 FILE *fp;
192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193 treasurelist *previous = NULL;
194 treasure *t; 213 treasure *t;
195 int comp, line = 0; 214 int comp, line = 0;
196 215
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 216 object_thawer f (filename);
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 217
218 if (!f)
199 { 219 {
200 LOG (llevError, "Can't open treasure file.\n"); 220 LOG (llevError, "Can't open treasure file.\n");
201 return; 221 return false;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 { 222 }
205 line++;
206 if (*buf == '#')
207 continue;
208 223
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 224 f.next ();
210 {
211 treasurelist *tl = get_empty_treasurelist ();
212 225
213 tl->name = name; 226 for (;;)
214 if (previous == NULL) 227 {
215 first_treasurelist = tl; 228 switch (f.kw)
216 else 229 {
217 previous->next = tl; 230 case KW_treasure:
218 previous = tl; 231 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 { 232 {
227 for (t = tl->items; t != NULL; t = t->next) 233 bool one = f.kw == KW_treasureone;
234 treasurelist *tl = treasurelist::get (f.get_str ());
235
236 clear (tl);
237 tl->items = load_treasure (f);
238
239 if (!tl->items)
240 return false;
241
242 /* This is a one of the many items on the list should be generated.
243 * Add up the chance total, and check to make sure the yes & no
244 * fields of the treasures are not being used.
245 */
246 if (one)
228 { 247 {
248 for (t = tl->items; t; t = t->next)
249 {
229#ifdef TREASURE_DEBUG 250#ifdef TREASURE_DEBUG
230 if (t->next_yes || t->next_no) 251 if (t->next_yes || t->next_no)
231 { 252 {
232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 253 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"); 254 LOG (llevError, " the next_yes or next_no field is set\n");
255 }
256#endif
257 tl->total_chance += t->chance;
234 } 258 }
235#endif
236 tl->total_chance += t->chance;
237 } 259 }
238 } 260 }
239 } 261 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);
244 262
263 case KW_EOF:
245#ifdef TREASURE_DEBUG 264#ifdef TREASURE_DEBUG
246 /* Perform some checks on how valid the treasure data actually is. 265 /* Perform some checks on how valid the treasure data actually is.
247 * verify that list transitions work (ie, the list that it is supposed 266 * verify that list transitions work (ie, the list that it is supposed
248 * to transition to exists). Also, verify that at least the name 267 * to transition to exists). Also, verify that at least the name
249 * or archetype is set for each treasure element. 268 * or archetype is set for each treasure element.
250 */ 269 */
251 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 270 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
252 check_treasurelist (previous->items, previous); 271 check_treasurelist (tl->items, tl);
253#endif 272#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 shstr_cmp name_ (name);
265
266 if (!name_)
267 return 0;
268
269 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (name_ == tl->name)
271 return tl; 273 return true;
272 274
273 if (first_treasurelist) 275 default:
274 LOG (llevError, "Couldn't find treasurelist %s\n", name); 276 if (!f.parse_error ("treasure lists"))
277 return false;
275 278
276 return 0; 279 break;
277} 280 }
278 281
282 f.next ();
283 }
284}
279 285
280/* 286/*
281 * Generates the objects specified by the given treasure. 287 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list. 288 * It goes recursively through the rest of the linked list.
283 * If there is a certain percental chance for a treasure to be generated, 289 * If there is a certain percental chance for a treasure to be generated,
286 * being generated. 292 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 293 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 294 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 295 * start with equipment, but only their abilities).
290 */ 296 */
291
292
293static void 297static void
294put_treasure (object *op, object *creator, int flags) 298put_treasure (object *op, object *creator, int flags)
295{ 299{
296 object *tmp; 300 object *tmp;
297 301
300 * this is the original object, or if this is an object that should be created 304 * this is the original object, or if this is an object that should be created
301 * by another object. 305 * by another object.
302 */ 306 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 307 if (flags & GT_ENVIRONMENT && op->type != SPELL)
304 { 308 {
305 op->x = creator->x;
306 op->y = creator->y;
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 309 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 310 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
309 } 311 }
310 else 312 else
311 { 313 {
312 op = insert_ob_in_ob (op, creator); 314 op = creator->insert (op);
315
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 316 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 317 monster_check_apply (creator, op);
318
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 319 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
316 esrv_send_item (tmp, op); 320 esrv_send_item (tmp, op);
317 } 321 }
318} 322}
319 323
320/* if there are change_xxx commands in the treasure, we include the changes 324/* if there are change_xxx commands in the treasure, we include the changes
335 339
336 if (t->change_arch.slaying) 340 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying; 341 op->slaying = t->change_arch.slaying;
338} 342}
339 343
340void 344static void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 346{
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 348 {
347 if (t->name) 349 if (t->name)
348 { 350 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 351 if (difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
351 } 353 }
352 else 354 else
353 { 355 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 357 {
356 tmp = arch_to_object (t->item); 358 object *tmp = arch_to_object (t->item);
359
357 if (t->nrof && tmp->nrof <= 1) 360 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 361 tmp->nrof = rndm (t->nrof) + 1;
362
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 363 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 364 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 365 put_treasure (tmp, op, flag);
362 } 366 }
363 } 367 }
364 368
365 if (t->next_yes != NULL) 369 if (t->next_yes)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 370 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 371 }
368 else if (t->next_no != NULL) 372 else if (t->next_no)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 373 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 374
371 if (t->next != NULL) 375 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 376 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 377}
374 378
375void 379static void
376create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 380create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 381{
378 int value = RANDOM () % tl->total_chance; 382 int value = rndm (tl->total_chance);
379 treasure *t; 383 treasure *t;
380 384
381 if (tries++ > 100) 385 if (tries++ > 100)
382 { 386 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 388 return;
385 } 389 }
386 390
387 for (t = tl->items; t != NULL; t = t->next) 391 for (t = tl->items; t; t = t->next)
388 { 392 {
389 value -= t->chance; 393 value -= t->chance;
390 394
391 if (value < 0) 395 if (value < 0)
392 break; 396 break;
393 } 397 }
394 398
395 if (!t || value >= 0) 399 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 400 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
398 abort ();
399 return;
400 }
401 401
402 if (t->name) 402 if (t->name)
403 { 403 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 404 if (difficulty >= t->magic)
405 {
406 treasurelist *tl = treasurelist::find (t->name);
407 if (tl)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 408 create_treasure (tl, op, flag, difficulty, tries);
409 }
409 else if (t->nrof) 410 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 412 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 413 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 414 {
417 object *tmp = arch_to_object (t->item); 415 if (object *tmp = arch_to_object (t->item))
418 416 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 417 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 418 tmp->nrof = rndm (t->nrof) + 1;
424 419
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 420 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 421 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 422 put_treasure (tmp, op, flag);
423 }
428 } 424 }
429} 425}
430 426
431/* This calls the appropriate treasure creation function. tries is passed 427/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 428 * to determine how many list transitions or attempts to create treasure
434 * list transitions, or so that excessively good treasure will not be 430 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 431 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 432 * to do that.
437 */ 433 */
438void 434void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 436{
437 // empty treasurelists are legal
438 if (!tl->items)
439 return;
441 440
442 if (tries++ > 100) 441 if (tries++ > 100)
443 { 442 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 443 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 444 return;
446 } 445 }
446
447 if (t->total_chance) 447 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 448 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 449 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 450 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 451}
452 452
453/* This is similar to the old generate treasure function. However, 453/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 454 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 455 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 456 * inserted into, and then return that treausre
457 */ 457 */
458object * 458object *
459generate_treasure (treasurelist * t, int difficulty) 459generate_treasure (treasurelist *tl, int difficulty)
460{ 460{
461 difficulty = clamp (difficulty, 1, settings.max_level);
462
461 object *ob = get_object (), *tmp; 463 object *ob = object::create (), *tmp;
462 464
463 create_treasure (t, ob, 0, difficulty, 0); 465 create_treasure (tl, ob, 0, difficulty, 0);
464 466
465 /* Don't want to free the object we are about to return */ 467 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 468 tmp = ob->inv;
467 if (tmp != NULL) 469 if (tmp != NULL)
468 remove_ob (tmp); 470 tmp->remove ();
471
469 if (ob->inv) 472 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 473 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 474
473 free_object (ob); 475 ob->destroy ();
474 return tmp; 476 return tmp;
475} 477}
476 478
477/* 479/*
478 * This is a new way of calculating the chance for an item to have 480 * This is a new way of calculating the chance for an item to have
481 * magical bonus "wanted". 483 * magical bonus "wanted".
482 */ 484 */
483 485
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485 487
486/*chance of magic difficulty*/ 488// chance of magic difficulty
487
488/* +0 +1 +2 +3 +4 */ 489// +0 +1 +2 +3 +4
489 {95, 2, 2, 1, 0}, /*1 */ 490 {95, 2, 2, 1, 0}, // 1
490 {92, 5, 2, 1, 0}, /*2 */ 491 {92, 5, 2, 1, 0}, // 2
491 {85, 10, 4, 1, 0}, /*3 */ 492 {85, 10, 4, 1, 0}, // 3
492 {80, 14, 4, 2, 0}, /*4 */ 493 {80, 14, 4, 2, 0}, // 4
493 {75, 17, 5, 2, 1}, /*5 */ 494 {75, 17, 5, 2, 1}, // 5
494 {70, 18, 8, 3, 1}, /*6 */ 495 {70, 18, 8, 3, 1}, // 6
495 {65, 21, 10, 3, 1}, /*7 */ 496 {65, 21, 10, 3, 1}, // 7
496 {60, 22, 12, 4, 2}, /*8 */ 497 {60, 22, 12, 4, 2}, // 8
497 {55, 25, 14, 4, 2}, /*9 */ 498 {55, 25, 14, 4, 2}, // 9
498 {50, 27, 16, 5, 2}, /*10 */ 499 {50, 27, 16, 5, 2}, // 10
499 {45, 28, 18, 6, 3}, /*11 */ 500 {45, 28, 18, 6, 3}, // 11
500 {42, 28, 20, 7, 3}, /*12 */ 501 {42, 28, 20, 7, 3}, // 12
501 {40, 27, 21, 8, 4}, /*13 */ 502 {40, 27, 21, 8, 4}, // 13
502 {38, 25, 22, 10, 5}, /*14 */ 503 {38, 25, 22, 10, 5}, // 14
503 {36, 23, 23, 12, 6}, /*15 */ 504 {36, 23, 23, 12, 6}, // 15
504 {33, 21, 24, 14, 8}, /*16 */ 505 {33, 21, 24, 14, 8}, // 16
505 {31, 19, 25, 16, 9}, /*17 */ 506 {31, 19, 25, 16, 9}, // 17
506 {27, 15, 30, 18, 10}, /*18 */ 507 {27, 15, 30, 18, 10}, // 18
507 {20, 12, 30, 25, 13}, /*19 */ 508 {20, 12, 30, 25, 13}, // 19
508 {15, 10, 28, 30, 17}, /*20 */ 509 {15, 10, 28, 30, 17}, // 20
509 {13, 9, 27, 28, 23}, /*21 */ 510 {13, 9, 27, 28, 23}, // 21
510 {10, 8, 25, 28, 29}, /*22 */ 511 {10, 8, 25, 28, 29}, // 22
511 {8, 7, 23, 26, 36}, /*23 */ 512 { 8, 7, 23, 26, 36}, // 23
512 {6, 6, 20, 22, 46}, /*24 */ 513 { 6, 6, 20, 22, 46}, // 24
513 {4, 5, 17, 18, 56}, /*25 */ 514 { 4, 5, 17, 18, 56}, // 25
514 {2, 4, 12, 14, 68}, /*26 */ 515 { 2, 4, 12, 14, 68}, // 26
515 {0, 3, 7, 10, 80}, /*27 */ 516 { 0, 3, 7, 10, 80}, // 27
516 {0, 0, 3, 7, 90}, /*28 */ 517 { 0, 0, 3, 7, 90}, // 28
517 {0, 0, 0, 3, 97}, /*29 */ 518 { 0, 0, 0, 3, 97}, // 29
518 {0, 0, 0, 0, 100}, /*30 */ 519 { 0, 0, 0, 0, 100}, // 30
519 {0, 0, 0, 0, 100}, /*31 */ 520 { 0, 0, 0, 0, 100}, // 31
520}; 521};
521 522
522 523
523/* calculate the appropriate level for wands staves and scrolls. 524/* calculate the appropriate level for wands staves and scrolls.
524 * This code presumes that op has had its spell object created (in op->inv) 525 * This code presumes that op has had its spell object created (in op->inv)
557 * elmex Thu Aug 10 18:45:44 CEST 2006: 558 * elmex Thu Aug 10 18:45:44 CEST 2006:
558 * Scaling difficulty by max_level, as difficulty is a level and not some 559 * Scaling difficulty by max_level, as difficulty is a level and not some
559 * weird integer between 1-31. 560 * weird integer between 1-31.
560 * 561 *
561 */ 562 */
562
563int 563int
564magic_from_difficulty (int difficulty) 564magic_from_difficulty (int difficulty)
565{ 565{
566 int percent = 0, magic = 0; 566 int percent = 0, magic = 0;
567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
572 scaled_diff = 0; 572 scaled_diff = 0;
573 573
574 if (scaled_diff >= DIFFLEVELS) 574 if (scaled_diff >= DIFFLEVELS)
575 scaled_diff = DIFFLEVELS - 1; 575 scaled_diff = DIFFLEVELS - 1;
576 576
577 percent = RANDOM () % 100; 577 percent = rndm (100);
578 578
579 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 579 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
580 { 580 {
581 percent -= difftomagic_list[scaled_diff][magic]; 581 percent -= difftomagic_list[scaled_diff][magic];
582 582
588 { 588 {
589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
590 magic = 0; 590 magic = 0;
591 } 591 }
592 592
593 magic = (RANDOM () % 3) ? magic : -magic; 593 magic = (rndm (3)) ? magic : -magic;
594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
595 595
596 return magic; 596 return magic;
597} 597}
598 598
613 if (op->arch) 613 if (op->arch)
614 { 614 {
615 if (op->type == ARMOUR) 615 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
617 617
618 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 619 magic = (-magic);
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
621 } 621 }
622 else 622 else
623 { 623 {
624 if (op->type == ARMOUR) 624 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 626 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
627 magic = (-magic); 627 magic = (-magic);
628 op->weight = (op->weight * (100 - magic * 10)) / 100; 628 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 } 629 }
630} 630}
631 631
655 * 1) Since rings can have multiple bonuses, if the same bonus 655 * 1) Since rings can have multiple bonuses, if the same bonus
656 * is rolled again, increase it - the bonuses now stack with 656 * is rolled again, increase it - the bonuses now stack with
657 * other bonuses previously rolled and ones the item might natively have. 657 * other bonuses previously rolled and ones the item might natively have.
658 * 2) Add code to deal with new PR method. 658 * 2) Add code to deal with new PR method.
659 */ 659 */
660
661void 660void
662set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
663{ 662{
664 663
665 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
666 665
667 if (op->type == AMULET) 666 if (op->type == AMULET)
668 { 667 {
669 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
670 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
671 else 670 else
672 { 671 {
673 if (RANDOM () & 2) 672 if (rndm (2))
674 r = 10; 673 r = 10;
675 else 674 else
676 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
677 } 676 }
678 } 677 }
679 678
680 switch (r) 679 switch (r)
681 { 680 {
718 case 16: 717 case 16:
719 case 17: 718 case 17:
720 case 18: 719 case 18:
721 case 19: 720 case 19:
722 { 721 {
723 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
724 723
725 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
726 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
727 726
728 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
729 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
730 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
731 * even values. 730 * even values.
732 */ 731 */
733 if (bonus < 0) 732 if (bonus < 0)
734 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
735 if (val > 35) 734 if (val > 35)
736 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
737 b = 0; 736 b = 0;
737
738 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 {
740 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
741 } 740
742 if (b == 4) 741 if (b == 4)
743 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
744 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
745 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
746 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
747 */ 747 */
748 break; 748 break;
776 case 22: 776 case 22:
777 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
778 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
779 break; 779 break;
780 } 780 }
781
781 if (bonus > 0) 782 if (bonus > 0)
782 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
783 else 784 else
784 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
785} 786}
790 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets. 793 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
794 */ 795 */
795
796int 796int
797get_magic (int diff) 797get_magic (int diff)
798{ 798{
799 int i; 799 int i;
800 800
801 if (diff < 3) 801 if (diff < 3)
802 diff = 3; 802 diff = 3;
803
803 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff) 805 if (rndm (diff))
805 return i; 806 return i;
807
806 return 4; 808 return 4;
807} 809}
808 810
809#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
810#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 813
812/* 814/*
813 * fix_generated_item(): This is called after an item is generated, in 815 * fix_generated_item(): This is called after an item is generated, in
814 * order to set it up right. This produced magical bonuses, puts spells 816 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 831 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material 833 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc 834 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 835 */
834
835void 836void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 838{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 840
846 847
847 if (op->randomitems && op->type != SPELL) 848 if (op->randomitems && op->type != SPELL)
848 { 849 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 850 create_treasure (op->randomitems, op, flags, difficulty, 0);
850 if (!op->inv) 851 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
852 853
853 /* So the treasure doesn't get created again */ 854 /* So the treasure doesn't get created again */
854 op->randomitems = NULL; 855 op->randomitems = 0;
855 } 856 }
856 857
857 if (difficulty < 1) 858 if (difficulty < 1)
858 difficulty = 1; 859 difficulty = 1;
860
861 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags)))
865 return;
859 866
860 if (!(flags & GT_MINIMAL)) 867 if (!(flags & GT_MINIMAL))
861 { 868 {
862 if (op->arch == crown_arch) 869 if (op->arch == crown_arch)
863 { 870 {
870 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
872 879
873 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
874 881
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
876 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
878 } 887 }
879 888
880 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
938 case WEAPON: 947 case WEAPON:
939 case ARMOUR: 948 case ARMOUR:
940 case SHIELD: 949 case SHIELD:
941 case HELMET: 950 case HELMET:
942 case CLOAK: 951 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
945 break; 954 break;
946 955
947 case BRACERS: 956 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
949 { 958 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3; 961 op->value *= 3;
953 } 962 }
979 */ 988 */
980 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
981 { 990 {
982 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 994 }
986 else 995 else
987 { 996 {
988 op->name = "potion"; 997 op->name = "potion";
989 op->name_pl = "potions"; 998 op->name_pl = "potions";
990 } 999 }
991 1000
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 1002 SET_FLAG (op, FLAG_CURSED);
994 break; 1003 break;
995 } 1004 }
996 1005
997 case AMULET: 1006 case AMULET:
999 op->value *= 5; /* Since it's not just decoration */ 1008 op->value *= 5; /* Since it's not just decoration */
1000 1009
1001 case RING: 1010 case RING:
1002 if (op->arch == NULL) 1011 if (op->arch == NULL)
1003 { 1012 {
1004 remove_ob (op); 1013 op->destroy ();
1005 free_object (op);
1006 op = NULL; 1014 op = 0;
1007 break; 1015 break;
1008 } 1016 }
1009 1017
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011 break; 1019 break;
1012 1020
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1014 SET_FLAG (op, FLAG_CURSED); 1022 SET_FLAG (op, FLAG_CURSED);
1015 1023
1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1017 1025
1018 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1019 break; 1027 break;
1020 1028
1021 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1022 { 1030 {
1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1024 1032
1025 if (d > 0) 1033 if (d > 0)
1026 op->value *= 3; 1034 op->value *= 3;
1027 1035
1028 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1029 1037
1030 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1031 { 1039 {
1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 1041
1034 if (d > 0) 1042 if (d > 0)
1035 op->value *= 5; 1043 op->value *= 5;
1036 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1037 } 1045 }
1038 } 1046 }
1039 1047
1040 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1042 1050
1043 break; 1051 break;
1044 1052
1045 case BOOK: 1053 case BOOK:
1046 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1047 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1048 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1049 */ 1057 */
1050 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1051 { 1059 {
1052 /* set the book level properly */ 1060 /* set the book level properly */
1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1054 { 1062 {
1055 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1057 else 1065 else
1058 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1059 } 1067 }
1060 else 1068 else
1061 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1062 1070
1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1064 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1065 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1066 /* creator related stuff */ 1074 /* creator related stuff */
1165 */ 1173 */
1166 1174
1167/* 1175/*
1168 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1169 */ 1177 */
1170
1171static artifactlist * 1178static artifactlist *
1172get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1173{ 1180{
1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 return salloc0 <artifactlist> ();
1175
1176 if (tl == NULL)
1177 fatal (OUT_OF_MEMORY);
1178 tl->next = NULL;
1179 tl->items = NULL;
1180 tl->total_chance = 0;
1181 return tl;
1182} 1182}
1183 1183
1184/* 1184/*
1185 * Allocate and return the pointer to an empty artifact structure. 1185 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1186 */
1187
1188static artifact * 1187static artifact *
1189get_empty_artifact (void) 1188get_empty_artifact (void)
1190{ 1189{
1191 artifact *t = (artifact *) malloc (sizeof (artifact)); 1190 return salloc0 <artifact> ();
1192
1193 if (t == NULL)
1194 fatal (OUT_OF_MEMORY);
1195 t->item = NULL;
1196 t->next = NULL;
1197 t->chance = 0;
1198 t->difficulty = 0;
1199 t->allowed = NULL;
1200 return t;
1201} 1191}
1202 1192
1203/* 1193/*
1204 * Searches the artifact lists and returns one that has the same type 1194 * Searches the artifact lists and returns one that has the same type
1205 * of objects on it. 1195 * of objects on it.
1206 */ 1196 */
1207
1208artifactlist * 1197artifactlist *
1209find_artifactlist (int type) 1198find_artifactlist (int type)
1210{ 1199{
1211 artifactlist *al;
1212
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1200 for (artifactlist *al = first_artifactlist; al; al = al->next)
1214 if (al->type == type) 1201 if (al->type == type)
1215 return al; 1202 return al;
1203
1216 return NULL; 1204 return 0;
1217} 1205}
1218 1206
1219/* 1207/*
1220 * For debugging purposes. Dumps all tables. 1208 * For debugging purposes. Dumps all tables.
1221 */ 1209 */
1222
1223void 1210void
1224dump_artifacts (void) 1211dump_artifacts (void)
1225{ 1212{
1226 artifactlist *al; 1213 artifactlist *al;
1227 artifact *art; 1214 artifact *art;
1234 for (art = al->items; art != NULL; art = art->next) 1221 for (art = al->items; art != NULL; art = art->next)
1235 { 1222 {
1236 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1237 if (art->allowed != NULL) 1224 if (art->allowed != NULL)
1238 { 1225 {
1239 fprintf (logfile, "\tAllowed combinations:"); 1226 fprintf (logfile, "\tallowed combinations:");
1240 for (next = art->allowed; next != NULL; next = next->next) 1227 for (next = art->allowed; next != NULL; next = next->next)
1241 fprintf (logfile, "%s,", &next->name); 1228 fprintf (logfile, "%s,", &next->name);
1242 fprintf (logfile, "\n"); 1229 fprintf (logfile, "\n");
1243 } 1230 }
1244 } 1231 }
1255 treasurelist *tl; 1242 treasurelist *tl;
1256 int i; 1243 int i;
1257 1244
1258 if (depth > 100) 1245 if (depth > 100)
1259 return; 1246 return;
1260 while (t != NULL) 1247
1248 while (t)
1261 { 1249 {
1262 if (t->name != NULL) 1250 if (t->name)
1263 { 1251 {
1264 for (i = 0; i < depth; i++) 1252 for (i = 0; i < depth; i++)
1265 fprintf (logfile, " "); 1253 fprintf (logfile, " ");
1254
1266 fprintf (logfile, "{ (list: %s)\n", &t->name); 1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1267 tl = find_treasurelist (t->name); 1257 tl = treasurelist::find (t->name);
1258 if (tl)
1268 dump_monster_treasure_rec (name, tl->items, depth + 2); 1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1269 for (i = 0; i < depth; i++) 1261 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1262 fprintf (logfile, " ");
1263
1271 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272 } 1265 }
1273 else 1266 else
1274 { 1267 {
1275 for (i = 0; i < depth; i++) 1268 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1269 fprintf (logfile, " ");
1270
1277 if (t->item->clone.type == FLESH) 1271 if (t->item && t->item->clone.type == FLESH)
1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1279 else 1273 else
1280 fprintf (logfile, "%s\n", &t->item->clone.name); 1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1281 } 1275 }
1276
1282 if (t->next_yes != NULL) 1277 if (t->next_yes)
1283 { 1278 {
1284 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1285 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1281
1286 fprintf (logfile, " (if yes)\n"); 1282 fprintf (logfile, " (if yes)\n");
1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288 } 1284 }
1285
1289 if (t->next_no != NULL) 1286 if (t->next_no)
1290 { 1287 {
1291 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1290
1293 fprintf (logfile, " (if no)\n"); 1291 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 } 1293 }
1294
1296 t = t->next; 1295 t = t->next;
1297 } 1296 }
1298} 1297}
1299 1298
1300/* 1299/*
1301 * For debugging purposes. Dumps all treasures for a given monster. 1300 * For debugging purposes. Dumps all treasures for a given monster.
1302 * Created originally by Raphael Quinet for debugging the alchemy code. 1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1303 */ 1302 */
1304
1305void 1303void
1306dump_monster_treasure (const char *name) 1304dump_monster_treasure (const char *name)
1307{ 1305{
1308 archetype *at; 1306 archetype *at;
1309 int found; 1307 int found;
1310 1308
1311 found = 0; 1309 found = 0;
1312 fprintf (logfile, "\n"); 1310 fprintf (logfile, "\n");
1311
1313 for (at = first_archetype; at != NULL; at = at->next) 1312 for (at = first_archetype; at != NULL; at = at->next)
1314 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1315 { 1314 {
1316 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1317 if (at->clone.randomitems != NULL) 1316 if (at->clone.randomitems != NULL)
1318 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1319 else 1318 else
1320 fprintf (logfile, "(nothing)\n"); 1319 fprintf (logfile, "(nothing)\n");
1320
1321 fprintf (logfile, "\n"); 1321 fprintf (logfile, "\n");
1322 found++; 1322 found++;
1323 } 1323 }
1324
1324 if (found == 0) 1325 if (found == 0)
1325 fprintf (logfile, "No objects have the name %s!\n\n", name); 1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1326} 1327}
1327 1328
1328/* 1329/*
1329 * Builds up the lists of artifacts from the file in the libdir. 1330 * Builds up the lists of artifacts from the file in the libdir.
1330 */ 1331 */
1331
1332void 1332void
1333init_artifacts (void) 1333init_artifacts (void)
1334{ 1334{
1335 static int has_been_inited = 0; 1335 static int has_been_inited = 0;
1336 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1336 char filename[MAX_BUF];
1337 artifact *art = NULL; 1337 artifact *art = NULL;
1338 linked_char *tmp;
1339 int value;
1340 artifactlist *al; 1338 artifactlist *al;
1341 1339
1342 if (has_been_inited) 1340 if (has_been_inited)
1343 return; 1341 return;
1344 else 1342 else
1345 has_been_inited = 1; 1343 has_been_inited = 1;
1346 1344
1347 sprintf (filename, "%s/artifacts", settings.datadir); 1345 sprintf (filename, "%s/artifacts", settings.datadir);
1348 object_thawer thawer (filename); 1346 object_thawer f (filename);
1349 1347
1350 if (!thawer) 1348 if (!f)
1351 return; 1349 return;
1352 1350
1353 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1351 f.next ();
1354 {
1355 if (*buf == '#')
1356 continue;
1357 if ((cp = strchr (buf, '\n')) != NULL)
1358 *cp = '\0';
1359 cp = buf;
1360 while (*cp == ' ') /* Skip blanks */
1361 cp++;
1362 if (*cp == '\0')
1363 continue;
1364 1352
1365 if (!strncmp (cp, "Allowed", 7)) 1353 for (;;)
1354 {
1355 switch (f.kw)
1366 { 1356 {
1357 case KW_allowed:
1367 if (art == NULL) 1358 if (!art)
1359 {
1360 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363
1368 { 1364 {
1369 art = get_empty_artifact (); 1365 if (!strcmp (f.get_str (), "all"))
1370 nrofartifacts++; 1366 break;
1367
1368 char *next, *cp = f.get_str ();
1369
1370 do
1371 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ',')))
1375 *next++ = '\0';
1376
1377 linked_char *tmp = new linked_char;
1378
1379 tmp->name = cp;
1380 tmp->next = art->allowed;
1381 art->allowed = tmp;
1382 }
1383 while ((cp = next));
1371 } 1384 }
1372 cp = strchr (cp, ' ') + 1; 1385 break;
1373 if (!strcmp (cp, "all")) 1386
1387 case KW_chance:
1388 f.get (art->chance);
1389 break;
1390
1391 case KW_difficulty:
1392 f.get (art->difficulty);
1393 break;
1394
1395 case KW_object:
1396 {
1397 art->item = object::create ();
1398
1399 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401
1402 al = find_artifactlist (art->item->type);
1403
1404 if (!al)
1405 {
1406 al = get_empty_artifactlist ();
1407 al->type = art->item->type;
1408 al->next = first_artifactlist;
1409 first_artifactlist = al;
1410 }
1411
1412 art->next = al->items;
1413 al->items = art;
1414 art = 0;
1415 }
1374 continue; 1416 continue;
1375 1417
1376 do 1418 case KW_EOF:
1419 goto done;
1420
1421 default:
1422 if (!f.parse_error ("artifacts file"))
1423 cleanup ("artifacts file required");
1377 { 1424 break;
1378 nrofallowedstr++;
1379 if ((next = strchr (cp, ',')) != NULL)
1380 *(next++) = '\0';
1381 tmp = new linked_char;
1382
1383 tmp->name = cp;
1384 tmp->next = art->allowed;
1385 art->allowed = tmp;
1386 }
1387 while ((cp = next) != NULL);
1388 }
1389 else if (sscanf (cp, "chance %d", &value))
1390 art->chance = (uint16) value;
1391 else if (sscanf (cp, "difficulty %d", &value))
1392 art->difficulty = (uint8) value;
1393 else if (!strncmp (cp, "Object", 6))
1394 { 1425 }
1395 art->item = get_object ();
1396 1426
1397 if (!load_object (thawer, art->item, 0)) 1427 f.next ();
1398 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399
1400 art->item->name = strchr (cp, ' ') + 1;
1401 al = find_artifactlist (art->item->type);
1402 if (al == NULL)
1403 {
1404 al = get_empty_artifactlist ();
1405 al->type = art->item->type;
1406 al->next = first_artifactlist;
1407 first_artifactlist = al;
1408 }
1409 art->next = al->items;
1410 al->items = art;
1411 art = NULL;
1412 }
1413 else
1414 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1415 } 1428 }
1416 1429
1430done:
1417 for (al = first_artifactlist; al != NULL; al = al->next) 1431 for (al = first_artifactlist; al; al = al->next)
1418 { 1432 {
1419 for (art = al->items; art != NULL; art = art->next) 1433 for (art = al->items; art; art = art->next)
1420 { 1434 {
1421 if (!art->chance) 1435 if (!art->chance)
1422 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1423 else 1437 else
1424 al->total_chance += art->chance; 1438 al->total_chance += art->chance;
1443 int i, tmp; 1457 int i, tmp;
1444 1458
1445 if (change->face != blank_face) 1459 if (change->face != blank_face)
1446 { 1460 {
1447#ifdef TREASURE_VERBOSE 1461#ifdef TREASURE_VERBOSE
1448 LOG (llevDebug, "FACE: %d\n", change->face->number); 1462 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1449#endif 1463#endif
1450 op->face = change->face; 1464 op->face = change->face;
1451 } 1465 }
1452 1466
1453 for (i = 0; i < NUM_STATS; i++) 1467 for (i = 0; i < NUM_STATS; i++)
1489 CLEAR_FLAG (op, FLAG_ANIMATE); 1503 CLEAR_FLAG (op, FLAG_ANIMATE);
1490 /* so artifacts will join */ 1504 /* so artifacts will join */
1491 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1505 if (!QUERY_FLAG (op, FLAG_ALIVE))
1492 op->speed = 0.0; 1506 op->speed = 0.0;
1493 1507
1494 update_ob_speed (op); 1508 op->set_speed (op->speed);
1495 } 1509 }
1496 1510
1497 if (change->nrof) 1511 if (change->nrof)
1498 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1512 op->nrof = rndm (change->nrof) + 1;
1499 1513
1500 op->stats.exp += change->stats.exp; /* Speed modifier */ 1514 op->stats.exp += change->stats.exp; /* Speed modifier */
1501 op->stats.wc += change->stats.wc; 1515 op->stats.wc += change->stats.wc;
1502 op->stats.ac += change->stats.ac; 1516 op->stats.ac += change->stats.ac;
1503 1517
1511 { 1525 {
1512 object *tmp_obj; 1526 object *tmp_obj;
1513 1527
1514 /* Remove any spells this object currently has in it */ 1528 /* Remove any spells this object currently has in it */
1515 while (op->inv) 1529 while (op->inv)
1516 { 1530 op->inv->destroy ();
1517 tmp_obj = op->inv;
1518 remove_ob (tmp_obj);
1519 free_object (tmp_obj);
1520 }
1521 1531
1522 tmp_obj = arch_to_object (change->other_arch); 1532 tmp_obj = arch_to_object (change->other_arch);
1523 insert_ob_in_ob (tmp_obj, op); 1533 insert_ob_in_ob (tmp_obj, op);
1524 } 1534 }
1525 /* No harm setting this for potions/horns */ 1535 /* No harm setting this for potions/horns */
1562 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1572 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1563 1573
1564 op->item_power = change->item_power; 1574 op->item_power = change->item_power;
1565 1575
1566 for (i = 0; i < NROFATTACKS; i++) 1576 for (i = 0; i < NROFATTACKS; i++)
1567 {
1568 if (change->resist[i]) 1577 if (change->resist[i])
1569 {
1570 op->resist[i] += change->resist[i]; 1578 op->resist[i] += change->resist[i];
1571 }
1572 }
1573 1579
1574 if (change->stats.dam) 1580 if (change->stats.dam)
1575 { 1581 {
1576 if (change->stats.dam < 0) 1582 if (change->stats.dam < 0)
1577 op->stats.dam = (-change->stats.dam); 1583 op->stats.dam = (-change->stats.dam);
1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1620 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1615 } 1621 }
1616 1622
1617 op->value *= change->value; 1623 op->value *= change->value;
1618 1624
1619 if (change->material) 1625 if (change->materials)
1620 op->material = change->material; 1626 op->materials = change->materials;
1621 1627
1622 if (change->materialname) 1628 if (change->materialname)
1623 op->materialname = change->materialname; 1629 op->materialname = change->materialname;
1624 1630
1625 if (change->slaying) 1631 if (change->slaying)
1642 if (art->allowed == (linked_char *) NULL) 1648 if (art->allowed == (linked_char *) NULL)
1643 return 1; /* Ie, "all" */ 1649 return 1; /* Ie, "all" */
1644 for (tmp = art->allowed; tmp; tmp = tmp->next) 1650 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645 { 1651 {
1646#ifdef TREASURE_VERBOSE 1652#ifdef TREASURE_VERBOSE
1647 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1648#endif 1654#endif
1649 if (*tmp->name == '!') 1655 if (*tmp->name == '!')
1650 name = tmp->name + 1, neg = 1; 1656 name = tmp->name + 1, neg = 1;
1651 else 1657 else
1652 name = tmp->name, neg = 0; 1658 name = tmp->name, neg = 0;
1719 return; 1725 return;
1720 } 1726 }
1721 1727
1722 for (i = 0; i < ARTIFACT_TRIES; i++) 1728 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 { 1729 {
1724 int roll = RANDOM () % al->total_chance; 1730 int roll = rndm (al->total_chance);
1725 1731
1726 for (art = al->items; art != NULL; art = art->next) 1732 for (art = al->items; art; art = art->next)
1727 { 1733 {
1728 roll -= art->chance; 1734 roll -= art->chance;
1729 if (roll < 0) 1735 if (roll < 0)
1730 break; 1736 break;
1731 } 1737 }
1747 continue; 1753 continue;
1748 1754
1749 if (!legal_artifact_combination (op, art)) 1755 if (!legal_artifact_combination (op, art))
1750 { 1756 {
1751#ifdef TREASURE_VERBOSE 1757#ifdef TREASURE_VERBOSE
1752 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1758 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1753#endif 1759#endif
1754 continue; 1760 continue;
1755 } 1761 }
1762
1756 give_artifact_abilities (op, art->item); 1763 give_artifact_abilities (op, art->item);
1757 return; 1764 return;
1758 } 1765 }
1759} 1766}
1760 1767
1808/* special_potion() - so that old potion code is still done right. */ 1815/* special_potion() - so that old potion code is still done right. */
1809 1816
1810int 1817int
1811special_potion (object *op) 1818special_potion (object *op)
1812{ 1819{
1813
1814 int i;
1815
1816 if (op->attacktype) 1820 if (op->attacktype)
1817 return 1; 1821 return 1;
1818 1822
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1; 1824 return 1;
1821 1825
1822 for (i = 0; i < NROFATTACKS; i++) 1826 for (int i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i]) 1827 if (op->resist[i])
1824 return 1; 1828 return 1;
1825 1829
1826 return 0; 1830 return 0;
1827} 1831}
1828 1832
1829void 1833void
1830free_treasurestruct (treasure *t) 1834free_treasurestruct (treasure *t)
1831{ 1835{
1832 if (t->next)
1833 free_treasurestruct (t->next); 1836 if (t->next) free_treasurestruct (t->next);
1834 if (t->next_yes)
1835 free_treasurestruct (t->next_yes); 1837 if (t->next_yes) free_treasurestruct (t->next_yes);
1836 if (t->next_no)
1837 free_treasurestruct (t->next_no); 1838 if (t->next_no) free_treasurestruct (t->next_no);
1838 1839
1839 delete t; 1840 delete t;
1840} 1841}
1841 1842
1842void 1843void
1847 1848
1848 delete lc; 1849 delete lc;
1849} 1850}
1850 1851
1851void 1852void
1852free_artifact (artifact * at) 1853free_artifact (artifact *at)
1853{ 1854{
1854 if (at->next)
1855 free_artifact (at->next); 1855 if (at->next) free_artifact (at->next);
1856
1857 if (at->allowed)
1858 free_charlinks (at->allowed); 1856 if (at->allowed) free_charlinks (at->allowed);
1859 1857
1860 at->item->free (1); 1858 at->item->destroy (1);
1861 1859
1862 delete at; 1860 sfree (at);
1863} 1861}
1864 1862
1865void 1863void
1866free_artifactlist (artifactlist * al) 1864free_artifactlist (artifactlist *al)
1867{ 1865{
1868 artifactlist *nextal; 1866 artifactlist *nextal;
1869 1867
1870 for (al = first_artifactlist; al != NULL; al = nextal) 1868 for (al = first_artifactlist; al; al = nextal)
1871 { 1869 {
1872 nextal = al->next; 1870 nextal = al->next;
1873 1871
1874 if (al->items) 1872 if (al->items)
1875 free_artifact (al->items); 1873 free_artifact (al->items);
1876 1874
1877 free (al); 1875 sfree (al);
1878 } 1876 }
1879} 1877}
1880 1878
1881void 1879void
1882free_all_treasures (void) 1880free_all_treasures (void)
1883{ 1881{
1884 treasurelist *tl, *next; 1882 treasurelist *tl, *next;
1885 1883
1886
1887 for (tl = first_treasurelist; tl != NULL; tl = next) 1884 for (tl = first_treasurelist; tl; tl = next)
1888 { 1885 {
1886 clear (tl);
1887
1889 next = tl->next; 1888 next = tl->next;
1890 if (tl->items)
1891 free_treasurestruct (tl->items);
1892 delete tl; 1889 delete tl;
1893 } 1890 }
1891
1894 free_artifactlist (first_artifactlist); 1892 free_artifactlist (first_artifactlist);
1895} 1893}

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